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True20 Fantasy 05

Date post: 18-Nov-2014
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I have created variant True20 rules for fantasy games. They are neither perfect nor complete, but I think they should be usable even in their present form.The variant rules have three major design principles:- characters of equal level should have similar combat power, - non-combat abilities are not gained by sacrificing combat abilties - ie, a character should not have to to be ineffecive in combat in order to be good at diplomacy- ease of conversion from D&D; for that reason available supernatural powers are based on D&D, and the difference in combat power between characters belonging to different levels is similar.
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CHAPTER I-BASICS..................................................................................................... 17 Common Terms ..................................................................................................................................................................17 Abilities ........................................................................................................................................................................17 Feats ..............................................................................................................................................................................17 Level&Challenge Rating .............................................................................................................................................17 Nonplayer Character (NPC) ........................................................................................................................................17 Player Character (Character, Hero, PC) .....................................................................................................................17 Role ...............................................................................................................................................................................17 Skills .............................................................................................................................................................................17 The Core System.................................................................................................................................................................18 Rounding Fractions ..........................................................................................................................................................18 Opposed Checks...............................................................................................................................................................18 Comparison Checks .........................................................................................................................................................18 Trying Again ....................................................................................................................................................................18 Circumstance Modifiers ..................................................................................................................................................18 Tools .................................................................................................................................................................................18 Checks without Rolls .......................................................................................................................................................19 Taking 1 ........................................................................................................................................................................19 Taking 10......................................................................................................................................................................19 Taking 20......................................................................................................................................................................19 Types of Checks ...............................................................................................................................................................19 Saving Throws..................................................................................................................................................................19 Staged Saving Throws .................................................................................................................................................20 Extra Effort and Conviction.............................................................................................................................................20 Extra Effort .......................................................................................................................................................................20 Conviction ........................................................................................................................................................................20 Activate Core Ability...................................................................................................................................................20 Re-roll a check or a save .............................................................................................................................................21 Re-roll Damage ............................................................................................................................................................21 Cancel Fatigue..............................................................................................................................................................21 Heroic Feat ...................................................................................................................................................................21 Recover .........................................................................................................................................................................21 Willpower .....................................................................................................................................................................21 Awaken .........................................................................................................................................................................21 Nature&Regaining Conviction........................................................................................................................................21 Nature ...........................................................................................................................................................................21 Changing Nature ..........................................................................................................................................................21 Regaining Conviction ..................................................................................................................................................22 Possession, Mind Control, Conviction and Extra Effort. ..............................................................................................22 Stacking bonuses ................................................................................................................................................................22 CHAPTER II: HERO CREATION .................................................................................. 24 Abilities ................................................................................................................................................................................24 Strength (Str) ....................................................................................................................................................................24 Dexterity (Dex) ................................................................................................................................................................24 Constitution (Con) ...........................................................................................................................................................24 Intelligence (Int) ...............................................................................................................................................................24 Wisdom (Wis) ..................................................................................................................................................................24 Charisma (Cha) ................................................................................................................................................................25
Transcript
Page 1: True20 Fantasy 05

CHAPTER I-BASICS..................................................................................................... 17

Common Terms..................................................................................................................................................................17 Abilities ........................................................................................................................................................................17 Feats ..............................................................................................................................................................................17 Level&Challenge Rating .............................................................................................................................................17 Nonplayer Character (NPC)........................................................................................................................................17 Player Character (Character, Hero, PC) .....................................................................................................................17 Role...............................................................................................................................................................................17 Skills .............................................................................................................................................................................17

The Core System.................................................................................................................................................................18 Rounding Fractions..........................................................................................................................................................18 Opposed Checks...............................................................................................................................................................18 Comparison Checks .........................................................................................................................................................18 Trying Again ....................................................................................................................................................................18 Circumstance Modifiers ..................................................................................................................................................18 Tools .................................................................................................................................................................................18 Checks without Rolls .......................................................................................................................................................19

Taking 1........................................................................................................................................................................19 Taking 10......................................................................................................................................................................19 Taking 20......................................................................................................................................................................19

Types of Checks...............................................................................................................................................................19 Saving Throws..................................................................................................................................................................19

Staged Saving Throws .................................................................................................................................................20

Extra Effort and Conviction.............................................................................................................................................20 Extra Effort .......................................................................................................................................................................20 Conviction ........................................................................................................................................................................20

Activate Core Ability...................................................................................................................................................20 Re-roll a check or a save .............................................................................................................................................21 Re-roll Damage ............................................................................................................................................................21 Cancel Fatigue..............................................................................................................................................................21 Heroic Feat ...................................................................................................................................................................21 Recover.........................................................................................................................................................................21 Willpower.....................................................................................................................................................................21 Awaken.........................................................................................................................................................................21

Nature&Regaining Conviction........................................................................................................................................21 Nature ...........................................................................................................................................................................21 Changing Nature ..........................................................................................................................................................21 Regaining Conviction ..................................................................................................................................................22

Possession, Mind Control, Conviction and Extra Effort. ..............................................................................................22

Stacking bonuses ................................................................................................................................................................22

CHAPTER II: HERO CREATION.................................................................................. 24

Abilities ................................................................................................................................................................................24 Strength (Str) ....................................................................................................................................................................24 Dexterity (Dex) ................................................................................................................................................................24 Constitution (Con) ...........................................................................................................................................................24 Intelligence (Int)...............................................................................................................................................................24 Wisdom (Wis) ..................................................................................................................................................................24 Charisma (Cha) ................................................................................................................................................................25

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Debilitated Abilities .........................................................................................................................................................25 Nonexistent Abilities .......................................................................................................................................................25

Strength.........................................................................................................................................................................25 Dexterity .......................................................................................................................................................................25 Constitution ..................................................................................................................................................................25 Intelligence ...................................................................................................................................................................25 Wisdom.........................................................................................................................................................................25 Charisma.......................................................................................................................................................................25

Creating Characters ..........................................................................................................................................................25 Random rolling of abilities:.............................................................................................................................................25 Point-buy system:.............................................................................................................................................................26

Racial Backgrounds...........................................................................................................................................................27 Ability Adjustment...........................................................................................................................................................27 Dwarves............................................................................................................................................................................27 Elves..................................................................................................................................................................................27 Gnomes.............................................................................................................................................................................27 Half-elves..........................................................................................................................................................................27 Half-orcs ...........................................................................................................................................................................27 Halflings ...........................................................................................................................................................................27 Humans.............................................................................................................................................................................28

Roles .....................................................................................................................................................................................28 Level-Dependent Benefits ...............................................................................................................................................28 Role Descriptions.............................................................................................................................................................30 Adepts ...............................................................................................................................................................................30 Experts ..............................................................................................................................................................................30 Warriors ............................................................................................................................................................................31

Size........................................................................................................................................................................................32

Other Capabilities ..............................................................................................................................................................32 Athletics ............................................................................................................................................................................32

Carrying Capacity..............................................................................................................................................................33

Throwing .............................................................................................................................................................................34

CHAPTER III: SKILLS .................................................................................................. 35

Using skills...........................................................................................................................................................................35 How Skills Work..............................................................................................................................................................35 Skill Check Results ..........................................................................................................................................................35 Opposed Checks and Passive Skills................................................................................................................................35 Challenges ........................................................................................................................................................................36 Aid.....................................................................................................................................................................................36

Acquiring Skills ..................................................................................................................................................................36 Improving Skills...............................................................................................................................................................36 Untrained Skills................................................................................................................................................................36

Skill Descriptions................................................................................................................................................................38 Skill Description Format .................................................................................................................................................38 Acrobatics (Dexterity, Armor Penalty)...........................................................................................................................38 Bluff (Cha; Interaction) ...................................................................................................................................................39 Climb (Str, Armor Penalty) .............................................................................................................................................40 Craft (Int, Trained Only) .................................................................................................................................................41

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Diplomacy (Cha; Interaction)..........................................................................................................................................42 Disable Device (Dex; Trained Only; Requires Tools) ..................................................................................................44 Disguise (Cha; Requires Tools) ......................................................................................................................................45 Escape Artist (Dex)..........................................................................................................................................................46 Forgery (Int, Untrained, Requires Tools) .......................................................................................................................47 Handle Animal (Cha).......................................................................................................................................................47 Intimidate (Cha; Interaction) ...........................................................................................................................................49 Knowledge (Int) ...............................................................................................................................................................51

Knowledge (Bardic).....................................................................................................................................................51 Knowledge (Engineering) ...........................................................................................................................................52 Knowledge (History) ...................................................................................................................................................52 Knowledge (Arcana)....................................................................................................................................................52 Knowledge (Local) ......................................................................................................................................................53

Medicine (Wis; Trained Only; Requires Tools).............................................................................................................53 Notice (Wis) .....................................................................................................................................................................54 Perform (Cha; Requires Specialization) .........................................................................................................................54 Ride ...................................................................................................................................................................................54 Search (Int) .......................................................................................................................................................................55 Sense Motive (Wis)..........................................................................................................................................................56 Sleight of Hand (Dex; Trained Only) .............................................................................................................................57 Stealth (Dex).....................................................................................................................................................................57 Survival (Wis) ..................................................................................................................................................................57 Swim (Str, Trained Only) ................................................................................................................................................59

CHAPTER IV: FEATS................................................................................................... 61

Combat Feats ......................................................................................................................................................................61 Blind-fight (Warrior, Expert) ..........................................................................................................................................61 Blindsense (Warrior, Expert) ..........................................................................................................................................61 Blindsight (Warrior, Expert) ...........................................................................................................................................61 Bypass Damage Reduction (Warrior, Expert)................................................................................................................61 Cleave (Warrior) ..............................................................................................................................................................61 Exotic Weapon Training (General).................................................................................................................................61 Far Shot (General)............................................................................................................................................................62 Heavy Armor Training (General) ...................................................................................................................................62 Improved Initiative (General)..........................................................................................................................................62 Improved Strike (General)...............................................................................................................................................62 Light Armor Training (General) .....................................................................................................................................62 Martial Weapon Training (General) ...............................................................................................................................62 Mounted Combat (General).............................................................................................................................................62 Move-by Action (General) ..............................................................................................................................................63 Precise Shot (General) .....................................................................................................................................................63 Precise Shot, Improved (General) ..................................................................................................................................63 Prone Fighting (General) .................................................................................................................................................63 Redirect (General)............................................................................................................................................................63 Seize Initiative (Warrior).................................................................................................................................................63 Shield Training (General)................................................................................................................................................63 Sneak Attack (Expert)......................................................................................................................................................63 Two-Weapon Fighting (General)....................................................................................................................................64 Versatility (Warrior) ........................................................................................................................................................64

Combat Style Feats ............................................................................................................................................................65 Attack Specialization (General) ......................................................................................................................................65 Favored Opponent (General)...........................................................................................................................................65 Rage (Warrior) .................................................................................................................................................................65 Rapid Shot (General) .......................................................................................................................................................66 Smite (Warrior) ................................................................................................................................................................66 Spirited Charge (Warrior)................................................................................................................................................66

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Whirlwind Attack (Warrior)............................................................................................................................................66

Combat Maneuver Feats...................................................................................................................................................67 Constrict (General)...........................................................................................................................................................67 Grappling Finesse (General) ...........................................................................................................................................67 Grapple Mastery (General)..............................................................................................................................................67 Improved Disarm (General) ............................................................................................................................................67

Protection Feats..................................................................................................................................................................67 Bathed in Styx (General) .................................................................................................................................................67 Death Ward (General)......................................................................................................................................................68 Diehard (General) ............................................................................................................................................................68 Defense Focus (General) .................................................................................................................................................68 Evasion (Expert)...............................................................................................................................................................68 Great Fortitude (General) ................................................................................................................................................68 Fearless (Warrior) ............................................................................................................................................................68 Iron Will (General) ..........................................................................................................................................................68 Lightning Reflexes (General)..........................................................................................................................................68 Mind Blank (General)......................................................................................................................................................69 Mind Over Body (General) .............................................................................................................................................69 Tireless (General).............................................................................................................................................................69 Uncanny Dodge (General)...............................................................................................................................................69

Role Feats ............................................................................................................................................................................69 Expert Reflexes (Expert). ................................................................................................................................................69 Warrior Fortitude (Warrior) ............................................................................................................................................69 Will of the Adept (Adept)................................................................................................................................................69

Social Feats..........................................................................................................................................................................70 Animal Empathy (General) .............................................................................................................................................70 Fascinate (General) ..........................................................................................................................................................70 Mass Suggestion (General) .............................................................................................................................................70 Suggestion (General) .......................................................................................................................................................70

Other Feats..........................................................................................................................................................................70 Athletic Training (General) .............................................................................................................................................70 Darkvision (General) .......................................................................................................................................................70 Eidetic Memory (General)...............................................................................................................................................71 Hide in Plain Sight (General) ..........................................................................................................................................71 Night Vision (General) ....................................................................................................................................................71 Quarterstaff Mastery (General) ......................................................................................................................................71 Sense Teleports (General) ...............................................................................................................................................71 Skill Focus (General) .......................................................................................................................................................71 Still Spell (Adept) ............................................................................................................................................................71

Feats for Monsters and NPCs...........................................................................................................................................72 Chokehold.........................................................................................................................................................................72 Constrict............................................................................................................................................................................72 Elusive Target ..................................................................................................................................................................72 Endurance.........................................................................................................................................................................72 Ferocity.............................................................................................................................................................................72 Improved Grab .................................................................................................................................................................72 Improved Pin....................................................................................................................................................................72 Improved Trip ..................................................................................................................................................................72 Multiattack........................................................................................................................................................................72 Rake ..................................................................................................................................................................................72 Tireless..............................................................................................................................................................................73 Two-Weapon Defense .....................................................................................................................................................73

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CHAPTER V SPECIAL ABILITIES AND CONDITIONS ............................................... 74

Special Abilities and Traits...............................................................................................................................................74 Damage Reduction...........................................................................................................................................................74 Elemental Damage ...........................................................................................................................................................76 Energy Drain ....................................................................................................................................................................76 Incorporeal........................................................................................................................................................................76 Invisible ............................................................................................................................................................................76 Mental Weakening ...........................................................................................................................................................77 Natural Armor ..................................................................................................................................................................77 Physical Weakening.........................................................................................................................................................77 Regeneration.....................................................................................................................................................................77 Resistance to Energy, Immunity to Energy & Elemental Damage...............................................................................78 Spell Resistance ...............................................................................................................................................................78 Supernatural Armor .........................................................................................................................................................78 Supernatural Attack .........................................................................................................................................................78 Vulnerability to energy....................................................................................................................................................79

Conditions............................................................................................................................................................................80 Blinded..............................................................................................................................................................................80 Dazed ................................................................................................................................................................................80 Dazzled .............................................................................................................................................................................80 Dead ..................................................................................................................................................................................80 Deafened ...........................................................................................................................................................................80 Debilitated ........................................................................................................................................................................80 Dying ................................................................................................................................................................................80 Entangled ..........................................................................................................................................................................80 Fascinated .........................................................................................................................................................................80 Frightened.........................................................................................................................................................................81 Helpless.............................................................................................................................................................................81 Nauseated..........................................................................................................................................................................81 On Fire ..............................................................................................................................................................................81 Panicked............................................................................................................................................................................81 Paralyzed ..........................................................................................................................................................................81 Pinned ...............................................................................................................................................................................81 Prone.................................................................................................................................................................................82 Shaken& Sickened ...........................................................................................................................................................82 Slowed ..............................................................................................................................................................................82 Stunned .............................................................................................................................................................................82 Unconscious .....................................................................................................................................................................82 Unguarded ........................................................................................................................................................................82 Wrestling ..........................................................................................................................................................................82

Fatigue..................................................................................................................................................................................83 Winded..............................................................................................................................................................................83 Fatigued ............................................................................................................................................................................83 Exhausted .........................................................................................................................................................................83 Recovery...........................................................................................................................................................................83

Poison and Disease .............................................................................................................................................................83 Disease..............................................................................................................................................................................83

Disease Descriptions....................................................................................................................................................83 Healing a Disease.........................................................................................................................................................84

Poison................................................................................................................................................................................84 Poison on Weapons......................................................................................................................................................85 Poison Immunities .......................................................................................................................................................85

CHAPTER VI-COMBAT................................................................................................ 87

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Combat Sequence...............................................................................................................................................................87

Combat Statistics................................................................................................................................................................87 Attack Roll ...................................................................................................................................................................87 Automatic misses and hits...........................................................................................................................................87 Attack Bonus ................................................................................................................................................................87 Size Modifier................................................................................................................................................................87 Miscellaneous Modifiers .............................................................................................................................................88 Range Penalty...............................................................................................................................................................88 Defense .........................................................................................................................................................................88 Surprise attacks & Base Defense ................................................................................................................................88 Size Modifier................................................................................................................................................................89 Damage.........................................................................................................................................................................89 Critical Hits ..................................................................................................................................................................89 Saving Throws .............................................................................................................................................................89 Saving Throw Types....................................................................................................................................................89

Initiative...............................................................................................................................................................................89 Initiative Checks ..........................................................................................................................................................89 Opponent Initiative ......................................................................................................................................................89 Determing Awareness..................................................................................................................................................90 Surprise.........................................................................................................................................................................90 Joining Fight.................................................................................................................................................................90

The Combat Round............................................................................................................................................................91 Action Types ....................................................................................................................................................................91

Standard Action............................................................................................................................................................91 Move Action.................................................................................................................................................................91 Full Action....................................................................................................................................................................91 Free Action ...................................................................................................................................................................91 Reaction ........................................................................................................................................................................92

Action Descriptions ............................................................................................................................................................92 Aim (Full).........................................................................................................................................................................92 Attack, Melee (Standard).................................................................................................................................................92 Attack, Ranged (Full) ......................................................................................................................................................92

Shooting or Throwing into Melee...............................................................................................................................92 Begin/Complete Full Action (Standard).........................................................................................................................93 Charge (Full) ....................................................................................................................................................................93 Command (Move) ............................................................................................................................................................93 Concentrate (Standard) ....................................................................................................................................................93 Delay (Free Action) .........................................................................................................................................................93 Draw or Sheathe a Weapon.............................................................................................................................................93 Drop an Item (Free) .........................................................................................................................................................94 Drop Prone (Free) ............................................................................................................................................................94 Manipulate Object (Move or Free) .................................................................................................................................94 Move (Move)....................................................................................................................................................................94 Move All Out (Full Action).............................................................................................................................................94 Opportunity Attack (Reaction)........................................................................................................................................94 Ready (Standard)..............................................................................................................................................................95 Ready or Drop a Shield (Full or move action). ..............................................................................................................95 Retrieve Item (Full action) ..............................................................................................................................................95 Speak (Free) .....................................................................................................................................................................95 Stand up (Move)...............................................................................................................................................................95 Total Defense (Standard).................................................................................................................................................96 Turn off a power (Free) ...................................................................................................................................................96 Miscellaneous Actions.....................................................................................................................................................96

Combat Modifiers ..............................................................................................................................................................97

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Big and Small creatures in Combat ................................................................................................................................97 Area Attack.......................................................................................................................................................................97 Situational modifiers........................................................................................................................................................98 Flanking ............................................................................................................................................................................98 Surrounded .......................................................................................................................................................................98 Unarmed opponents .........................................................................................................................................................99 Cover.................................................................................................................................................................................99

Partial Cover.................................................................................................................................................................99 Total Cover...................................................................................................................................................................99 Improved Cover ...........................................................................................................................................................99 Striking Cover ..............................................................................................................................................................99

Concealment.....................................................................................................................................................................99 Concealment Miss Chance ..........................................................................................................................................99 Concealment and Stealth Checks..............................................................................................................................100 Total Concealment.....................................................................................................................................................100 Table: Concealment ...................................................................................................................................................100

Damaged by opportunity attacks or readied attacks ....................................................................................................100 Ganging Up ....................................................................................................................................................................100 Helpless Defenders ........................................................................................................................................................100

Coup de Grace............................................................................................................................................................100

Special Attacks..................................................................................................................................................................101 All-out Attack.................................................................................................................................................................101 Accurate Attack..............................................................................................................................................................101 Finesse Attack ................................................................................................................................................................101 Two-Weapon Fighting...................................................................................................................................................101 Poisoned Weapons.........................................................................................................................................................102 Grenade-like (splash) weapon.......................................................................................................................................102 Disarm.............................................................................................................................................................................102 Sunder Shield .................................................................................................................................................................103 Overrun...........................................................................................................................................................................103 Feinting ...........................................................................................................................................................................104

Feinting when Mounted.............................................................................................................................................104 Feinting while swimming..........................................................................................................................................104

Climbing on gigantic monsters .....................................................................................................................................104

Damage ..............................................................................................................................................................................106 Lethal Damage ...............................................................................................................................................................106 Non-lethal Damage ........................................................................................................................................................107 Damage Conditions........................................................................................................................................................107 Long term consequences of damage.............................................................................................................................108 Recovery.........................................................................................................................................................................108 Minions ...........................................................................................................................................................................109

Grapple ..............................................................................................................................................................................110 Starting a grapple ...........................................................................................................................................................110 When grappling an opponent .......................................................................................................................................110 Grapple Maneuvers........................................................................................................................................................111 Wrestling Condition.......................................................................................................................................................112 Pinned Condition............................................................................................................................................................112 Being grappled ...............................................................................................................................................................113 Multiple Grapplers .........................................................................................................................................................113 Ending the Grapple ........................................................................................................................................................113

Mounted Combat .............................................................................................................................................................114 Training Mounts.............................................................................................................................................................114 Controlling a Mount.......................................................................................................................................................114 Directing a Mount ..........................................................................................................................................................114 Mounted Movement.......................................................................................................................................................114

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Actions in Mounted Combat .........................................................................................................................................115 Melee Attacks.............................................................................................................................................................115 Ranged Attacks ..........................................................................................................................................................115 Feinting when Mounted.............................................................................................................................................115 Casting Spells while Mounted ..................................................................................................................................115

Suffering Damage ..........................................................................................................................................................116 Grappling in Mounted Combat .....................................................................................................................................116

Damaging Objects ............................................................................................................................................................117 Energy Attacks:..........................................................................................................................................................117 Ranged Weapon Damage: .........................................................................................................................................117

Attacking objects during combat or with powers ........................................................................................................117

CHAPTER VII-PLAYING THE GAME......................................................................... 120

Social Interaction .............................................................................................................................................................120 Attitudes of Non-Player Character................................................................................................................................120

Out of combat attitudes. ............................................................................................................................................120 Hostile.........................................................................................................................................................................120 Unfriendly ..................................................................................................................................................................120 Indifferent...................................................................................................................................................................120 Friendly.......................................................................................................................................................................120 Helpful ........................................................................................................................................................................120 Neutral ........................................................................................................................................................................120 Enemy.........................................................................................................................................................................120 Follower......................................................................................................................................................................120 Ally .............................................................................................................................................................................120 Reaction roll ...............................................................................................................................................................120 Gaining attention of important personages ..............................................................................................................121

Interaction Skills ...........................................................................................................................................................121

Movement ..........................................................................................................................................................................123 Athletics ..........................................................................................................................................................................123 Movement.......................................................................................................................................................................123

Movement Pace..........................................................................................................................................................123 Normal........................................................................................................................................................................123 Accelerated .................................................................................................................................................................123 All Out ........................................................................................................................................................................123 Hampered Movement ................................................................................................................................................124

Balancing........................................................................................................................................................................124 Overland Movement ......................................................................................................................................................124 Jumping ..........................................................................................................................................................................125

Special Movement Modes ...............................................................................................................................................126 Jump Movement Mode ..................................................................................................................................................126 Magical Jumping............................................................................................................................................................127

Vision&Light.....................................................................................................................................................................128 Darkness .........................................................................................................................................................................129

Sense Categories ...............................................................................................................................................................130 Acute...........................................................................................................................................................................130 Precise.........................................................................................................................................................................130 Imprecise ....................................................................................................................................................................130 Inaccurate ...................................................................................................................................................................130

Sense Types....................................................................................................................................................................130 Nightvision .................................................................................................................................................................130 Darkvision (infravision) ............................................................................................................................................130

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Ethereal Sight (See Invisible)....................................................................................................................................130 Second Sight...............................................................................................................................................................130 True Seeing.................................................................................................................................................................131 Tremorsense ...............................................................................................................................................................131 Hearing .......................................................................................................................................................................131 Scent (Sense of Smell)...............................................................................................................................................131

Stealth.................................................................................................................................................................................132 Stealth .........................................................................................................................................................................132 Notice..........................................................................................................................................................................133 Size Bonuses and Penalties to Notice.......................................................................................................................134 Melee Stealthy Attack ...............................................................................................................................................134 Ranged Stealthy Attack .............................................................................................................................................134

Hazards..............................................................................................................................................................................136 Acid.............................................................................................................................................................................136 Cold.............................................................................................................................................................................136 Ice................................................................................................................................................................................136 Falling .........................................................................................................................................................................136 Falling Objects ...........................................................................................................................................................136 Heat.............................................................................................................................................................................136 Catching on Fire.........................................................................................................................................................137 Smoke .........................................................................................................................................................................137 Starvation and Dehydration.......................................................................................................................................137 Suffocation .................................................................................................................................................................137 Slow Suffocation........................................................................................................................................................137

CHAPTER VIII: SPECIAL ENVIRONMENTS ............................................................. 138

Underwater Adventuring................................................................................................................................................138 Swimming and drowning ..............................................................................................................................................138 Flowing Water................................................................................................................................................................138 Non-Flowing Water .......................................................................................................................................................139 Light and Vision.............................................................................................................................................................139 Buoyancy........................................................................................................................................................................139 Pressure...........................................................................................................................................................................139 Temperature....................................................................................................................................................................140 Tracking Underwater .....................................................................................................................................................140 Wear and Tear ................................................................................................................................................................140 Underwater Combat .......................................................................................................................................................140

Planes .................................................................................................................................................................................142 Ideal Realm.....................................................................................................................................................................142 Astral Plane ....................................................................................................................................................................142 The High Astral..............................................................................................................................................................143 Good and Evil on the Planes .........................................................................................................................................144 Nexus City......................................................................................................................................................................145 The Elemental Planes.....................................................................................................................................................145 The Elemental Plane of Air ...........................................................................................................................................146 The Elemental Plane of Earth........................................................................................................................................146 The Elemental Plane of Fire..........................................................................................................................................146 The Elemental Plane of Water ......................................................................................................................................147 The Negative Energy Plane ...........................................................................................................................................147 The Positive Energy Plane.............................................................................................................................................147 The Low Astral ..............................................................................................................................................................148 The Ethereal Plane .........................................................................................................................................................148

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CHAPTER IX: MAGIC................................................................................................. 150

Basic rules..........................................................................................................................................................................150 Key Ability.................................................................................................................................................................150 Caster level .................................................................................................................................................................150 Power Bonus ..............................................................................................................................................................150 Power Save Difficulty ...............................................................................................................................................150

Using Powers..................................................................................................................................................................151 Action .........................................................................................................................................................................151 Full Action Spells ......................................................................................................................................................151 Power Checks.............................................................................................................................................................151 Opposed power checks ..............................................................................................................................................151 Taking 10 and Taking 20...........................................................................................................................................151

Fatigue Roll ....................................................................................................................................................................151 Will save to avoid fatigue..........................................................................................................................................151 Empowering powers ..................................................................................................................................................152

Weaponlike powers........................................................................................................................................................152 Powers requiring melee attack rolls..........................................................................................................................152

Power Descriptions ........................................................................................................................................................152 Fatiguing.....................................................................................................................................................................152 Maintenance ...............................................................................................................................................................152 Concentration .............................................................................................................................................................152 Dispellable..................................................................................................................................................................153 Prerequisites ...............................................................................................................................................................153 Can be Widened .........................................................................................................................................................153

Distractions.....................................................................................................................................................................153 Categories of powers .................................................................................................................................................153 Situations and penalties .............................................................................................................................................153

Familiarity ......................................................................................................................................................................154 Scrying – Common rules ...............................................................................................................................................155 Teleportation-Common Rules .......................................................................................................................................155 Illusions ..........................................................................................................................................................................155

Figments .....................................................................................................................................................................155 Converting D&D spells: ................................................................................................................................................158

Power source feats............................................................................................................................................................159 Bard (General)................................................................................................................................................................159 Cleric (Adept).................................................................................................................................................................159 Innate Magic (General)..................................................................................................................................................159 Martial Artist (General). ................................................................................................................................................159 Nonmagical Powers (General) ......................................................................................................................................160 Paladin (Warrior) ...........................................................................................................................................................160 Ranger (Warrior)............................................................................................................................................................160 Ritualist (General)..........................................................................................................................................................160 Sorcerer (Adept).............................................................................................................................................................160 Student of Magic (General) ...........................................................................................................................................161 Wizard (Adept)...............................................................................................................................................................161

CHAPTER X: SUPERNATURAL POWERS ............................................................... 162 Acid Conjuration............................................................................................................................................................162 Acid Sphere ....................................................................................................................................................................162 Arcane Sight...................................................................................................................................................................162 Beast Link.......................................................................................................................................................................162 Black Tentacles ..............................................................................................................................................................163 Blindness/Deafness ........................................................................................................................................................163 Blink................................................................................................................................................................................163 Body Control ..................................................................................................................................................................164 Calm................................................................................................................................................................................164

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Cantrips...........................................................................................................................................................................165 Charm..............................................................................................................................................................................166 Cloudkill .........................................................................................................................................................................167 Cloud Minds...................................................................................................................................................................167 Cold Shaping ..................................................................................................................................................................168 Combat Sense.................................................................................................................................................................168 Confusion .......................................................................................................................................................................169 Conjuration .....................................................................................................................................................................169 Cure Disease...................................................................................................................................................................171 Deflect Arrows ...............................................................................................................................................................171 Disintegrate ....................................................................................................................................................................172 Dominate ........................................................................................................................................................................172 Earth Shaping .................................................................................................................................................................172 Elemental Attack (energy type) ...................................................................................................................................173 Elemental Resistance (energy type)..............................................................................................................................174 Enhance Ability..............................................................................................................................................................174 Enhance Senses ..............................................................................................................................................................175 Fire Shaping ...................................................................................................................................................................176 Fireball............................................................................................................................................................................176 Fog Shaping....................................................................................................................................................................177 Force Shaping.................................................................................................................................................................177 Force Structures .............................................................................................................................................................179 Freezing Sphere..............................................................................................................................................................180 Heart Reading.................................................................................................................................................................180 Heart Shaping................................................................................................................................................................180 Imbue Life ......................................................................................................................................................................181 Invisibility.......................................................................................................................................................................182 Iron Hands ......................................................................................................................................................................182 Light Shaping .................................................................................................................................................................182 Mage Armor ...................................................................................................................................................................183 Major Image ...................................................................................................................................................................183 Manipulate Object..........................................................................................................................................................183 Mind Touch ....................................................................................................................................................................184 Move Object...................................................................................................................................................................185 Negative Energy Shaping. .............................................................................................................................................186 Paralyze...........................................................................................................................................................................187 Phase ...............................................................................................................................................................................187 Positive Energy Shaping................................................................................................................................................188 Plant Shaping..................................................................................................................................................................188 Project Image..................................................................................................................................................................189 Psychic Shield ................................................................................................................................................................189 Psychic Weapon.............................................................................................................................................................190 Second Sight...................................................................................................................................................................190 Self-Shaping ...................................................................................................................................................................191 Sense Minds ...................................................................................................................................................................192 Shadow Shaping.............................................................................................................................................................192 Sleep................................................................................................................................................................................192 Sound Burst ....................................................................................................................................................................193 Sound Shaping................................................................................................................................................................193 Stoneskin ........................................................................................................................................................................194 Suggestion ......................................................................................................................................................................194 Summon Servitor ...........................................................................................................................................................194 Supernatural Attack .......................................................................................................................................................195 Supernatural Health .......................................................................................................................................................195 Supernatural Speed ........................................................................................................................................................195 Teleport...........................................................................................................................................................................195 Time Shaping .................................................................................................................................................................196 Time Stop .......................................................................................................................................................................197 True Seeing.....................................................................................................................................................................197

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Vampiric Touch .............................................................................................................................................................197 Water Shaping................................................................................................................................................................198 Ward................................................................................................................................................................................199 Wind Shaping.................................................................................................................................................................200 Wind Walk......................................................................................................................................................................201

CHAPTER XI: MAGIC RITUALS ................................................................................ 203 Basic Rules .....................................................................................................................................................................203 Performing rituals ..........................................................................................................................................................203 Typical cost to perform a ritual per level .....................................................................................................................204

Descriptions of rituals......................................................................................................................................................204 Alarm ..............................................................................................................................................................................204 Cure.................................................................................................................................................................................205 Detect Poison..................................................................................................................................................................205 Floating Disk ..................................................................................................................................................................205 Unseen Servant...............................................................................................................................................................206 Augury............................................................................................................................................................................206 Arcane Lock ...................................................................................................................................................................207 Knock..............................................................................................................................................................................207 Magic Mouth ..................................................................................................................................................................208 Regeneration, Lesser......................................................................................................................................................208 Restoration, Lesser.........................................................................................................................................................209 Rope Trick ......................................................................................................................................................................209 Spider Climb...................................................................................................................................................................209 Magic Circle...................................................................................................................................................................210 Nondetection ..................................................................................................................................................................210 Water Breathing .............................................................................................................................................................211 Clairaudience/Clairvoyance ..........................................................................................................................................211 Flesh Shaping .................................................................................................................................................................212 Ghost Touch ...................................................................................................................................................................212 Phantom Steed................................................................................................................................................................213 Speak with Dead ............................................................................................................................................................214 Cure Critical Wounds ....................................................................................................................................................214 Divination .......................................................................................................................................................................214 Scrying............................................................................................................................................................................215 Commune .......................................................................................................................................................................215 Contact Other Plane .......................................................................................................................................................216 Domination, Permanent .................................................................................................................................................217 Greater Teleport .............................................................................................................................................................218 Hallow.............................................................................................................................................................................218 Magic Jar ........................................................................................................................................................................219 Raise Dead......................................................................................................................................................................220 Find the Path...................................................................................................................................................................220 Forbiddance....................................................................................................................................................................221 Word of Recall ...............................................................................................................................................................221 Stone to Flesh .................................................................................................................................................................222 Plane Shift ......................................................................................................................................................................222 Resurrection....................................................................................................................................................................222 Binding ...........................................................................................................................................................................223 Astral Projection.............................................................................................................................................................224 Miracle............................................................................................................................................................................225 True Resurrection...........................................................................................................................................................226 Wish ................................................................................................................................................................................226

CHAPTER XII: EQUIPMENT ...................................................................................... 229

Treasures & Economy.....................................................................................................................................................229

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Loot and Treasure ..........................................................................................................................................................229 Selling treasure and acquiring magic items..................................................................................................................230 Crafting Magic Items.....................................................................................................................................................231 Alchemy..........................................................................................................................................................................231

Nonmagical Weapons ......................................................................................................................................................233 Ahlspiess or awl pike.................................................................................................................................................237 Arming sword.............................................................................................................................................................237 Bastard Sword, Warsword.........................................................................................................................................237 Dagger ........................................................................................................................................................................238 Falchion ......................................................................................................................................................................238 Falx .............................................................................................................................................................................238 Flexible Sword or Coiled Sword (Urumi)................................................................................................................238 Greatsword .................................................................................................................................................................239 Pommels .....................................................................................................................................................................239 Rapier or sidesword ...................................................................................................................................................239 Poison Dagger ............................................................................................................................................................239

Ranged Weapons............................................................................................................................................................240 Size and projectile weapons ......................................................................................................................................241 Size and thrown weapons..........................................................................................................................................242

Improvised Weapons .....................................................................................................................................................242 Special Weapons............................................................................................................................................................242

Nonmagical Armor ..........................................................................................................................................................244 General Rules on Armor................................................................................................................................................244

Armor Check Penalty ................................................................................................................................................244 Types of armor and Shields ...........................................................................................................................................244 Other Items .....................................................................................................................................................................245

Magical Weapons .............................................................................................................................................................246 Magic Weapon Special Ability Descriptions ...............................................................................................................248

Adamantine ................................................................................................................................................................248 Bane ............................................................................................................................................................................248 Cold Iron.....................................................................................................................................................................248 Dancing.......................................................................................................................................................................248 Defending ...................................................................................................................................................................248 Disruption...................................................................................................................................................................248 Distance ......................................................................................................................................................................248 Flaming.......................................................................................................................................................................249 Force ...........................................................................................................................................................................249 Frost ............................................................................................................................................................................249 Ghost Touch ...............................................................................................................................................................249 Holy ............................................................................................................................................................................249 Irresistible...................................................................................................................................................................249 Merciful ......................................................................................................................................................................249 Returning ....................................................................................................................................................................250 Seeking .......................................................................................................................................................................250 Shining........................................................................................................................................................................250 Shock ..........................................................................................................................................................................250 Silvered.......................................................................................................................................................................250 Sonic ...........................................................................................................................................................................250 Speed...........................................................................................................................................................................250 Spell Storing...............................................................................................................................................................250 Throwing ....................................................................................................................................................................250 Thundering .................................................................................................................................................................250 Undead Striking .........................................................................................................................................................251 Unholy ........................................................................................................................................................................251 Vorpal .........................................................................................................................................................................251

Artifact Weapons ...........................................................................................................................................................252

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Magical Armor and Shields............................................................................................................................................254 Acid Resistance..........................................................................................................................................................256 Acid Resistance, Greater ...........................................................................................................................................256 Adamantine ................................................................................................................................................................256 Agile ...........................................................................................................................................................................256 Agile, Improved .........................................................................................................................................................256 Animated ....................................................................................................................................................................256 Arrow Catching..........................................................................................................................................................256 Arrow Deflection .......................................................................................................................................................256 Bashing .......................................................................................................................................................................256 Blinding ......................................................................................................................................................................256 Blur .............................................................................................................................................................................257 Comfortable................................................................................................................................................................257 Cold Resistance..........................................................................................................................................................257 Cold Resistance, Improved........................................................................................................................................257 Cold Resistance, Greater ...........................................................................................................................................257 Dimension Door.........................................................................................................................................................257 Electricity Resistance.................................................................................................................................................257 Electricity Resistance, Improved ..............................................................................................................................257 Electricity Resistance, Greater ..................................................................................................................................257 Elemental Aura (energy type) ...................................................................................................................................258 Elemental Immunity (energy type) ...........................................................................................................................258 Etherealness................................................................................................................................................................258 Fire Resistance ...........................................................................................................................................................258 Fortification................................................................................................................................................................258 Ghost...........................................................................................................................................................................258 Glamered ....................................................................................................................................................................258 Impenetrable...............................................................................................................................................................259 Mithril .........................................................................................................................................................................259 Shadow .......................................................................................................................................................................259 Slick ............................................................................................................................................................................259 Slick, Improved..........................................................................................................................................................259 Sonic Resistance ........................................................................................................................................................259 Sonic Resistance, Improved ......................................................................................................................................259 Sonic Resistance, Greater..........................................................................................................................................259 Spell Resistance .........................................................................................................................................................259 Variable ......................................................................................................................................................................259

Wondrous Items ...............................................................................................................................................................260 Amulet of Attunement (universal) ............................................................................................................................260 Amulet of Attunement (single plane) .......................................................................................................................260 Amulet of Mighty Fists..............................................................................................................................................260 Amulet of Supernatural Armor .................................................................................................................................261 Belt of Giant Strength................................................................................................................................................261 Boots of Elvenkind ....................................................................................................................................................261 Boots of Striding and Springing................................................................................................................................261 Boots, Winged............................................................................................................................................................262 Bracers of Armor .......................................................................................................................................................262 Broom of Flying.........................................................................................................................................................262 Cape of the Mountebank ...........................................................................................................................................262 Cloak or Vest of Resistance ......................................................................................................................................262 Gloves of Dexterity....................................................................................................................................................262 Gauntlets of Ogre Power ...........................................................................................................................................263 Efficient Quiver..........................................................................................................................................................263 Eversmoking Bottle ...................................................................................................................................................263 Gem of Seeing............................................................................................................................................................263 Goggles of Minute Seeing.........................................................................................................................................263 Goggles of Night........................................................................................................................................................263 Goggles of Night, Greater .........................................................................................................................................264

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Hand of Glory ............................................................................................................................................................264 Hat of Disguise...........................................................................................................................................................264 Lantern of Revealing .................................................................................................................................................264 Potion of Healing .......................................................................................................................................................264 Ring of Blinking.........................................................................................................................................................264 Ring of Energy Resistance ........................................................................................................................................265 Ring of Freedom of Movement.................................................................................................................................265 Ring of Invisibility.....................................................................................................................................................265 Ring of Jumping.........................................................................................................................................................265 Ring, Master’s ............................................................................................................................................................265 Ring or Amulet of Mind Shielding ...........................................................................................................................265 Ring of Protection ......................................................................................................................................................266 Ring of Three Wishes ................................................................................................................................................266 Robe of Blending .......................................................................................................................................................266 Robe of the Archmagi................................................................................................................................................266 Robe of Eyes ..............................................................................................................................................................266 Silversheen .................................................................................................................................................................267 Shining jewel..............................................................................................................................................................267 Wings of Flying .........................................................................................................................................................267 Thieves’ Tools, Superior ...........................................................................................................................................267

Wands and Staffs..............................................................................................................................................................267 Wands .............................................................................................................................................................................267 Staffs ...............................................................................................................................................................................268

CHAPTER XIII: OPPONENTS AND MONSTERS ...................................................... 271

Encounter Difficulty ........................................................................................................................................................271 Challenge Ratings ......................................................................................................................................................271 Encounter Level .........................................................................................................................................................271 Encounter level of the party, and adjusted party level. ...........................................................................................271 Difficulty of Encounters ............................................................................................................................................271 Easy Encounters.........................................................................................................................................................272 Average Encounters ...................................................................................................................................................272 Challenging, Hard and Epic Encounters ..................................................................................................................272 Equal Encounters .......................................................................................................................................................272 Conviction ..................................................................................................................................................................273

Monster Types ..................................................................................................................................................................273 Aberration.......................................................................................................................................................................273 Animal ............................................................................................................................................................................273 Construct.........................................................................................................................................................................274 Dragon ............................................................................................................................................................................274 Elemental........................................................................................................................................................................274 Fey...................................................................................................................................................................................274 Humanoid .......................................................................................................................................................................274 Magical Beast .................................................................................................................................................................274 Monstrous Humanoid ....................................................................................................................................................275 Ooze ................................................................................................................................................................................275 Outsider...........................................................................................................................................................................275 Plant ................................................................................................................................................................................275 Vermin ............................................................................................................................................................................275 Undead............................................................................................................................................................................276

Dark Minded (subtype)..............................................................................................................................................276 Mindless (subtype).....................................................................................................................................................276 Unliving (subtype) .....................................................................................................................................................276 True Undead(subtype) ...............................................................................................................................................276

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Special Rules .....................................................................................................................................................................277 Swarms ...........................................................................................................................................................................277 Monsters with multiple attacks or natural weapons.....................................................................................................277 Breath Weapons .............................................................................................................................................................277

Simplified Monster Creation..........................................................................................................................................278 Calculating other characteristics: ..................................................................................................................................279 Size adjustment ..............................................................................................................................................................280

Equipment .........................................................................................................................................................................281

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Chapter I-Basics

Common Terms Abilities All heroes have certain basic abilities that define what they are capable of doing. These abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. They each have a numeric ability score, averaging 0 for a normally capable human. Higher ability scores are bonuses (+1 to +5 or more), while lower ability scores are penalties (as low as –5). As part of creating your hero, you decide how strong, smart, and tough your hero is by choosing the appropriate ability scores. Feats Feats are special abilities, representing talents or special training. They allow your hero to do things others can’t or give your hero some other advantage. You select your hero’s feats based on what you want your hero to be able to do. Heroes acquire new feats as they improve.

Level&Challenge Rating A player character's level represents his overall ability and power. Character level is the sum of all of the levels possessed by a character in all of his roles. For NPCs and monsters, the equivalent number is the Challenge Rating. A monster with a given challenge rating should have about an equal chance to defeat a character of that character level.

In addition, some types of opponents who are created similarly to player characters have both levels and challenge ratings. The level of such an opponent can be different from his Challenge Rating. In that case, the overall power of the opponent is determined by his Challenge Rating. When the difficulty of the check depends on the opponent’s level or Challenger Rating, always use his Challenge Rating when it is different from his level.

The level in case of such an opponent does not represent his power level, but the amount of training he possesses. His challenge rating can different because he possesses higher or lower basic abilities compared to a PC of the same level. It can be also higher because of powerful special powers.

Whenever the rules determine the effects of a power or a feat depending on the character level, always use the level, even if the character possesses different Challenger Rating.

In addition, there are less important type of levels. Role level is the number of levels of a specific role possessed by a character. Caster level represents a creature's power and ability when casting spells. When a creature casts a spell or uses a supernatural power, it often contains a number of variables, such as range or damage, that are based on the caster's level. Nonplayer Character (NPC) These are characters controlled by the GM. If they oppose you, they are opponents or adversaries. If they are clearly non-human creatures, they are monsters. Player Character (Character, Hero, PC) These are the characters portrayed by the players. Role Heroes fall into one of three roles that define the part they play in the story. Adepts are intellectual and knowledgeable heroes focused on supernatural powers. Experts are heroes specializing in various skills. Warriors are heroes specializing in fighting and combat. Your hero’s role determines things like fighting ability and available feats. Skills Skills represent training in a particular sort of task or knowledge, everything from acrobatic maneuvers to negotiation, riding a horse, and ancient lore. Someone trained in climbing is able to climb faster and with more confidence than someone who isn’t, for example. You choose the skills your hero knows from a list of available skills.

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The Core System The game uses a core or central game system to resolve actions. Whenever your character attempts any action with a chance of failure, do the following: 1. Roll a twenty-sided die (abbreviated d20). 2. Add any relevant modifiers (for things like abilities, skills, and circumstances). 3. Compare the total to a number called the action’s Difficulty (set by the Narrator based on the circumstances). If the result equals or exceeds the Difficulty, the action succeeds. If the result is lower than the Difficulty, the action fails.

Rounding Fractions In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

Opposed Checks Some checks are opposed checks. They are made against the result of someone else’s check. Whoever gets the higher result wins. For ties on opposed checks, the character with the higher modifer wins. If the modifers are the same, re-roll.

Comparison Checks In cases where a “check” is actually a simple test of one character’s capabilities against another, with no luck involved, the one with the higher modifier or score wins. Just as you wouldn’t make a “height check” to see who’s taller, you don’t need to make a Strength check to see who’s stronger. The ability scores tell you that. When two characters arm wrestle, for example, the stronger character wins. In the case of identical bonuses or scores, just flip a coin to see who wins.

Trying Again In general, you can try a check again if you fail, and keep trying indefinitely. Some tasks, however, have consequences for failure. For example, failing a check to climb might mean you fall, which might make it difficult to try again. Some tasks can’t be attempted again once a check has failed. For most tasks, once you’ve succeeded, additional successes are meaningless.

Circumstance Modifiers Some circumstances make a check easier or harder, resulting in a bonus or penalty to the modifier for the check or a change to the check’s Difficulty. The Narrator can alter the odds of success in four ways: • Grant a +2 bonus to represent circumstances improving performance. • Grant a –2 penalty to represent circumstances hampering performance. • Reduce the Difficulty by 2 to represent circumstances making the task easier. • Increase the Difficulty by 2 to represent circumstances making the task harder. Bonuses to your check modifier and reduction to the check’s Difficulty have the same result: they create a better chance of success. But they represent different circumstances, and sometimes that difference is important.

Tools Some tasks require tools. If tools are needed, the specific items are mentioned in the description of the task or skill. If you don’t have the appropriate tools, you can still attempt the task but at a –4 penalty on your check. Some tasks cannot be attempted without tools at all.

A character may be able to put together impromptu tools to make the check. If the Narrator allows this, reduce the penalty to –2 (instead of –4). It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require an additional check as well.

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Checks without Rolls A check represents performing a task under a certain amount of pressure, with uncertain results. When the situation is less demanding, you can perform with more reliable results. Applying these rules can speed up checks under routine circumstances, cutting down the number of die rolls players need to make during play. Taking 1 If your total bonus on a check is equal to or greater than the Difficulty, you will succeed regardless of what you roll on the die. In this case, the Narrator might not require you to roll at all and just assume you succeed, since it’s a trivial effort for someone of your capability. If the check has varying levels of success, you’re assumed to achieve the minimum possible (as if you’d rolled a 1). You can choose to make a roll to achieve a greater level of success, or the Narrator may assume a greater level of success, depending on the circumstances. Taking 10 When you are not in a rush and not threatened or distracted, you can choose to take 10. Instead of rolling for the check, calculate your result as if you had rolled a 10. For average (Difficulty 10) tasks, taking 10 allows you to succeed automatically, assuming a base modifier of +0. Unlike taking 1 or 5, you cannot take 10 if distracted or under pressure (such as in a combat or action situation). The Narrator decides when this is the case. Taking 20 When you have plenty of time, and when the task carries no penalty for failure, you can take 20. Instead of rolling the check, calculate your result as if you had rolled a 20. Taking 20 means you keep trying until you get it right. Taking 20 takes about twenty times as long as making a single check, or about 2 minutes for a task requiring a round or less. If there are potential consequences for failing the check, such as setting off an alarm or slipping and falling, you cannot take 20 on it.

Types of Checks There are three main types of checks: skill checks, ability checks, and attack rolls.

Skill Checks A skill check determines what you can accomplish with a particular skill (sometimes whether you’re trained in that skill or not). It is a roll of d20 + your skill and the skill’s key ability score against a Difficulty. Unlike attack rolls, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.

Ability Checks An ability check is like a skill check, but measures raw ability, like strength, endurance, or intellect. It is a roll of d20 + your ability modifier against a Difficulty. Ability checks tend to be all or nothing (you can either accomplish the task or you can’t), although there are sometimes gradations of success or failure.

Attack Rolls and Checks An attack roll determines whether or not you hit an opponent in combat. It is a d20 roll + your attack bonus. The Difficulty is your target’s Defense, which measures their ability to avoid attacks. If you equal or exceed your target’s Defense, your attack hits. Otherwise, you miss.

A roll of 1 on the die (a natural 1) means the attack automatically misses. A roll of 20 on the die (called a natural 20) means the attack hits automatically.

In some circumstances, you can make attack checks instead of skill checks. You always use the attack bonus of a wielded melee weapon or unarmed attack (whichever is higher). You cannot use options which increase attack bonus at the cost of defense or damage.

Saving Throws When a creature is the subject of a dangerous spell or is threatened by a hazard such as injury, poison, falling, it often receives a saving throw to avoid it or mitigate the result. Saving throws are reactions, meaning that a character does not need to take an action to make a saving throw—they are made automatically. There are three types of saving throws: Fortitude, Reflex and Will. A successful saving throw is one that meets or exceeds the hazard's Difficulty.

You can't ever take 10 or 20 on a saving throw. You can't apply Challenges to a saving throw. Saving throws cannot benefit from another's aid. A natural 1 is not an automatic failure on a saving throw, nor is a natural 20 an automatic success.

Your saving throw bonus is:

Base save bonus + class bonus+ability +other bonuses

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The three different kinds of saving throws are: Fortitude: These saves measure the character's ability to stand up to massive physical punishment or attacks against his or her vitality and health such as poison and paralysis. The character's Constitution is a part of his Fortitude saving throws. Reflex: These saves test the character's ability to dodge massive attacks such as explosions or collapsing pits. (Often, when damage is inevitable, the character gets to make a Reflex save to take only Damage - 4.) Apply the character's Dexterity to his Reflex saving throws. Will: These saves reflect the character's resistance to mental influence and domination as well as to many magical effects. Apply the character's Wisdom modifier to his Will saving throws.

Staged Saving Throws There are sometimes gradations to a saving throw. In that case, the results are different when you simply fail the throw, or fail it by 5, 10, or more points. By “failing the save for 5 points” these rules mean that the d20 roll+save bonus is equal to or lower than Difficulty-5. This convention is not quite right from the mathematical point of view (eg if you fail at all, you also “fail by 1”), but is easy to remember and use.

Extra Effort and Conviction Extra Effort Heroes are often called upon to perform feats beyond their normal limits. This calls for extra effort. Players can use extra effort to improve a hero’s abilities in exchange for the hero suffering some fatigue from the effort. Only a heroic characters (a character who can use Conviction) can use extra effort when he is exhausted. Minions cannot benefit from extra effort at all. Extra effort is a free action and can be performed at any time during a hero’s turn. A hero using extra effort can gain one of the following benefits: Re-roll a check or a save: You can re-roll any check or save based on Dexterity or Strength and take the better of two rolls. You must use the extra effort to re-roll it before the Narrator announces the result of your roll. One roll can be re-rolled only once. You cannot re-roll a damage roll made by yourself. Increase carrying capacity: The hero’s carrying capacity doubles for one round. Obviously, you can use this ability only once per round. Surge: Gain an additional standard or move action, before or after your normal actions for the round (your choice). Using this extra action does not change your place in the initiative order. You can use a standard action gained from a surge to start or complete a full round action in conjunction with your normal actions for the round. You can use surge only once per round. You cannot use the gained move action to make more than 2 moves per round.

At the beginning of the round immediately after extra effort, the hero suffers a level of fatigue (see Fatigue).

A winded hero becomes fatigued, fatigued hero becomes exhausted, and an exhausted hero becomes unconscious, the round after using extra effort. You can spend a Conviction point instead of suffering fatigue.

Other specific uses of extra effort (usually involving supernatural powers) are specified in the text.

Conviction Whether it’s luck, talent, or sheer determination, heroes have something setting them apart from everyone else, allowing them to perform amazing deeds under the most difficult circumstances. In this game, this something is Conviction. Spending a Conviction point can make the difference between success and failure. Characters have Conviction based on their level. As heroes improve in level, their maximum Conviction increases.

Unless otherwise noted, spending a Conviction point is not an action, takes no time, and can be done at any time. You may spend as many points in a turn as you have available. You can spend Conviction for any of the following: Activate Core Ability

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Activating your role’s core ability costs one Conviction point. See the role descriptions for details on their core abilities.

Re-roll a check or a save One Conviction point spent allows you to re-roll any check or save you make, and take the better of two rolls. Differently from Extra Effort, the roll need not be based on Dexterity or Strength. You must spend the Conviction point to re-roll it before the Narrator announces the result of your roll. One roll can be re-rolled only once. You cannot re-roll a damage roll made by yourself. Re-roll Damage When your opponent rolls damage, you can spend a Conviction point to force him to re-roll, and take the better (for you) of two rolls. You must spend the Conviction point to re-roll it before the Narrator announces the result of the roll. One roll can be re-rolled only once. Cancel Fatigue Any time you would suffer fatigue (including the effects of using powers and extra effort), you can spend Conviction points and reduce the amount of fatigue you suffer by one level for each point spent. You can also spend Conviction points to remove fatigue you accrued earlier. Heroic Feat You can spend a Conviction point to gain the benefits of a feat your hero doesn’t already have for one round or the stated duration of the feat (if any), whichever is greater. You must be capable of acquiring the feat normally, meaning it must be a feat available to your role(s) and you must meet all the prerequisites. For feats that can be acquired multiple times, you gain the benefit of one acquisition of the feat by spending a Conviction point. You can use that ability only once per turn.

Recover You can spend a Conviction point to recover faster from damage. See the description of recovery from damage for particulars. In particular, spending a Conviction point automatically stabilizes a dying character (you or someone you are assisting) although this doesn’t protect the character from further damage. Willpower Whenever you make a saving throw against an effect that causes fear (including supernatural powers like Heart Shaping), or try to oppose the Intimidate skill, you can succeed automatically, without the need for a roll, by spending a Conviction point. You must spend the point before rolling to use this option. Awaken If you are sleeping, distracted or for some other reason unaware of an approaching foe, spending a Conviction point allows you to awaken and grab your weapons as a reaction. You can still be surprised and reduced to base defense. However, you are not helpless and cannot be coup-de-graced.

Nature&Regaining Conviction Nature Each player character has a nature, which represents the most important parts of his or her character. The nature consists always of two aspects. Each of the aspects is a short description of a factor motivating the player character. An aspect can be a vice (Miserly, Greedy, Selfish, Lazy, Petty, Prideful, Envious, Hateful), a virtue (Generous, Hopeful, Daring, Prudent, Compassionate, Industrious, Honest, Fair, Determined), some other character trait (Gregarious, Stubborn, Manipulative, Insensitive, Hidebound, Impulsive, Arrogant, Capricious, Kind), a code of honour, an allegiance to a cause, a person, a belief, or a deity, or a moral attitude (Lawful Good “Crusader”, Neutral Good, “Benefactor”, Chaotic Good, “Rebel”, Lawful Neutral, “Judge”, Chaotic Neutral, “Free Spirit”, Lawful Evil, “Dominator”, Neutral Evil, “Malefactor”, Chaotic Evil, “Destroyer”).

Players should consult each other and Narrator when choosing natures. An aspect should not be a detriment to game. For example chosing a vice “Cowardly” for a combat game should be done with the agreement of remaining players. On the other hand, an aspect which in effect says “Determined to Win” is entirely superfluous; all PCs are considered that by default.

Changing Nature

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Generally speaking, a person’s nature is fixed. You may change one aspects of the nature of your PC at the cost of a point of Conviction, which cannot be regained until the hero gains a new level. This should not be arbitrary, but represent the development of character and have some in-game justification. Changing both aspects of nature requires two Conviction points.

Certain major events in a character’s life can lead to a change in nature without this price. Only player can change the nature of their character, but Narrator decides whether the circumstances justify doing this without the penalty. Regaining Conviction Heroes regain expended Conviction points in four ways:

First, heroes regain one point of Conviction each day, generally in the morning. If a player character flagrantly flouted his nature during the past day, he may not regain Conviction. Behaviour in agreement with one aspect of nature, and opposed by another, is always treated as behaviour according to nature, and grants all benefits for such a behaviour.

Second, a player character regains one point of Conviction when he behaves contrary to his interests, avoids a potentially remunerative course of action or suffers setbacks because of his nature; the detriment must be serious enough to materially disadvantage him. (For example, a player character with a Lawful Good aspect can receive Conviction when he refrains from using rescued orphans to detect traps in an underground complex he explores. He is not entitled to extra Conviction, however, if there are witnesses to his behaviour – in that case sacrificing the orphans has its own penalties).

Players should not receive Conviction for behaviour disrupting play; even if offending the king in the middle of his army is entirely in accordance with the Nature of a player character, it does not give him any Conviction – quite the contrary – if it leads to party being executed. The difference between interesting roleplaying and disruptive behaviour depends, of course, on the particular group.

Similarly, player characters regain Conviction when they take unnecessary risks because of their nature. It is immaterial whether the risk pays off or leads to disaster; if a character voluntarily decides to run a meaningful and unnecessary risk because of his nature, he regains conviction. It should be noted that this game does not use experience points, and unnecessary combats do not cause automatically faster character advancement. For that reason, an avoidable combat can be the cause of regaining Conviction.

Third, the Narrator awards the heroes Conviction for a particularly impressive success or achievement in the adventure that renews confidence and faith. Overcoming a very dangerous challenge or solving a complex puzzle might give the heroes a burst of inspiration in the form of renewed Conviction – one point per PC. Generally, this will be a single encounter with Challenge Rating of their level +3, or several encounters with Challenge Rating of their level +2.

Fourth, whenever the characters suffer an arbitrary disaster: they are shipwrecked, the army they are part of is defeated, and they are taken prisoner etc., they regain maximum Conviction.

Possession, Mind Control, Conviction and Extra Effort. A possessing or mind controlling character cannot use Conviction points belonging to the controlled character, and cannot force him to extra effort. The Conviction points can be used by the controlled character and are (presumably) used only to defend his body from serious harm or to attempt breaking the mind control. Characters cannot attempt Extra Effort when they are possessed or mind-controlled.

Stacking bonuses There are four basic kinds of bonuses: Supernatural bonuses, Item bonuses, Feat bonuses and Situational bonuses. Situational bonuses eg for surprise attack, for attacking from higher position etc usually stack. However, some conditions etc essentially presume other conditions; bonuses and penalties granted by such conditions do not stack. Eg when attacking a pinned creature, you use only the penalty for being pinned; you don’t add the penalty for being grappled, and for being surprise attacked. Some feats can provide situational bonuses. You can get only one of each of remaining bonuses: only one Supernatural bonus, one Item bonus and one Feat bonus. Supernatural bonuses come from supernatural power and magic enhancements on magic items (all “enhancement” bonuses are supernatural bonuses). In addition, some feats can give supernatural bonuses. This is always explicitly stated, and applies particularly to feats that give “enhancement” bonuses, eg Rage. It should be mentioned that the fact that a given attack receives supernatural bonus to damage does not have to mean by itself that that attack counts as magical for purposes of damage reduction. Item bonuses are granted generally by Items, and Feat bonuses by feats. Any exception to those rules are always noted.

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In particular, supernatural bonuses to armor are always supernatural bonuses, no matter whether they come from a magic power, an item or a feat. Bonuses to toughness given by armor are always Item bonuses, even if they come from a magical power such as Magic Armor. Some feats allow to lower one characteristic in order to increase another. Eg the All-out Attack feat allows to lower defense in order to increase attack. Such feats provide situational bonuses which stack with everything. Penalties follow a bit different rules. Generally, penalties always stack. Each situation when penalties do not stack must be explicitly mentioned in the rules. On the other hand, a character can be affected only once by one condition. If a character suffers unguarded condition from multiple sources, he still receives only one penalty for being unguarded.

Miss chance – chance that the attack misses target in general, based on factors such as concealment, invisibility, blindness or darkness – never stack. Roll only once for the highest miss chance that applies.

Those rules obviously resemble the rules from D&D 4ed. This is not an accident – I modelled them on 4ed rules, because I have the same goal. It is, as I called it earlier, “staying on the Random Number Generator”. When it is possible to stack bonuses, there is an obvious path to “winning” the game: it is to gather up as much bonuses as possible, until in the end some of your characterists will become so high that you will be either invulnerable, or able to destroy your enemy in one action. This is both boring (the gathering bonuses part) and obviously unbalanced.

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Chapter II: Hero Creation This chapter tells you everything you need to know to create your own True20 heroes, ready to embark on exciting adventures.

It covers basic abilities, backgrounds, roles, and the various details for describing your hero. It also looks at the trait of Conviction and the benefits it grants in the game.

Abilities Everyone has certain basic abilities: how strong, fast, smart, and clever they are. These ability scores influence almost everything your character does. Stronger characters can lift greater weights, more dexterous characters have better balance, tougher characters can soak up more damage, and so forth.

Strength (Str) Strength measures sheer muscle power and the ability to apply it. Your Strength score applies to the following: * Damage dealt by melee and thrown weapon attacks. * Special combat maneuvers such as grappling, disarming and so on. * Defense when parrying, blocking attacks in melee combat. * Climb, Jump, and Swim checks. * Your carrying capacity, how much you can lift and carry. * Strength checks for breaking through doors, smashing things, and other deeds of strength when a specific skill doesn't apply.

Dexterity (Dex) Dexterity is a measure of coordination, agility, and manual dexterity. Your Dexterity score applies to the following: * Attack rolls. * Defense when dodging, evading attacks in combat. * Reflex saving throws, for avoiding danger with coordination and quick reflexes. * Initiative checks. * Acrobatics, Escape Artist, Ride, Sleight of Hand, and Stealth checks. * Dexterity checks for tasks requiring agility and coordination when a specific skill doesn't apply.

Constitution (Con) Constitution is a measure of endurance, health, and overall physical toughness. Constitution is important because it affects your hero's ability to resist damage. Your Constitution score applies to the following: * Toughness saving throws, for resisting damage. * Fortitude saving throws, for resisting disease, poison, fatigue, and other effects involving your hero's health. * Constitution checks for recovering from damage.

Intelligence (Int) Intelligence is a measure of reasoning, memory, and quick thinking. Your Intelligence score applies to the following: * Your number of known skills at 1st level (see Roles). * The number of skill ranks you gain from successive levels (see Roles). * Craft, Disable Device, Knowledge, and Search checks. * Intelligence checks to solve problems using sheer brainpower when a specific skill doesn't apply.

Wisdom (Wis) While Intelligence measures reasoning, Wisdom is a measure of awareness, common sense, intuition, and strength of will. Your Wisdom score applies to the following: * Will saving throws, for resisting attempts to influence you, whether by mundane or supernatural means. * Medicine, Notice, Sense Motive, and Survival checks. * Wisdom checks to resolve matters of intuition when a specific skill doesn't apply.

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Charisma (Cha) Charisma is a measure of persuasiveness, force of personality, leadership ability, and attractiveness (not necessarily physical). Your Charisma score applies to the following: * Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, and Perform checks. * Charisma checks to use force of personality when a specific skill doesn't apply.

Debilitated Abilities There is no limit to how high an ability score can be raised, but there is a limit on how low it can drop. If one of your hero's ability scores drops below -5 for any reason, the score is debilitated. Your hero suffers serious effects, depending on the ability. Debilitated Strength or Dexterity means the hero is helpless and unable to move. Debilitated Constitution means the hero is dying (and suffers a -5 on checks to avoid death). Debilitated Intelligence, Wisdom, or Charisma means the hero is unconscious and incapable of waking until the score is restored to at least -5.

Nonexistent Abilities Some beings actually lack a basic ability (having no score in it at all, which is not the same as having a debilitated ability). The effect of lacking a particular ability is as follows: Strength Any creature capable of physically manipulating other objects has a Strength score. A creature with no Strength is incapable of exerting any physical force, either because it has no physical form (like an incorporeal ghost) or simply can't move (like a tree). The creature automatically fails Strength-based checks. Dexterity Any creature capable of movement has a Dexterity score. A creature with no Dexterity cannot move (like most plants) or take physical actions and automatically fails Dexterity-based checks. Constitution Any living creature has a Constitution score. A creature with no Constitution has no physical body (like a ghost) or no living metabolism (like an animated statue or other construct). It is immune to effects requiring Fortitude saving throws unless they work on inanimate objects. The creature always fails Constitution-based checks. Creatures with no Constitution do not recover from damage (since they can't make recovery checks). They must be repaired in some fashion. The same is true of objects. Intelligence Any creature that can think, learn, or remember has an Intelligence score. A creature with no Intelligence is an automaton, operating on simple instinct or pre-programmed instructions. It is immune to all mental effects and automatically fails Intelligence-based checks. Note that animals have low Intelligence scores (usually -4), but they do have Intelligence. Wisdom Any creature aware of its environment has a Wisdom score. Anything with no Wisdom also has no Charisma. It is an inanimate object, not a creature. Objects are immune to mind-influencing effects and automatically fail Wisdom-based checks. Charisma Any creature capable of interacting with others has a Charisma score. Creatures without Charisma cannot interact, are immune to interaction checks, and automatically fail Charisma-based checks.

Creating Characters

Random rolling of abilities: Roll d20. In the corresponding row on the table below you can find ability scores. Assign the numbers to abilities as desired.

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Point-buy system: You have 8 points. Abilities start at 0 and can be increased by spending points. You can also gain 1 additional point by lowering one ability to -1. You cannot lower more than 1 ability to -1. The following table shows the cost of buying abilities:

D20 A B C D E F

1 4 2 1 0 0 0

2 4 3 0 0 -1 -1

3 4 2 0 0 0 0

4 4 2 1 0 -1 -1

5 3 3 2 0 -1 -1

6 3 2 2 1 0 -1

7 3 3 1 0 0 -1

8 4 2 1 0 -1 -1

9 3 2 2 0 0 0

10 4 1 0 0 0 0

11 4 1 0 0 0 -1

12 3 2 1 1 0 -1

13 3 2 1 0 0 0

14 3 1 1 1 0 0

15 2 2 2 2 0 0

16 2 2 2 2 0 -1

17 2 1 1 1 1 1

18 3 2 1 0 0 -1

19 3 1 1 1 0 -1

20 2 2 1 1 0 0

Point Cost Ability 0 0 1 1 2 2 4 3 7 4

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Racial Backgrounds

Ability Adjustment Ability adjustments cannot cause an ability to fall below -1 or to rise above 4 (not counting level bonuses). If an ability would fall below -1 as a result of adjustment, it remains at -1, but you decrease some other ability. If an ability would rise above +4, it remains at 4, but you can increase some other ability.

Dwarves Dwarves have the following background traits: • Dwarf base land speed is 30 feet. Due to their stocky build, Dwarves can never gain ranks in the Swim skill and do not add their combat bonus to the Athletics modifier. For that reason they can never be good at swimming, running or jumping. On the other hand, they can move very fast overland, even with heavy loads. Dwarves can double move for a a number of hours equal to their Constitution +4. • Ability Adjustments: +1 Constitution, –1 Charisma • Bonus Feats: Great Fortitude, Night Vision (or Darkvision). • Bonus Skills: The hero gains Craft and Search as bonus known skills at 1st level (4 ranks), in addition to those gained for the hero’s role and Intelligence score, and 2 extra skill point at each additional level, which must be spent on Craft and Search. Elves Elves have the following background traits: • Ability Adjustments: +1 Dexterity, –1 Constitution • Bonus Feats: Night Vision, Weapon Training, Psychic Shield • Favored Power: Psychic Shield. When using it treat character level as caster level. Characters with no Caster level and no prerequisite feat use Charisma as the key ability. Adepts can use their key ability, but in that case have to use their actual Caster level, not total Character level.

Gnomes • Small: As a Small creature, a gnome gains a +1 to Combat bonus, and a +4 bonus to Stealth checks, but he suffers –1 penalty to Toughness, uses smaller weapons than humans use (-1 to damage), and his lifting and carrying limits are a half of those of a Medium character. • Gnome base land speed is 20 feet. • Ability Adjustments: +1 Constitution, –1 Strength • Bonus Feats: Night Vision, Cantrips or Beast Link • Bonus Skills: The hero gains Notice as a bonus known skill at 1st level (4 ranks), in addition to those gained for the hero’s role and Intelligence score, and 1 extra skill point at each additional level, which must be spent on Notice. • Favored Power: Cantrips or Beast Link. When using it treat character level as caster level. Characters with no Caster level and no prerequisite feat use Charisma as the key ability. Adepts can use their key ability, but in that case have to use their actual Caster level, not total Character level.

Half-elves • Ability Adjustments: None • Bonus Feats: Psychic Shield, Night Vision, Skill Focus – chose one from Diplomacy, Notice or Search. • Favored Power: Psychic Shield. When using it treat character level as caster level. Characters with no Caster level and no prerequisite feat use Charisma as the key ability. Adepts can use their key ability, but in that case have to use their actual Caster level, not total Character level.

Half-orcs • Ability Adjustments: +1 Strength, –1 Intelligence • Bonus Feats: Night Vision (or Darkvision), Weapon Training, Improved Strike

Halflings • Small: As a Small creature, a halfling gains a +1 to Combat bonus, and a +4 bonus to Stealth checks, but he suffers –1 penalty to Toughness, uses smaller weapons than humans use (-1 to damage), and his lifting and carrying limits are a half of those of a Medium character. • Base land speed is 20 feet.

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• Ability Adjustments: +1 Dexterity, –1 Strength • Bonus Feats: Iron Will, Skill Focus (Notice or Stealth) • Bonus Skills: The hero gains Notice and Stealth as bonus known skills at 1st level (4 ranks), in addition to those gained for the hero’s role and Intelligence score, and 2 extra skill point at each additional level, which must be spent on Notice and Stealth.

Humans The traits of a human background are: • Ability Adjustments: None, or a player can lower one ability and increase another by 1. • Bonus Feat: The hero gains one bonus feat at 1st level out of the list of feats available for the hero’s role. • Bonus Skill: The hero gains one bonus known skill at 1st level (4 ranks), in addition to those gained for the hero’s role and Intelligence score, and 1 extra skill point at each additional level.

Roles The roles correspond loosely to classes in other D20 games; they are however much more generic, and have nearly no class abilities, which are replaced by feats. This way, the roles are more customisable than classes. There are three roles in True20, in addition to heroes with mixed, or multiple, roles. The roles are: • Adept: Someone able to wield supernatural powers. • Expert: Someone experienced in a wide range of skills. • Warrior: Someone with training in many forms of combat. Mixed-Role Heroes: Heroes start out with only one role at 1st level. However, as your hero advances in level, you may choose levels in other roles, creating a mixed-role hero. This mixing of roles gives a hero a wider range of abilities at the cost of slowing advancement in any one role. For example, a 1st-level warrior attaining 2nd level might choose to take the 1st level in adept instead of a 2nd level in warrior. The hero is now a 1st-level warrior/1st-level adept, but still a 2nd-level character. The character’s combat abilities are less than those of a 2nd-level warrior, but the character now has the abilities of a 1st-level adept. The key diference for mixed-role heroes is that each role has a core ability, obtained only when a character starts out at 1st-level in that role. A mixed-role hero taking on a new role does not gain the new role’s core ability, but does gain all of its other traits. Guidelines for creating mixed-role heroes can be found at the end of this chapter.

Level-Dependent Benefits Heroes improve in experience and power by advancing in level. This represents the progress of a hero's career during a long series, from novice to seasoned expert. As heroes advance in level, they gain additional bonuses and access to more skills and feats, improving and expanding their capabilities. After 1st level, heroes also get the opportunity to begin mixing roles to further expand their options and capabilities.

Certain benefits are based on a hero's overall level, regardless of role. The Level-Dependent Benefits table summarizes these. See each role description for the benefits specific to each. The maximum rank a hero can have in any known skill is equal to the hero's level + 3. See Skills for details.

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Level Maximum

Skill Rank Number of increased abilities

Conviction Base Save Bonus

1st 4 3 +0 2nd 5 3 +1 3rd 6 4 +1 4th 7 4 +2 5th 8 5 +2 6th 9 5 +3 7th 10 6 +3 8th 11 6 +4 9th 12 +1 to 2 abilities 7 +4 10th 13 7 +5 11th 14 8 +5 12th 15 8 +6 13th 16 9 +6 14th 17 9 +7 15th 18 +1 to 4 abilities 10 +8 16th 19 10 +9 17th 20 11 +10 18th 21 +1 to all abilities 11 +11 19th 22 12 +12 20th 23 +1 to all abilities 12 +13

Ability Increases: Those increases are intended to keep characters on equal footing with D&D characters. The ability increases need to account for much lower number of items granting ability bonuses, and the lack of inherent bonuses from wishes and the like.

Level Number of increased

abilities 9 +1 to 2 abilities 15 +1 to 4 abilities 18 +1 to all abilities 20 +1 to all abilities

Conviction: Heroes start out with 3 points of Conviction at 1st level and gain a point of Conviction every two levels thereafter (3rd, 5th, and so on). The number indicated at each level is a hero's maximum Conviction points at that level. See Conviction for details. Feats: Your hero gets 5 starting feats at 1st level, in addition to bonus feats provided by his background, plus an additional feat for each level beyond 1st. You choose feats from among those available to your hero's role. If you have a power source feat, you can take powers instead of feats. Depending on the power source feat, you may be able to take powers only when gaining a level in the Adept role, or independently from role. Retraining: You can retrain one feat or power each level. You remove one of your feats or powers and gain a different one, in addition to the feat you take when gaining a level. You cannot retrain a power or feat which servers as a prerequisite for another feat or power you possess. Saves: All save rolls equal

d20+base save bonus+ability+role bonus

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Base save bonus equals ½ character level, rounding down. Additionally, at character level 15 all characters receive one-time +1 bonus to all saves. At level 17 this increases to +2, and at 19 to +3. The total base save bonus is given in the level-dependent benefits table . Each role gives a +2 starting bonus to one save when taken at 1st character level. Warrior role gives this bonus to Fortitude save, Adept to Will save, Expert can choose the save. Taking subsequent levels in a different role does not give that bonus again; it can be gained only once, at 1st level.

There are new save feats, which can be taken only by the appropriate role: Warrior Fortitude(Warrior), Will of the Adept (Adept), Expert Reflexes(Expert). They give +2 bonus to the save but cannot be taken for saves in which you have the starting bonus.

Accordingly, you generally can take those feats only if you multiclass. For example, if you start as an Adept and later take a level in Warrior, you can take Warrior Fortitude to improve your fortitude save.

The saves have been changed, because otherwise the difference between saves of different roles would grow too large at higher levels. In D&D not only the difference between good save and bad save is 6 at 20 level, but in addition the roles tend to increase abilites tied to their good saves (eg Adepts have high wisdom). On the other hand, save difficulties are at a given level equal for all characters. As the result, the same save can be very easy for an adept and impossible for a Warrior. This leads to eg mind-controlled Warriors and certainly does not improve the game.

Role Descriptions Each role's traits are organized as follows: Core Ability: Adept and Warrior roles have a special ability that they acquire only at character creation. Your character's first level determines this core ability, and whatever roles you may choose after first level, your Core Ability never changes. Certain feats can allow you to use the core ability of a different role, in addition to your own. Skills: The number of skills you choose for a hero of that role at 1st level. You apply your hero's Intelligence modifier to this number, but it cannot be lower than 1, no matter how low a hero's Intelligence might be. All starting skills come at 4 ranks. At higher levels, this is the number of skills ranks you gain by taking a level in this role. Feats: The feats a hero starts with at 1st level. Each role allows you to choose some or all of these feats from lists of feats available to characters of that role. Saving Throws: Each role gains a +2 bonus in one save at character creation. This bonus is only gained once per character, and never changes no matter what additional roles the character may take. Powers: Some roles can acquire supernatural powers. How those powers are acquired and used depends on the role.

Adepts Gathering Power (Core Ability): A character who starts life as an adept can remove all fatigue conditions by resting 15 minutes and spending a Conviction point. Skills: At character creation, choose 4 + Intelligence score starting skills (all starting skills come at 4 ranks). Adepts gain 4 + Int skill ranks per additional level. Important skills for adepts include Craft and Knowledge (particularly Arcana). Feats: At character creation, choose 5 from either the General or the Adept categories. Adepts gain a new feat or power each level -- the feat can be chosen from either the General or Adept categories. Saving Throws: Adepts gain a +2 bonus at character creation on their Will saves. Powers: Adepts can develop and use certain supernatural powers. In order to to do that they must take a power source feat first. An adept with a power source feat can choose to acquire a power allowed by his power source in place of one of the adept's normal feats, either starting feats or those acquired by improving in level. So a starting adept can have up to four powers (at the cost of taking no starting feats). Each time the adept gains a level the player has a choice of taking a new feat or a new power.

Experts

Experts do not receive a core ability. Skills: At character creation, choose any 8 + Intelligence score starting skills (all starting skills come at 4 ranks). Experts gain 8+ Int skill ranks per additional level.

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Feats: At character creation, you must take Sneak Attack feat. In addition, choose any 4 feats from Expert or General. Experts get another feat from those lists each level. Saving Throws: At character creation, an expert gains a +2 bonus on the Reflex save. This game is designed to be balanced in combat. The original True20 Expert sacrificed his combat ability in order to improve skills; such an option does not fit this version. Because of this, Sneak Attack feat has been designed to make Expert as dangerous as other classes in combat. For this reason, it is obligatory. If a player wants to play a character with substandard combat abilities, he is free not to take this feat, or to handicap his character in any way he desires.

Warriors Determination (Core Ability): A warrior can spend a point of Conviction to immediately erase all bruised damage conditions. Skills: At character creation, choose any 4 + Intelligence score starting skills (- all starting skills come at 4 ranks). Warriors gain 4 + Int skill ranks per additional level. Important skills for warriors tend to be physical, such as Climb, Jump and Swim, but with rules such as Feint and Stunts, interaction skills such as Bluff or Intimidate can be potent weapons. Feats: At character creation, a warrior receives 5 feats from General or Warrior lists. Warriors gain another feat from those lists each level. Saving Throws: Warriors gain a +2 bonus at character creation on their Fortitude saves. Combat bonuses of roles Level Adept Expert Warrior 1st +0 +0 +1 2nd +1 +1 +2 3rd +1 +2 +3 4th +2 +3 +4 5th +2 +3 +5 6th +3 +4 +6 7th +3 +5 +7 8th +4 +6 +8 9th +4 +6 +9 10th +5 +7 +10 11th +5 +8 +11 12th +6 +9 +12 13th +6 +9 +13 14th +7 +10 +14 15th +7 +11 +15 16th +8 +12 +16 17th +8 +12 +17 18th +9 +13 +18 19th +9 +14 +19 20th +10 +15 +20

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Size Size of creature influences many of its capabilities. For the influence of size on stealth, look in the chapter on Stealth.

Table 1: Creature Size and Scale Creature Size

Attack &Defense

Toughness &Damage

Dimension Weight Carrying Capacity

Space Natural Reach

Fine –8 +8 3-6 in. 1/64-1/8 lb.

×1/16 1/2 ft. 0

Diminutive –4 +4 6-12 in. 1/8-1 lb. ×1/8 1 ft. 0 Tiny –2 +2 1-2 ft. 1-8 ×1/4 2-1/2

ft. 0

Small –1 +1 2-4 ft. 8-60 ×1/2 5 ft. 5 ft. Medium +0 +0 4-8 ft. 60-500 ×1 5 ft. 5 ft. Large +1 –1 8-16 ft. 500-4000 ×2 10 ft. 10 ft. Huge +2 –2 16-32 ft. 4K –32K

lbs. ×4 15 ft. 15 ft.

Gargantuan +4 –4 32-64 ft. 32K –250K lbs.

×8 30 ft. 20 ft.

Colossal +8 –8 64-128 ft. 250K- 2 mil lbs

×16 60 ft. 30 ft.

These values are typical for creatures of the indicated size. Some exceptions exist. Dimension assumes basic humanoid proportions (100% x 30% x 15%). If either width or depth roughly equals height/length then reduce the dimensions to 2/3. If both width and depth roughly equal height/length then reduce dimensions to 1/2. eg. An ogre (8 ft. tall x 4ft. wide x 2 ft. deep) is Large size. However, a spherical monster that was 8 ft. in diameter would be Huge size. Monsters which are long or spherical, not tall in shape have ½ of reach – rounding down. Carrying Capacity: Larger creatures can lift and carry more, while smaller creatures can lift and carry less. Larger creatures gain a doubling in capacity per size category. Smaller creatures' carrying capacities are multiplied by the value in this column. So a tiny creature with Strength +0 has a heavy load of (100 x 1/2) or 50 lbs.

Other Capabilities In addition to abilities, which are determined directly, and combat bonus and saves, which depend on levels in various roles, characters have other capabilities.

Athletics

Combat requires well developed athletic abilities. If it is possible to be an experienced fighter and be unable to swim, it is entirely impossible to be proficient in fencing and be unable to run or jump. For that reason, Jump as a skill separate from Combat Bonus is superfluous. To represent characters who are trained in athletics, but not in martial arts, I introduced Athletic Training feat.

Athletics modifier determines skills at running and jumping. Athletics Modifier equals

Combat Bonus plus Strength minus Armor Check penalty

Use only permanent Combat Bonus, and do not add special bonuses, such as given by the Combat Sense power. Dwarves do not add Combat Bonus to Athletics Modifier. For characters with the Athletic Training feat Athletics Modifier equals level plus Strength plus 3 minus Armor Check penalty. Monsters generally do not use Athletics Modifier. They have instead run speed and jump distance.

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Carrying Capacity Strength determines how much weight heroes can lift and how much any additional encumbrance slows them down. See the Carrying Capacity table for how much characters can lift based on their Strength score. (The figures in the Carrying Capacity table are for medium creatures. Larger and smaller creatures can carry more or less depending on their size category. See Size for details.)

Table 2: Carrying Capacity

Strength Light Load Medium Load Heavy Load Maximum Load Push/Drag

-5 3 lb. 6 lb. 10 lb. 20 lb. 50 lb.

-4 6 lb. 13 lb. 20 lb. 40 lb. 100 lb.

-3 13 lb. 26 lb. 40 lb. 80 lb. 200 lb.

-2 20 lb. 40 lb. 60 lb. 120 lb. 300 lb.

-1 26 lb. 53 lb. 80 lb. 160 lb. 400 lb.

0 33 lb. 66 lb. 100 lb. 200 lb. 500 lb.

+1 43 lb. 86 lb. 130 lb. 260 lb. 650 lb.

+2 58 lb. 116 lb. 175 lb. 350 lb. 875 lb.

+3 76 lb. 153 lb. 230 lb. 450 lb. 1,150 lb.

+4 100 lb. 200 lb. 300 lb. 600 lb. 1,500 lb.

+5 133 lb. 266 lb. 400 lb. 800 lb. 2,000 lb.

+6 173 lb. 346 lb. 520 lb. 1,040 lb. 2,600 lb.

+7 233 lb. 466 lb. 700 lb. 1,400 lb. 3,500 lb.

+8 306 lb. 613 lb. 920 lb. 1,840 lb. 4,600 lb.

+9 400 lb. 800 lb. 1,200 lb. 2,400 lb. 6,000 lb.

+10 532 lb. 1,064 lb. 1,600 lb. 3,200 lb. 8,000 lb.

+11 692 lb. 1384 lb. 2080 lb. 4160 lb. 10400 lb.

+12 932 lb. 1864 lb. 2800 lb. 5600 lb. 14000 lb.

+13 1224 lb. 2452 lb. 3680 lb. 7360 lb. 18400 lb.

+14 1600 lb. 3200 lb. 4800 lb. 9600 lb. 24000 lb.

+15 2128 lb. 4256 lb. 6400 lb. 12800 lb. 32000 lb.

These carrying capacity rules determine how much a character's equipment slows him down. Encumbrance comes in two parts: encumbrance by armor and encumbrance by total weight.

Encumbrance by Armor: A character's armor determines his armor check penalty. If your character is weak or carrying a lot of gear, however, then you'll need to calculate encumbrance by weight. Doing so is most important when your character is trying to carry some heavy object. Use the worse figure from armor or from load for armor check penalty. Do not stack the penalties.

Encumbrance by Weight: If you want to determine whether your character's gear is heavy enough to slow him down more than his armor already does, total the weight of all the character's items, including armor, weapons, and gear. Compare this total to the character's Strength on Table: Carrying Capacity. Depending on the character's carrying capacity, he or she may be carrying a light, medium, or heavy load. A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not encumber a character. Carrying more than a light load imposes armor check penalty to Acrobatics, Climb, Escape Artist, Sleight of Hand, Stealth, and Swim checks. The penalty is doubled for Swim checks. +

If your character is wearing armor, use the worse figure (from armor or from load) for armor check penalty. Do not stack the penalties.

Light Load Characters can lift and carry up to a light load without any penalties or difficulties.

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Medium Load Characters carrying a medium load have a -3 check penalty. If their Dexterity is higher than their Strength+3, they treat it as equal to their Strength+3 for purposes of Attack and Defense.

Heavy Load Characters can lift up to a heavy load overhead. They have a -5 check penalty. If their Dexterity is higher than their Strength, they treat it as equal to their Strength for purposes of Attack and Defense. They cannot run – they can at most make a double move.

Maximum Load Characters can lift up to the maximum load off the ground, but can only stagger around with it. While overloaded in this way, characters are Unguarded and can move only 5 feet per round as a full-round action. You cannot take any other actions while supporting a maximum load.

Push/Drag Characters can push or drag up to five times their heavy load weight, moving at 1/2 normal speed. Favorable conditions (smooth ground, dragging a slick object) double these numbers, and bad circumstances (broken ground, pushing an object that snags) can reduce them to one-half or less.

Bigger and Smaller Creatures The figures on Table: Carrying Capacity are for Medium bipedal creatures. A larger bipedal creature can carry more weight depending on its size category, as follows: Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. A smaller creature can carry less weight depending on its size category, as follows: Small ×3/4, Tiny ×1/2, Diminutive ×1/4, Fine ×1/8.

Quadrupeds can carry heavier loads than bipeds can. Multiply the values corresponding to the creature's Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine ×1/4, Diminutive ×1/2, Tiny ×3/4, Small ×1, Medium ×1.5 , Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24.

Tremendous Strength For Strength scores not shown on Table: Carrying Capacity, find the Strength score lower by a multiple of 5 than the creature's Strength score and multiply the numbers in that row by 4 for every 5 points the creature's Strength is above the score for that row.

Throwing Characters can throw any object they can lift, up to a heavy load. (You cannot throw your maximum load; only drop it adjacent to you.) Throwing something is a standard action. Picking up an object is a move action. It is however possible to combine throwing an object with either picking it up or moving up to Move distance towards target (but not both) in one full action.

The distance you can throw an object is based on its weight and your Strength. You can throw your heavy load 10 feet, medium load up to 25 feet and light load up to 50 feet. If you attempt to hit a specific character or point in space, treat them as improvised throwing weapons. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object.

In addition, heavy load objects cause an additional -4 penalty to attack rolls (-8 in total) if the target is not directly underneath you. They cannot cause damage greater than 4+Size Bonus+Strength. Such a damage is caused by heavy stones and other hard objects. Softer objects cause much lower damage.

Objects weighting up to medium load have a 5 feet range increment. They cannot cause damage greater than 2+Size Bonus+Strength.

Objects weighting up to light load have a range increment of 10 feet. They cannot cause damage greater than 1+Size Bonus+Strength.

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Chapter III: Skills Skills are learned abilities acquired through a combination of training (skill ranks) and natural talent (an ability). Additionately, many uses of skills are available only to a character trained in them. Some skills cannot be used untrained.

Using skills

How Skills Work When you use a skill, make a skill check to see how well you do. The higher the result, the better the outcome. Based on the circumstances, your check result must equal or beat a particular Difficulty number. The harder the task, the higher the number you need to roll. See Checks in the Introduction for more information.

Skill check=d20 + skill modifier (Ability + skill ranks + miscellaneous modifiers)

Skill Ranks Your rank in a skill indicates how well trained you are with it. You assign ranks from your role and level to skills, and the maximum rank you can have in any skill is your level +3. Many skills can be used even if the character has no ranks in them; doing this is called making an untrained skill check.

Ability Each skill has a key ability, applied to the skill’s checks. Each skill’s key ability is noted in its description.

Modifiers Miscellaneous modifiers to skill checks include favorable or unfavorable conditions, bonuses from feats, and penalties for not having proper tools, among others.

Skill Check Results If your skill check at least equals Difficulty (also called Difficulty Class – DC), you successfully use your skill. Unlike attack rolls, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure. Skill checks sometimes have gradations of success and failure based on how much your total roll is above or below the Difficulty. For example, if you fail a Climb check, you don’t make any progress. If you fail by 5 or more, you fall. By “failing a check by 5 points” these rules mean that the d20 roll+modifier is equal to or lower than Difficulty-5.

Often, when using skill against another character, Difficulty equals his total skill modifier + 10.

Difficulty (DC) Example (Skill Used) Very easy (0) Notice something large in plain sight (Notice) Easy (5) Climb a knotted rope (Climb) Average (10) Hear an approaching guard (Notice) Tough (15) Rig a wagon wheel to fall off (Disable Device) Challenging (20) Swim in stormy water (Swim) Formidable (25) Open an average lock (Disable Device) Heroic (30) Leap across a 30-foot chasm (Jump) Nearly impossible (40) Track a squad of orcs across hard ground after 24 hours of

rainfall (Survival) Table 3: Difficulty Class Examples

Opposed Checks and Passive Skills In some cases, you make opposed rolls. An opposed check is a check whose success or failure is determined by comparing the check result to another character’s check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie.

Some skills are opposed by passive skills. In that case the difficulty of skill check is set by the opponent’s skill modifier+10. This is not a opposed check; if you skill check equals the difficulty it is successful.

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Challenges Challenges reflect a capable character’s ability to perform some tasks with superior panache and efficiency. They allow heroes to achieve greater results by making already difficult checks harder. Each skill defines the challenges it is possible to take with it.

To take a challenge, increase a check’s Difficulty by 5 or suffer a –5 penalty to the check result. In return, you gain an extra benefit in addition to the normal effects of a successful check. If you fail due to the penalty or increased Difficulty, however, you suffer the normal results of failure. Note that, if failing by more than a certain margin imposes a particular outcome, you suffer that outcome as normal if you fail to meet your newly increased Difficulty

You can accept more than one challenge to a check. In some cases, you can take a challenge more than once to gain its benefits multiple times. These are noted in the challenge descriptions.

Aid Sometimes characters work together and help each other out. In this case, one character (usually the one with the highest bonus) is considered the leader of the effort and makes the check normally. Helpers do not make any checks, but must still be trained to a level comparable with the leader. The bonus of each of them cannot be lower by more than 5 than the leader’s.

Each additional helper gives +2 bonus to the leader. In many cases, outside help isn’t beneficial, or only a limited number of helpers can aid someone at once. The Narrator limits aid as appropriate for the task and conditions.

Acquiring Skills You choose a certain number of skills your character knows at 1st level, based on your role, race and Intelligence score. For example, a warrior knows four skills at 1st level, and humans get one bonus skill, so a human warrior is trained in five skills at 1st level. These starting skills begin at four ranks, the maximum rank for 1st level.

You must have at least intelligence 0 to gain ranks in Bluff, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge, Medicine, Sail and Search skills. For each point of Intelligence above 0, you gain an additional skill known; it must be one of the above-mentioned skills.

Improving Skills As your hero advances in level, you gain additional ranks to assign to skills. The number of ranks you gain is equal to the number of skills known at the first level. You can assign these ranks to existing skills your hero knows, improving them up to the maximum rank of (level +3). You can assign earned skill ranks to entirely new skills. You must spend at least 4 ranks on a new skill. This makes your hero trained, with four ranks in that skill.

You gain bonus skill ranks for intelligence above 0. In addition, when your Intelligence increases, you gain retroactively additional skill ranks, as if it was that high from the beginning. All skill ranks gained because of intelligence must be spend on the Bluff, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge, Medicine, Sail and Search skills. Untrained Skills Characters can perform some tasks without any training in a skill, using only raw talent (as defined by their ability scores), but trained characters tend to be better at such things. If a skill description doesn’t include “Trained Only,” you can attempt tasks involving that skill even if you have no training in it.

Generally, if your character attempts to use a skill he or she does not possess, you make a skill check as normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check. Skills that cannot be used untrained are designated as “Trained Only” in their descriptions. Attempts to use these skills untrained automatically fail.

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D20 skill Skill Appraise (Int) Craft Knowledge (Local) Knowledge (Geography) Knowledge (Arcana) Knowledge (Arcana) Knowledge (Psionics) Knowledge (Arcana) Knowledge (Nobility and royalty)

Knowledge (Bardic)

Knowledge (dungeoneering)

Knowledge (Caverns)

Knowledge (Architecture) Knowledge (Engineering) Knowledge (The Planes) Knowledge (Science&Planes) Bardic Knowledge Knowledge (Bardic) Decipher Script Knowledge (History) Spellcraft Knowledge (Arcana) Use Magic Device Knowledge (engineering) for larger

machines; otherwise power source feats

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Skill Descriptions Skills are presented in alphabetical order, in the following format. Entries that do not apply to a particular skill are omitted in that skill's description.

Skill Description Format The skill name line and the line beneath it include the following information: Key Ability: The abbreviation for the ability whose modifier applies to the skill check. Trained Only: If "Trained Only" appears on the line beneath the skill name, a character must have at least 4 ranks in the skill to use it. If "Trained Only" is omitted, the skill can be used untrained. If any particular notes apply to trained or untrained use, they are covered in the Special section (see below). Armor Penalty: If "Armor Penalty" appears on the line beneath the skill name, apply the armor penalty for the armor the character is wearing to checks involving this skill. Check: What a character can do with a successful skill check, and the check's DC. Challenges: Any specific challenges associated with this skill and their effects. Try Again?: Any conditions that apply to repeated attempts to use the skill for a particular purpose. If this entry is omitted, the skill check can be tried again without any inherent penalty other than taking additional time. Time: How much time it takes to make a check with this skill. Special: Any particular notes that apply, such as whether a character can take 10 or take 20 when using the skill.

Acrobatics (Dexterity, Armor Penalty) You can flip, dive, roll and perform other acrobatic maneuvers.

Slow Fall: You can make an Acrobatics check (Difficulty 15) to lessen the damage from a fall. A success allows you to ignore the first 10 feet fallen, A fall reduced to 0 feet does no damage. This cannot be combined with using Athletics to lower the falling damage.

If you are falling within arm’s reach of a wall, a tree or something similar, you can try to slow down your fall by catching hold of it. Make an Acrobatics check (Difficulty 15) and multiply the amount your roll exceeds the Difficulty by 5. Subtract the result from the distance of a fall (in feet) before determining damage. If your Acrobatics roll equals 35 or more, you can use a nearby surface to slow your descent and fall any distance without harm. Slip Through: You can make an Acrobatics check (Difficulty 25) to move through a space occupied by an opponent or obstacle (moving over, under, or around). A failed roll means you don't get past the obstacle. Balancing: You can walk on a narrow surface, less than 12 inches wide. A successful check lets you move half your speed along the surface as a move action. A failure indicates you spends your move action just keeping your balance and do not move. A failure by 5 or more indicates you fall. The Difficulty is based on the surface. Balancing checks to move along difficult or slippery, but not narrow surfaces generally should not be necessary. If the surface is extraordinarily slippery, an check may be necessary to move. In such a situation you may make either Acrobatics or attack bonus check.

Surface Difficulty 7-12 in. wide 5 2-6 in. wide 10 Less than 2 in. wide 15 Uneven or angled or rope +5 Slippery surface +5 High winds or other unfavourable cicumstances

+5

If the surface you are on is less than 12 inches wide, you are treated as Unguarded. You use your base defense

and take -2 penalty to Reflex saves. If you are trained in Acrobatics, you can declare at the beginning of your turn that you are dodging attacks. You must immediately make Acrobatics check with – 5 penalty. If you succeed you lose the unguarded condition until the beginning of your next turn and can move, as after any other Balancing check. Feint: You can make an Acrobatics check to feint in combat. Performance: You can use Acrobatics as if it were the Perform skill to impress an audience.

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Acrobatic Charge: You can turn, tumble or swing from ropes as part of a charge action with a successful Acrobatics check (Difficulty 15).

Challenges: You can take the following challenges with Acrobatics: Accelerated Acrobatics: You can try to cross a precarious surface faster than normal. If you increase the Difficulty by 5, you can move your full speed as a move action. Moving twice your speed in a round requires the penalty plus two skill checks, one for each move action. You can also accept this penalty to charge across a precarious surface; this requires one skill check per multiple of your speed (or fraction thereof) that you charge. Perilous Balance: You can shake or disturb the surface on which you are balancing (e.g., swaying on a tightrope). If your check succeeds after increasing the Difficulty by 5, you keep your balance and impose a +5 modifier on the Difficulty of all Acrobatics checks others must make on the surface until the next round. Try Again: No. Action: You can try to reduce damage from a fall as a reaction once per fall. Balancing while moving one-half your speed is a move action. Accelerated movement, allowing you to balance while moving your full speed, is also a move action.

Bluff (Cha; Interaction)

Bluff is ultimately the skill of getting what you want by misleading, or at least exaggerating. Completely honest social interactions should use another skill (usually Diplomacy). Bluff checks are made against a fixed difficulty depending on the level of the target. The target can in additon oppose it by Bluff or Sense Motive; it's difficult to trick an expert liar, and some people just have a sense of when someone is trying to pull the wool over their eyes.

Fast-Talk The basic use of Bluff is lying and getting away with it. Make a check against the base difficulty, to see if someone gets caught in a lie. If the liar succceeds, then the story is believable. Heroes or non-players characters who successfully fast-talk other non-player characters can then try to convince them to do things using their Diplomacy skill (the successful Bluff will generally adjust the Risk/Reward modifier for the Diplomacy check).

The difficulty of the check is set by the modified level Difficulty. Modified level DC equals Level+Wisdom+9. Opponents who have Challenge Rating use it instead of level. The target can make an opposed Bluff or Sense Motive check instead. In both cases, the DC or roll is influenced by modifiers.

Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can work against you: the bluff is hard to believe, or the listener is asked to believe things he does not wish to believe. When the bluff requires the target to take an action, the penalty applies if the action goes against its self-interest, nature, or orders. In addition, the modifiers for the target’s relationship to you apply, exactly as when using the Diplomacy skill. Similarly as in Diplomacy, your personal reputation can overweight the relationship modifiers. Eg a character known to be a compulsive bluffer will receive -10 penalty even against friends. For that reason it is good to use bluff when disguised.

Example Circumstances Sense Motive Modifer The target wants to believe the character –5 The bluff is believable and doesn't affect the target much one way or the other.

+0

The bluff is a little hard to believe or undesirable, or puts the target at some kind of risk.

+5

The bluff is hard to believe or very undesirable, or entails a large risk for the target.

+10

The bluff is way out there; it's almost too incredible to consider.

+20

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Modifier Relationship -10 Hostile -5 Unfriendly +0 Indifferent +5 Friendly +10 Helpful

In addition, Narrator can add special modifiers, or simply decide that certain characters will not believe

certain things, no matter what proof he is shown. Note that such a character will not believe even in true information, if it is contrary to his prejudice.

A successful Bluff check indicates the target believes something you want him to believe. This can cause him to react as you wish, if the imagined circumstances warrant it, or you may have to make Diplomacy check to persuade him. Eg is you are disguised as a high-ranking officer of the enemy army, and you managed to Bluff the sentry that his new orders require him to move to a different spot, stop observing anything and do not inform his superior officer of the whole affair, you do not have to make any Diplomacy checks– orders by their nature are not negotiable. On the other hand, if you bluff a group of foes in a well-defended tower that they are surrounded by superior forces, and they will be burned down if the do not surrender, you must still use Diplomacy to make them surrender in fact.

Haggling Haggling for a price or a similar deal is likewise an opposed check to see who bluffs best. There are no rules as to which wares can be haggled upon, how much the haggling can change the price, etc – such things depend on the circumstances. When haggling one person sets the price and rolls Bluff. Another opposes with modified level difficulty, Bluff or Sense Motive; if he fails he assumes that the price is final and must either buy/sell or resign from transaction. If the check is successful, he senses whether it is the final price, or whether the seller is ready to lower it (or buyer raise it), and approximately how much.

Spreading Rumors You can use Bluff to put information out where others will find or hear of it. The trick is to ensure the rumors are not traced back to you. Your Bluff is opposed by the Diplomacy. If you win, then you successfully pass on whatever information you want. If you lose, then the other party traces the rumors back to you, and reacts accordingly.

Check: A Bluff check is opposed by the target's Bluff or Sense Motive check, whichever is higher (it's harder to bluff someone who knows all the tricks). Diversion: You can use Bluff to help you hide. A successful Bluff check gives you the diversion needed to attempt a Stealth check while people are aware of you. Feint: You can make a Bluff check to feint in combat. Innuendo: You can use Bluff to send secret messages while talking about other things. The Difficulty for a basic message is 10. Complex messages have Difficulties of 15 or 20. The recipient of the message, and anyone listening in, makes a Bluff or Sense Motive check against the same Difficulty to understand your message. Whether trying to send or understand a message, a failure by 5 or more points means the receiver misinterprets the message in some fashion. Challenges: You can take the following challenges with Bluff: Conversational Paralysis: In return for a -5 penalty to your Bluff check, a successful check dazes your target for one round. Your claims are so outlandish the target can do nothing but sputter or reel in confusion. This skill challenge does not work in combat situations. Each additional -5 check penalty you accept increases the duration of the effect by one round. Try Again: Generally, a failed Bluff check makes the target too suspicious to try again in the same circumstances. Action: A bluff takes at least a full round, but can take much longer if you try something elaborate. Using Bluff to create a diversion to hide is a standard action.

Climb (Str, Armor Penalty) You're skilled in scaling angled and uneven surfaces. Check: With each successful Climb check, you can move up, down, or across a slope, wall, or other steep incline at one-quarter your normal speed. The Difficulty of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the Difficulty by 5.

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A failed Climb check means you make no progress, and a check that fails by 5 or more means you fall from whatever height you attained (unless you are secured with some kind of harness or other equipment). If you fall, make a Climb check (Difficulty equal to climb's Difficulty + 20). Success means you arrest your fall about halfway and suffer no damage.

It's somewhat easier to catch someone else who falls, assuming they are within arm's reach. Make a Climb check (Difficulty equal to climb's Difficulty +10) to do so. If you fail the check, you do not catch the other person. If you fail by 5 or more, you fall as well.

Difficulty Example Wall or Surface or Task 0 A slope too steep to walk up. 5 A knotted rope with a wall to brace against. 10 A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and

stand on, such as a rugged cliff face. 15 Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock

surface, a tree, or an unknotted rope. Pulling yourself up when dangling by your hands. 20 An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a

sheer cliff face with a few crevices and small toeholds. 25 A rough surface with no real handholds or footholds, such as a brick wall 25 Overhang or ceiling with handholds but no footholds. — A perfectly smooth, flat, vertical surface can't be climbed. –10 Climbing inside an air duct or other location where one can brace against two opposite walls (reduces

normal Difficulty by 10). –5 Climbing a corner where a character can brace against perpendicular walls (reduces normal Difficulty

by 5). +5 Surface is slippery (increases normal Difficulty by 5).

Fighting While Climbing: Since you can't easily avoid attacks, you are flat-footed while climbing (losing your dodge bonus to Defense). Any time you take damage while climbing, make a Climb check against the Difficulty of the climb. Failure means you fall. Challenges: You can take the following challenges with Climb: Accelerated Climb: You can try to climb more quickly than normal. By accepting a +5 Difficulty modifier to your check, you can move half your speed instead of one-quarter your speed while climbing. You can accept this challenge twice, for a total Difficulty modifier of +10, to move at your normal speed while climbing. Fighting Climb: You can accept a +5 Difficulty modifier to a Climb check to use your Dodge while climbing. Secured Climb: If you take a +5 Difficulty modifier to your Climb check, you do not have to make a Climb check to maintain your position if you take damage. You climb in such a way as to brace yourself for any attacks. Action: Climbing is a move action. Special: Someone using a rope can haul a character up (or lower a character down) by sheer strength. Use a character's carrying capacity to determine how much weight he can lift in this way.

Craft (Int, Trained Only) Unlike D&D, this skill is not broken into separate categories– all craftsmanship falls under the same skill. NPCs, however, may possess only some categories of Craft.

You can practice a trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of the trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to allow you to make items. The Difficulty and the time necessary to make the item depends on the complexity of the item to be created. The item’s finished price determines the cost of raw materials.

All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.

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Making Items: The Difficulty, time, and resources required to make an item depend on its complexity. The necessary raw materials cost half of the item’s price. If your Craft check succeeds, you make the item. If the Craft check fails, you do not produce a usable end result, but any raw materials are not wasted and you can try again. If you fail by 5 or more, you ruin half the raw materials and have to pay half of the original raw material cost again. Repairing Items: Generally, you can repair an item by making checks against the same Difficulty that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price; it takes one-fifth of the time needed to make it. Appraising items: You can appraise common or well-known objects with a Difficulty 12 Craft check. Appraising a rare or exotic item requires a successful check against Difficulty 15 (good quality item), 20 (rare item), 25 (exotic item) or 30 (unique item). If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value. An appraisal takes about 1 minute. You can accept a challenge (+5 to Difficulty) in order to shorten the time to one round. A magnifying glass gives you a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant’s scale gives you a +2 circumstance bonus on Appraise checks involving any items that are valued by weight, including anything made of precious metals. These bonuses stack. The appraisal of an item doesn’t take into account any enchantment which may be put on it. Enchanted items are appraised as masterwork items or items made of special materials. Challenges: You can take the following challenges with Craft: Fast Craft: You may add +5 or +10 to the indicated Difficulty to craft an item. This increase allows you to make the item faster than usual, reducing the time to half or one-quarter normal, respectively. Masterwork: By increasing Difficulty by +5, you can make a masterwork item. These items are especially well made and provide a bonus when used. This increases the cost of materials proportionately to the increased price of a finished item and doubles the time needed to make the item.

When you use the Craft skill to make a particular sort of item, the Difficulties for checks involving the creation of that item are typically as given on the following table. Item Craft DC Time: Armor, light 10 + Armor bonus 7 days Armor, medium 10 + Armor bonus 14 days Armor, heavy 10 + Armor bonus 1 month Shield 13 7 days Longbow or shortbow 12 7 days Composite bow 15 14 days Composite bow or longbow with high strength rating

15 + rating 1 month

Crossbow 15 7 days Simple melee or thrown weapon 12 1 day Martial melee or thrown weapon 15 7 days Exotic melee or thrown weapon 18 14 days Mechanical trap Varies 1 hr. – 7 days Very simple item (wooden spoon) 5 1 hr. Typical item (iron pot) 10 12 hrs. High-quality item (bell) 15 7 days - 1 month.

Diplomacy (Cha; Interaction) Diplomacy is the gentle art of persuasion, debate, discussion, and etiquette. It is the premier interaction skill for those interested in dealing with others in social situations. Use this skill to make a good impression, negotiate, and win people over.

Reaction roll The relevant rules are to be found in the subchapter on social interaction.

Negotiation Negotiating an agreement with another party is the basic Diplomacy check. The difficulty of the check is set by the modified level Difficulty. Modified level DC equals Level+Wisdom+9. Opponents who have Challenge Rating use it instead of level. The target can make an opposed Sense Motive or Diplomacy check instead. In both cases, your roll is influenced by modifiers.

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The base difficulty is modified by one's relationship with the target and by the risk or reward the deal presents to the target. The risk/reward is always calculated according to the opinion of the target. Eg if you try to persuade a religious character to do something clearly against his religion, he will treat your proposition as Unfavourable or Horrible. Note that if you are lying about the risk or the reward, you will need to make a Bluff check to convince the target that what you are saying is true.

The base Difficulty for any Diplomacy check against a group of NPCs is based on the highest modified level difficulty for characters in that group. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each.

The Difficulty of the Diplomacy check is modified by the character's relationship with the other party. Narrator can change that modifier based on the reputation of the character making the check. Eg an especially honest and trustworthy character can make Diplomacy attempt without penalty even against foes. If the Diplomacy check beats the Difficulty, you persuade the subject that the deal is favourable to him. Generally this means that the subject agrees to the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation. Depeding on the character of the subject, he can agree to your proposition even if you fail the check, if it is in his interest, but will generally demand most favourable terms possible.

Modifier Relationship -10 Hostile -5 Unfriendly +0 Indifferent +5 Friendly +10 Helpful

Modifier Risk/Reward Description +5 Favorable The reward is good, and the risk is tolerable. If all goes according to plan, the

deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.

+0 Even The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret.

-10 Unfavorable The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money.

check always fails

Horrible There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a castle.

It is important to remember that Diplomacy is not mind control. A successful Diplomacy check means persuading the NPC that they will should behave in a given way. It gives no guarantee, however, that they will actually do so. For example, a deeply hostile character can decide to do the exact opposite to what you were persuading him, even to his own disadvantage, simply out of spite. In addition the relationship between characters can change depending on the effects of the action they were persuaded to. In some circumstances NPCs can be persuaded to trust you again after the previous attempt prove disastrous, and in other not. Ultimately, Narrator decides reactions of NPCs.

Foreign Customs When your hero is dealing with unusual or foreign customs, the Narrator may ask for a Diplomacy check for you to avoid making any faux pas. The Difficulty is based on how obscure the custom is: Difficulty 10 for slightly obscure customs, Difficulty 15 for moderately obscure ones, and Difficulty 20 to 30 for very obscure ones. A failed check means a potentially embarrassing social blunder, which may worsen the attitude of your hosts, apply a penalty to further interaction checks, or both.

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Assessing Social Situations You can make a a Sense Motive or Diplomacy check to get a feel for any social situation. It's Difficulty 15 to get a general idea of the mood of a situation, as well as the prevailing attitude (so you have an idea of the Difficulty of using other interaction skills). Picking up on subtle undercurrents may require a higher check result, at the Narrator's discretion.

Bureaucracy Diplomacy can help cut through red tape and navigate through bureaucracies. The Difficulty of the Diplomacy check depends on the challenge, from 10, for navigating simple bureaucratic procedures, to 20 or more, for dealing with particularly complex or hidebound bureaucracies.

Gather Information By succeeding at a Diplomacy skill check (Difficulty 10) you can get a feel for the major news and rumors in an area. This assumes no obvious reasons exist why information would be withheld. The higher the check result, the more complete the information. Information ranges from general to protected, and the Difficulty increases accordingly for the type of information you want to gather, as given in the table below.

Type of Information

Difficulty

General 10 Specific 15

Restricted 20 Protected 25

General information concerns local happenings, rumors, gossip, and the like. Specific information usually relates to a particular question. Restricted information includes facts that aren't generally known and require you to locate someone who has access to such information. Protected information is even harder to come by and might involve some danger, either for the one asking the questions or the one providing the answers. There's a chance someone takes note of anyone asking about restricted or protected information. The Narrator decides when this is the case. In some situations, you can make a Bluff check opposed by opponent’s Diplomacy to disguise your inquiries. Try Again: Generally, trying again doesn't work. Even if the initial check succeeds, the other character can only be persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his position, and trying again is futile. At the Narrator's discretion, you can try again when the situation changes in some way: you find a new approach to your argument, new evidence appears, and so forth. You can repeat attempts to gather information, but it takes additional time for each check, and you may draw attention to yourself if you repeatedly pursue a certain type of information. Action: A Diplomacy check requires generally about a minute. During combat, you need at least a full action. To gather information takes at least an hour, possibly several, at the Narrator's discretion.

Disable Device (Dex; Trained Only; Requires Tools) You are skilled at working with mechanical devices, including locks and traps. Open Lock: You can pick locks. You must have thieves' tools. The Difficulty depends on the quality of the lock.

Lock Quality

Difficulty

Simple 20 Average 25 Good 30 Amazing 40

Traps and Sabotage: Disabling a simple mechanical device has a Difficulty of 10. More intricate and complex devices have higher Difficulties. The Narrator rolls the check. If the check succeeds, you disable the device. If the check fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If it's a

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trap, you set if off. If it's some sort of sabotage, you think that the device is disabled, but it's not. You can rig simple devices to work normally for a while and then fail later, if you choose. Improvise Traps: You can use Disable Device to set up quick deadfalls or breakaway items, if your Narrator agrees. As a full-round action, you can make a Disable Device check to set up an improvised trap out of nearby materials. If you are being observed, you must make a Bluff check to conceal your intentions. When an enemy enters the location of the trap, you can trigger it, dealing damage according to your Disable Device check. A check result of at least 20 is required for the trap to deal any damage at all. A check that exceeds 20 deals +2 damage, with the damage rising by +1 for every 5 points by which the check exceeds 20. The victim of the trap is allowed a Reflex save against a DC equal to 10 + half your Disable Device ranks to halve the damage. You do not need tools for this use of Disable Device. Challenges: You can take the following challenges with Disable Device: Hide Tampering: If you add +5 to your Difficulty, you can conceal any tampering with a device. Anyone who inspects the device must make a Notice check against your Disable Device check result to notice your tampering. On a failed check, it goes unnoticed. Try Again: Yes, though you must be aware you have failed in order to try again. Action: Disabling a simple device is a full-round action. Intricate or complex devices require multiple rounds at the Narrator's discretion. Special: You can take 10 when making a Disable Device check. You can take 20 to open a lock or to disable a device, unless trying to prevent your tampering from being noticed, but if there is a consequence for failure (such as setting off a trap), you automatically suffer it. If you do not have the proper tools, you take a -4 penalty on your check. Without any tools at all, you may not attempt it at all, depending on Narrator’s judgement.

Disguise (Cha; Requires Tools) You can use makeup, costumes, and other props to change your appearance. Check: Your Disguise check determines the effectiveness of your disguise. It is opposed by others' Notice checks. Make one Disguise check even if several people make Notice checks. The Narrator makes the Disguise check secretly so you are not sure exactly how well your disguise will hold up under scrutiny. If you don't draw any attention to yourself, however, others don't get to make Notice checks. If you come to the attention of people who are suspicious, they get to make a Notice check. (The Narrator can assume suspicious observers take 10 on their Notice checks.) The effectiveness of your disguise depends in part on how much you attempt to change your appearance.

Disguise Modifier

Minor details only 5

Appropriate uniform or costume 2

Disguised as different sex -2

Disguised as different age category -2

If you are impersonating a particular individual, those who know the subject automatically get to make Notice checks. Furthermore, they get a bonus on the check.

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Familiarity Bonus

Recognizes on sight 4

Friend or associate 6

Close friend 8

Intimate 1

Usually, an individual makes a Notice check to detect a disguise immediately upon meeting you and each hour thereafter. If you casually meet many different people, each for a short time, the Narrator checks once per day or hour using an average Notice modifier for the group (assuming they take 10). Challenges: You can take the following challenges with Disguise: Face in the Crowd: With a -5 penalty to your check result, you can craft a disguise that is less likely to draw attention. Only people who specifically single you out and try to notice your deception receive Notice checks to do so. Guards and other passive observers take no special notice of you unless you draw attention to yourself or interact directly with them. Quick Change: You can adopt a disguise as a full-round action by taking a -5 penalty to your check. However, anyone who comes within one visual range increment of you (usually 10 feet) automatically sees through your disguise due to its makeshift nature. Try Again: No, though you can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if you assume the same disguise again. Action: A disguise requires at least 10 minutes of preparation. The Narrator makes Notice checks for those who encounter you immediately upon meeting you and again each hour or day thereafter, depending on circumstances. Special: If you don't have any makeup, costumes, or props, you take a -4 penalty on Disguise checks.

Escape Artist (Dex) You're trained in escaping from bonds and other restraints. Check: Make a check to escape from restraints or to squeeze through a tight space.

Restraint Escape Artist DC Ropes Opponent's Dexterity +20 Tight space: 20 Manacles 25 Masterwork manacles 30

Tight Spaces: For a tight space, a check is only called for if your head fits but your shoulders don't. If the space is longer than your height, such as a chimney, the Narrator may call for multiple checks. You can't fit through a space your head doesn't fit through. You can also reach through a tight space that your hand fits through but your arm normally does not by making an Escape Artist check. Escaping Grapples: You can use Escape Artist skill in grapples. On particulars, see the grapple rules. Challenges: You can take the following challenges with Escape Artist: Conceal Efforts: In exchange for a +5 to the Difficulty, you can conceal your efforts to escape. Anyone who inspects your bindings must make a Notice check with a Difficulty equal to your Escape Artist check result. If the Notice check fails, they do not notice your efforts to escape. So, for example, you could leave your bonds apparently in place so a villain doesn't realize that you're actually free.

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Try Again: You can make another check after a failed check if you are squeezing through a tight space. If the situation permits, you can make additional checks as long as you are not being actively opposed. Action: Making a check to escape from being bound by ropes or other restraints requires 1 minute. Squeezing or reaching through a tight space takes at least 1 minute, maybe longer, depending on the distance.

Forgery (Int, Untrained, Requires Tools) Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity to see the details of what you’re writing, wax for seals (if appropriate), and some time. To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like), you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed.

The check is made secretly, so that you’re not sure how good your forgery is. You don’t even need to make a check until someone examines the work. Your Forgery check is opposed by the Notice or Forgery check of the person who examines the document to check its authenticity. The examiner gains modifiers on his or her check if any of the conditions on the table below exist. Condition Reader’s Check

Modifier Type of document unknown to reader –2 Type of document somewhat known to reader

+0

Type of document well known to reader +2 Handwriting not known to reader –2 Handwriting somewhat known to reader +0 Handwriting intimately known to reader +2 Reader only casually reviews the document –2

A document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the document can increase that character’s suspicion (and thus create favorable circumstances for the checker’s opposing Notice check).

Handle Animal (Cha) You know how to handle, care for, and train various types of animals. You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.

Check: The DC depends on what you are trying to do.

Task Handle Animal DC

Handle an animal 10

“Push” an animal 25

Teach an animal a trick 15 or 20*

Train an animal for a general purpose 15 or 20*

Rear a wild animal 15 + CR of animal

* See the specific trick or purpose below.

Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. It is generally a move action. If the animal's condition is something other than normal (it's fatigued or injured, for example), the Difficulty increases by +2. If your check succeeds, the animal performs the task or trick on its next action.

“Push” an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This takes generally a full action. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal's condition is something

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other than normal (it's fatigued or injured, for example), the Difficulty increases by +2. If your check succeeds, the animal performs the task or trick on its next action.

Teach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of -5 can learn a maximum of three tricks, while an animal with an Intelligence score of -4 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.

• Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

• Come (DC 15): The animal comes to you, even if it normally would not do so. • Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without

any command being given. Alternatively, you can command the animal to defend another specific character. • Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know

this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.

• Guard (DC 20): The animal stays in place and prevents others from approaching. • Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go. • Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or

barking, and so on. • Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or

animate. • Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that

come by, though it still defends itself if it needs to. • Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent

ability.) • Work (DC 15): The animal pulls or pushes a medium or heavy load.

Obey Master Only: You can teach an animal to obey only you. Teaching an animal to only obey you counts as a trick (in terms of how many tricks the animal can learn). It does not require a check; however, it increases the Difficulty of all tricks you teach the animal by +5. Any person other than you who attempts to make the animal perform a trick takes a -5 penalty on his Handle Animal check. If the animal already knows any tricks, you must retrain it (with the +5 Difficulty) in order to gain this benefit. If you increase the Difficulty of the tricks you teach animal by 10, you increase the penalty others take on their Handle Animal checks to -10.

Train an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of -4 or higher.

An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.

• Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

• Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes 3 weeks.

• Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes 4 weeks.

• Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes 2 weeks.

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• Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks.

• Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes 5 weeks.

• Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes 3 weeks.

Rear a Wild Animal: To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once.

A successfully domesticated animal can be taught tricks at the same time it's being raised, or it can be taught as a domesticated animal later.

Action: Varies. Handling an animal is a move action, while “pushing” an animal is a full-round action. (Characters with an animal companion can handle it as a free action or push it as a move action.) For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.

Try Again: Yes, except for rearing an animal.

Special: You can use this skill on a creature with an Intelligence score of -5 or -4 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.

Untrained: If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can't teach, rear, or train animals.

Try Again: Yes. Action: See above. Special: An untrained character uses Charisma checks to handle and push animals, but can't teach or train animals.

Intimidate (Cha; Interaction) Although intimidation is not the approach for polite society, sometimes a forceful approach is called for, and the Intimidate skill covers all sorts of forceful social interactions, not just threats. The difficulty depends on the level or Challenge Rating of the target, Wisdom and save modifiers against fear, on the situation and on the action you want the target to take. Narrator can give an especially brave target special bonuses against Intimidate. Intimidate is in certain respect more reliable than Diplomacy – if you succeed on the check, a target will always obey you.

DC=9+level+Wisdom+save modifiers against fear

Characters with the Iron Will feat receive +2 bonus to DC and can use Wisdom, Charisma or Intelligence, whichever is higher.

The risk/reward is always calculated according to the opinion of the target. Eg if you try to persuade a religious character to do something clearly against his religion, he will treat your proposition as Unfavourable or Horrible. Note that if you are lying about the risk or the reward, you will need to make a Bluff check to convince the target that what you are saying is true.

Situation Modifier to Intimidate Target completely at your mercy +10 Target clearly outmatched +5 Target equally matched with you 0 You are clearly outmatched -20 You are completely at your target’s mercy check always fails

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Modifier Risk/Rewar

d Description

-5 Favorable Obeying you is either beneficial to the target, is his duty or agrees with its morality/convictions.

+0 Even Obeying you has no effect on the target, or the risk is the same as reward. (Eg when parleying with reluctant mercenaries, you promise them that if they surrender you will let them go with all their gear).

+10 Unfavorable The action is clearly against the convictions of the target or disadvantageous to it (eg you want your determined enemy to surrender, promising that you will not harm him).

+20 Horrible You want the target to behave suicidally, or to break his most deeply held convictions. The check may fail automatically if you are not able to actually torture your target.

You generally cannot intimidate your enemies during combat, although you can you use intimidate to feint.

You can use Intimidate during parley, eg talking through walls, through closed doors etc.

Browbeat If your check succeeds, you may treat the target as friendly for as long as you are able to threaten it. The target will talk, advise, offer limited help, or advocate on your behalf while intimidated. Your target will only cooperate so much, and won’t necessarily obey your every command or do anything that would directly endanger himself. If you browbeat a character hostile to you, he will try to harm you in situations when you cannot detect it.

A creature you attempt to Intimidate becomes usually at least one level more hostile to you. If your check succeeds this happens when you no longer can threaten it. If you are socially justified in intimidating your target, they may not resent it – depending on your behaviour.

Command Make an Intimidate check when you bark a command or issue an order to someone and want it obeyed now. The social situation must give you some, even if completely tenuous, justification to give orders. Eg you can take control when some emergency is going on, or if you are wearing an official uniform, or when you are an armed criminal and want an unarmed shopkeeper to give you his cash, etc. You cannot give orders to your enemies in combat. If the character issuing an order has a legal right to do so, the Narrator grants bonuses as if the target was outmatched. A noble issuing a command to a commoner has a clear advantage (+5 bonus), while a king making the same command has a major one (+10 bonus). A check is only necessary in cases where there's some question about whether or not the subject will obey the order. A loyal subject or retainer, for example, will carry out routine orders without need for a check, but a command to leave a comrade behind on the battlefield may require one, for example.

Interrogation To get information out of someone by exerting pressure, make an Intimidate check. You must have the target completely at your mercy – that is, unable to defend against you, and you do not receive the corresponding bonus to check. Remember that the target will be able to consider the impact of giving up the information (or, consequently, NOT giving it up). A successful Intimidate check gets the information. Making such a check may require some time. Modifiers may apply for the use of especially effective interrogation techniques ranging from sleep deprivation to torture. If the target can make an opposed Sense Motive check; roll Intimidate without adding modifiers. If he succeeds, he learns what answer you expect and what do you know about situation. This allows him to suit the answer to your desires. Action: An Intimidate check is a full-round action. Interrogation usually takes some hours. Feint: You can make an Intimidate check to feint in combat. See the rules of Feinting for particulars. Challenges: You can take the following challenge with Intimidate: Mass Intimidate: You can attempt to intimidate more than one subject at a time. You suffer a -2 penalty to your check per opponent beyond the first. When calculating the Difficulty of the Intimidate check, use the highest level of the character in the group. Try Again: No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again doesn't help. If the initial check fails, the other character has become more firmly resolved to resist, and trying again is futile. You can make Intimidate checks to feint in combat until you fail, after which the target is no longer intimidated by you. Action: An Intimidate check is a full-round action. Feinting in combat is a standard action.

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Knowledge (Int) Intelligence, Trained Only, Requires Specialization This skill encompasses several specialties, each of them treated as a separate skill. These specialties are defined below. Check: Make a Knowledge check to see if you know something. The Difficulty for answering a question is 10 for easy questions, 15 for basic questions, and 20 to 30 for difficult questions. The Narrator sets the difficulty for a particular question.

Identifying monsters: You can often use this skill to identify monsters and their special powers or vulnerabilities. You must use the correct specialty of the skill. In general, the Difficulty of a check to identify a monster equals 10 + the monster’s challenge rating or level (if the monster lacks the challenge rating). A successful check allows you to indentify a monster and to remember a bit of useful information about it.

The difficulty to gain a general knowledge of the special powers and vulnerabilities of a monster equals 15 + the monster’s challenge rating or level. For every 5 points by which your check result exceeds that difficulty, you recall an additional piece of useful information (if any remains). This represents scholarly knowledge. A character can identify or remember something about a well-know monster even without possessing a relevant knowledge skill, but such popular knowledge is not infallible and can represent only a superstition. Special: An untrained Knowledge check: Without actual training, a character can only answer easy or basic questions about a topic - Difficulty 10 or lower. Try Again: Usually no. The check represents what a character knows; thinking about a topic a second time doesn’t let you know something you didn’t know before. The Narrator may allow another Knowledge check if a character gets access to a better source of information. For example, a hero who doesn’t know the answer to a particular question on his own might get another check with access to a library (and could take 20 on that check, depending on the circumstances). Action: Taking 20 on a Knowledge check requires at least an hour, longer if the Narrator decides the information you’re looking for is particularly obscure or otherwise restricted. You can take 10 when making a Knowledge check only if you have training. You can take 20 only if you have access to the appropriate research materials (such as a library). Knowledge specialties, and the topics each one encompasses, are as follows: • Arcana (psionic monsters, ancient mysteries, magic traditions, arcane symbols, cryptic phrases) Includes

Spellcraft and Psionics - Body of lore dealing with the phenomena of psionics in all its many manifestations. Psionics covers ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, and psionic races.

• Engineering (constructs, architecture, buildings, aqueducts, bridges, fortifications, technics). It includes knowledge about larger magical machines (but not smaller portable items as wands etc).

• Geography (humanoids, lands, terrain, climate, people, legends, personalities, inhabitants, laws, customs, traditions) includes Knowledge(local)

• History (wars, colonies, migrations, founding of cities, ancient languages) Includes Decipher Script • Nature (animals, magical beasts, monstrous humanoids, plants, seasons and cycles, weather) • Caverns (vermin, oozes, aberrations, caves, caverns, dungeons, spelunking, archeology, prehistory,

underdark, forbidden dark gods, K’n-yan) • Religion, including philosophy (undead, gods and goddesses, mythic history, ecclesiastic tradition, holy

symbols, philosophy, mysticism) • Science&Planes (outsiders, elementals, the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal

Plane, magic related to the planes, astronomy, astrology, physics) • Bardic (dragons, fey, giants, information about notable people, legendary items, or noteworthy places,

royalty, lineages, heraldry, family trees, mottoes, personalities) Includes Knowledge (Nobility and royalty)

Knowledge (Bardic) Legendary knowledge, often learned by druids, bards, storytellers, minstrels and the like. It includes information about dragons, fey, giants, notable people, legendary items, or noteworthy places, also nobility and royalty, their lineages, heraldry, family trees, mottoes and personalities.

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A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random. Difficulty Type of Knowledge 10 Common, known by at least a substantial minority; common legends of the local population. 20 Uncommon but available, known by only a few people legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known

only by those who don’t understand the significance of the knowledge. Knowledge (Engineering) Knowledge about engineering: constructs, architecture, buildings, aqueducts, bridges, fortifications, also about greater magical items. Use Magic Engine: Use this skill to activate larger, non-portable magic devices. The difficulty is set by Narrator separately for each engine. This represents the difficulty to research and deduct the proper method of operating the engine. Activate Blindly: Some magic devices are activated by special words, thoughts, or actions. You can activate such an item guessing the activation word, thought, or action, even if you don’t know and has no basis to deduct it. This requires a Knowledge (Engineering) test with Difficulty 25 (or other set by Narrator). You must speak or otherwise attempt to get it to activate. If you fail by 9 or less, you can’t activate the device. If you fail by 10 or more, you suffer a mishap. A natural rolls of 2-5 always mean you failed to activate it, and natural roll of 1 is always a mishap.

A mishap means that magical energy gets released but it doesn’t do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 4 points of damage to you. If you activate item blindly often enough, you learn gradually how to control it. You get a special +1 bonus on your Use Magic Device check for each time you have activated the device before. After you activated it at least 5 times, the natural rolls of 1-5 no longer automatically fail. Knowledge (History) Knowledge about history: royalty, wars, colonies, migrations, founding of cities, Decipher Script Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base Difficulty is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a Difficulty 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can’t tell whether the conclusion you draw is true or false. Action: Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions). Try Again: No. Knowledge (Arcana) knowledge about Arcana: ancient mysteries, magic traditions, arcane symbols, cryptic phrases, dragons, Constructs, magical beasts. Includes knowledge about psionics. Spellcraft Use this skill to identify spells as they are cast or spells already in place.

Difficulty 10 + caster level

Identify a spell or power being cast. (You must see or hear the spell’s verbal or somatic components or be able to detect arcane energies.) No action required. No retry.

Difficulty 15 + caster level

Identify a spell or power that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.

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When you use Second Sight power to detect auras, if the items or creatures bearing the auras are in line of sight, you can make Knowledge(supernatural) skill checks to determine the magic involved in each. (Make one check per aura; Difficulty 10 + caster level. If you exceeds Difficulty on Knowledge(Supernatural) test by 5 or more, you magically divine the item’s function, its means of activation and the number of charges remaining.

By tasting a potion, you can make Knowledge(Supernatural) test with Difficulty 25 to identify it. It takes 1 minute and cannot be retried.

Knowledge(supernatural) test with Difficulty 30 allows to remember an item or similar ones from studies. Most appropriate to legendary items or items in customary shape. Success gives a hint or even reveals every detail about the item. Knowledge (Local) A variant of Knowledge (Geography) used only by NPC. Player characters, who travel widely, use Knowledge (Geography) for information about both the local situation and the affairs in the far areas; DM can impose suitable penalty to reflect the difficulty of gaining current information about far-off continents, or about places PCs only recently arrived to. NPCs who remain only in one location can possess Knowledge (Local) instead. It works exactly as Knowledge (Geography), but gives information only about the local area. Both skills include informations about: humanoids, legends, personalities, inhabitants, laws, customs, traditions, lands, terrain, climate, people.

Medicine (Wis; Trained Only; Requires Tools) You're trained in understanding the body and treating injuries and illness. Check: The Difficulty and effect depend on the task attempted. Diagnosis (Difficulty equal to the DC of saving throw): You can diagnose poisons and diseases with an eye toward providing treatment. This check is taken as a part of treatment and does not require a special action. You cannot take 10 on this check. If you succeed, you can provide an effective care, if not, your care barely helps. You cannot diagnosis correctly a new and unknown disease or poison. It is necessary to learn about it first. Provide Care Providing care means treating a wounded or diseased person for a day or more or providing routine medical care, such as assisting in the delivery of a baby. A physician can take care of up to his skill rank in patients at one time. The physician does not have to tend the patients personally the whole time. A single nurse can take care of up to 4 patients. The skill checks are made by the physician. Wounded (Difficulty 15). If successful, the patient recovers twice as fast ie makes the Constitution checks after half the usual time. Diseased: To treat a disease means to tend a diseased character. The diseased character must be in the healer’s care and must have spent the previous 8 hours resting. Every time he or she makes a saving throw against disease effects, you first make a Medicine check. If you have diagnosed the disease, you gain +2 circumstance bonus and can take 10 on this check. If your result is higher than the saving throw DC, the patient automatically succeeds on the save. If you have not been able to correctly diagnose the disease, but succeed on the check, the diseased character receives only +2 circumstance bonus to his save. If you fail the check, you do not benefit the patient. Revive (Difficulty 15): With a medical kit, you can remove the dazed, stunned, or unconscious condition from a character. This check is a full action. A successful check removes the condition. You can't revive an unconscious character who is dying without stabilizing the character first. Stabilize (Difficulty 15): With a medical kit, you can tend to a character who is dying. As a full action, a successful Medicine check stabilizes the dying character. Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you first make a Medicine check. You must tend the character continuously, starting before the saving throw is made. If you have diagnosed the poison, you gain +2 circumstance bonus and can take 10 on this check. If your result is higher than the saving throw DC, the patient automatically succeeds on the save. If you have not been able to correctly diagnose the disease, but succeed on the check, the diseased character receives only +2 circumstance bonus to his save. If you fail the check, you do not benefit the patient. Challenges: You can take the following challenges with Medicine: Heal Thyself: Taking a -5 penalty on your check, you can use the Medicine skill on yourself to diagnose, provide care, or treat disease or poison. Try Again: Generally speaking, you can’t try a Medicine check again without proof of the original check’s failure. you can always try again to revive dazed, stunned, or unconscious characters, and stabilize dying characters. Action: Medicine checks take different amounts of time based on the task at hand, as described above. Special: You can take 10 when making a Medicine check. You can take 20 only when attempting to revive dazed, stunned, or unconscious characters.

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If you do not have the appropriate medical equipment – medical kit, you take a -4 penalty on your skill check, and in certain circumstances may be unable to attempt checks at all.

Notice (Wis)

You use this skill to notice and perceive things. The particulars can be found in the subchapter on Stealth and Notice.

Perform (Cha; Requires Specialization)

This skill encompasses several types of performance, each treated as a separate skill. Check: You are accomplished in some type of artistic expression and know how to put on a performance. The quality of your performance depends on your check result. The Perform specialties are as follows: * Acting: You can perform drama, comedy, or action-oriented roles with some level of skill. * Dance: You are a dancer, capable of performing rhythmic and patterned movements to music. * Oratory: You can deliver dramatic and effective speeches and monologues. * Music: You can play instruments, sing and make lovely noises. To determine the result of a performance, make a Perform check and consult the following table: Check Result Performance 10 Amateur performance. Audience appreciates your performance, but isn't impressed. 15 Routine performance. Audience enjoys your performance, but it isn't exceptional. 20 Great performance. Audience impressed. 25 Memorable performance. Audience enthusiastic. 30 Masterful performance. Audience awed. Try Again: Not for the same performance and audience. Action: A Perform check usually requires at least several minutes to an hour or more.

Ride (Dex; Trained Only) You are skilled at riding a creature, usually a horse, but possibly something more exotic, like a hippogriff or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks. Check: Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem.The following tasks do require checks. Task Ride DC Guide with knees 5 Stay in saddle 5 Fight with warhorse 10 Cover 15 Soft fall 15 Leap 15 Spur mount 15 Control mount in battle 20 Fast mount or dismount 20* Handle Mount 10 “Push” Mount 25 * Armor check penalty applies Guide with Knees: (DC 5) You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.

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Stay in Saddle: (DC 5) You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action. Fight with Warhorse: (DC 10) If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action. Cover: (DC 15) You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Ride check, you don’t get the cover benefit. This usage does not take an action. Soft Fall: (DC 15) You can react instantly to try to take no damage when you fall off a mount—when it is killed or when it falls, for example. If you fail your Ride check, you take falling damage. This usage does not take an action. Leap: (DC 15) You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount’s Jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage. This usage does not take an action, but is part of the mount’s movement. Spur Mount: (DC 15) You can spur your mount to greater speed with a move action. A successful Ride check increases the mount’s speed by 10 feet for 1 round but deals lethal damage – bruise - to the creature . Control Mount in Battle: (DC 20) As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for mounts trained for war. Fast Mount or Dismount: (DC 20, Armor Check Penalty) You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself. Action: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above. Special: If you are riding bareback, you take a –5 penalty on Ride checks. If your mount has a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle. Assist Skill Check: If your mount must make a Strength- or Dexterity-based skill check, you can use your Ride skill to aid it. This applies only to skill checks in which a rider could logically aid his mount. Riding Feint: You can use your Ride skill to feint in combat. Your opponent opposes the attempt with their Sense Motive or Ride skill, whichever is better. Riding Feint is a move action. Handle or “Push” your Mount: You can use the Ride skill instead of Handle Animal to perform those actions, but only for your mount. Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal's condition is something other than normal (it's fatigued or injured, for example), the Difficulty increases by +2. If your check succeeds, the animal performs the task or trick on its next action. “Push” an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal's condition is something other than normal (it's fatigued or injured, for example), the Difficulty increases by +2. If your check succeeds, the animal performs the task or trick on its next action. Try Again: Most Ride checks have consequences for failure that make trying again impossible. Untrained: It is possible to ride a steed without possessing the Ride skill; you must make a DC 10 Dexterity check to mount it, and each 10 minutes to stay in saddle. You must spend at least a move action each round to control it; in battle you must spend a full action each turn to control a riding mount, and move action to control a war-trained mount. You fall from the mount with no check possible whenever it tries to gallop, is frightened, rears or bolts unexpectedly, attack an enemy or when you or it take damage. You cannot attack from the mount or direct it to attack.

Search (Int) You can search an area looking for clues, hidden items, traps, and other such details. The Notice skill allows you to notice things immediately, while Search allows you to pick up on details with some effort. Check: You generally must be within 10 feet of the area to be examined. You can examine up to a 5-foot-by-5-foot area or a volume of goods 5 feet on a side with a single check.

A Search check can turn up individual footprints, but does not allow you to follow tracks or tell you which direction the creature or creatures went or came from (see the Survival skill).

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Difficulty Task

10 Ransack an area to find a certain object.

20 Notice a typical secret compartment, a simple trap, or an obscure clue.

25+ Find a complex or well-hidden secret compartment or trap. Notice an extremely obscure clue.

Finding Concealed Objects: The Difficulty for a Search check to find a deliberately concealed object is usually based on the Stealth or Sleight of Hand check of the character who hid it. The Narrator can assume that characters with the time take 20 on their check to hide the object. Action: A Search check is a full-round action.

Sense Motive (Wis) You can tell someone's true intentions by paying attention to body language, inflection, and intuition. Sense Motive is the catchall skill for resisting social interactions. While each interaction skill typically opposes itself (it's harder to trick someone who's skilled in Bluff, for example), Sense Motive covers a general social shrewdness and awareness of the ins and outs of interaction. Sense Motive checks are made usually to resist other interactions. Check: A successful Sense Motive check allows you to avoid the effects of some interaction skills. You can also use the skill to tell when someone is behaving oddly or assess their trustworthiness.

Assessing Social Situations You can make a Sense Motive or Diplomacy check to get a feel for any social situation. It's Difficulty 15 to get a general idea of the mood of a situation, as well as the prevailing attitude (so you have an idea of the Difficulty of using other interaction skills). Picking up on subtle undercurrents may require a higher check result, at the Narrator's discretion.

Read Intentions You can detect someone’s true aims, and whether he or she is trustworthy and honorable. Use the modified level difficulty.

Modified Level Difficulty= 9 + Level+Wisdom

The target can make an opposed Bluff check instead.

Notice Influence You can make a Sense Motive check to notice someone acting under supernatural influence. The Difficulty is 5 + the power's bonus.

Notice Innuendo You can use Sense Motive to detect a hidden message transmitted via the Bluff skill (Difficulty equal to the Bluff check result). If your check result beats the Difficulty, you understand the secret message. If your check fails by 5 or more, you misinterpret the message in some fashion. If you are not the intended recipient of the message, your Difficulty increases by 5.

Resist Interaction You can make an opposed Sense Motive check to resist or ignore the effects of certain interaction skills, such as Bluff or Diplomacy. You declare that you wish to make an opposed check before the opponent rolls. Both you and the opponents add the normal situational modifiers to his check. If the result of your check exceeds your opponent's check result, you understands his true aims and situation. Challenges: You can take the following challenges with Sense Motive: Read Situation: For every +5 you increase the Difficulty of your Sense Motive check, you learn one fact about the situation at hand when evaluating a situation or individual. The Narrator may tell you things like someone's apparent goal(s), the nature of an interaction, and so forth. Try Again: No, though you can make a Sense Motive check for each interaction attempt against you.

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Action: A Sense Motive check may be made as a reaction to notice or resist something. (When that's the case, the Narrator may roll the Sense Motive check in secret, so you don't know if there's something to notice or not.) Using Sense Motive to evaluate a person or situation takes at least 1 minute.

Sleight of Hand (Dex; Trained Only) You can perform feats of legerdemain such as picking pockets, palming small objects (making them seem to disappear), and so forth. Palming: With a DC 10 Sleight of Hand check, you can palm an object at least two size categories smaller than yourself that you have in your possession: for instance, make a coin ”disappear.” If someone observes you while you do this, they may make a Notice check to notice you doing it, but this doesn’t prevent you from performing the action. Feint: You may make a Sleight of Hand check to feint in combat. Thievery: When you try to take something from another person, which does not actively observe you. The difficulty equals to their Defense. If you succeed, you obtain the object. Regardless whether you succeed, your opponent makes an opposed Notice check to detect the attempt. The opponent detects the attempt if his check result beats your character's check result, whether you take the object or not. If the target is actiely observing you, you suffer -10 penalty to your Sleight of Hand checks. If the target is fighting you, you suffer -20 penalty. You can only take an item that’s two or small size categories smaller than you, and generally only an item that they aren’t paying active attention to (i.e.,not a wielded weapon or something similar). With -20 cumulative penalty for each size category, you can handle objects of larger size than normally allowed for Sleight of Hand. You can use Sleight of Hand to entertain an audience as if using the Perform skill.

Planting: You can make a Sleight of Hand check to plant a small object on a person, slip something into their pocket, drop something into their drink, and so forth. This has the same Difficulty and Notice check as thievery. Concealment: You can hide on object at least two size categories smaller than yourself on your person, making your check result the Difficulty of a check to find the object. Anyone attempting to find the hidden object rolls Notice, if observing you, or Search, if frisking you. When using Search, the opponent gains +4 bonus to their check. Daggers and similar weapons designed to be hidden give you a +2 bonus on the check, items three or more size categories smaller than you give you a +4 bonus, and wearing heavy or baggy clothing gives you a +2 bonus in any event.

With a DC 20 Sleight of Hand check, you can draw a hidden weapon as if it was openly displayed; the exact action depends on your Combat Bonus. Try Again: Yes, but you are observed if the first attempt was noticed. Action: A Sleight of Hand check is a standard action.

Stealth (Dex) You're skilled in moving about unseen and unheard. The particulars can be found in the subchapter on Stealth and Notice.

Survival (Wis)

You use this skill to survive in the wilderness, finding food and shelter and safely guiding others. Check: You can keep yourself and others safe and fed in the wild.

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Difficulty Task 10 Get along in the wild. Move up to half the character's overland speed while hunting and foraging (no

food or water supplies needed). The character can provide food and water for one other person for every 2 points by which the character's check result exceeds 10.

15 Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the character's overland speed, or gain a +4 circumstance bonus if stationary. The character may grant the same bonus to one other character for every 1 point by which the character's check result exceeds 15.

18 Avoid getting lost and avoid natural hazards, such as quicksand.

Choose Direction When seeking a destination that can be deduced from the natural surroundings (the lair of a creature, the nearest source of water, the exit from a cavern), you can make a Survival check at Difficulty 20 to choose the correct direction. If you fail, you choose the wrong direction, but realise your mistake either at the next juncture for a decision (if you are finding your way through a maze of streams, for example, or amidst ancient tunnels), or the following day.

Trailblazing You can use this skill to cut a trail through the toughest terrain and allow you and your allies to increase your overland movement. When you travel over terrain that hampers your movement, you may make a Survival check at Difficulty 15. If you succeed, you increase your movement by 1/4. If you fail, you suffer the normal movement penalty. You cannot go faster than your normal unhampered speed.

You can blaze a trail for up to five people (including yourself) without a penalty. You cannot use the trailblazing ability in combat.

Tracking You can find and follow tracks left by other creatures. To find tracks or to follow them for one mile requires a successful Survival check. You must make another Survival check each time the tracks become difficult to follow. You move at half your normal speed while tracking (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The Difficulty depends on the surface, as given on the Surface table. Surface Difficulty Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the condition table.

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Condition Difficulty Modifier Every three creatures in the group being tracked -1 Size of the largest creature being tracked: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large -1 Huge -2 Gargantuan -4 Colossal -8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility (apply the largest modifier) Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail and moves at half speed +5

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. You can use the Search skill to find a footprint or similar sign of a creature's passage using the Difficulties given above, but you can't use Search to follow tracks. Tracking by scent: A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Try Again: No. Action: Survival checks occur each day in the wilderness or whenever a hazard presents itself.

Swim (Str, Trained Only) You can swim and maneuver underwater. Check: A successful Swim check allows you to swim one-quarter your speed as a move action or half your speed as a full-round action (this count as all-out movement). If the check fails, you make no progress through the water. If the check fails by 5 or more, you go underwater. If you are underwater, you must hold your breath to avoid drowning. The Difficulty for the Swim check depends on the condition of the water:

Water Difficulty Calm water 10 Rough water 15 Stormy water 20 Each hour you swim, make a Swim check (Difficulty 20). If the check fails, you suffer from fatigue. Unconscious characters go underwater and immediately begin to drown. You also make Swim tests when attempting unusual maneuvers, in the situations when on dry land you would need to make Acrobatics, Climb or Jump tests. Aquatic creatures need to make Swim checks only when attempting such maneuvers. Challenges: You can take the following challenges with Swim: Accelerated Swim: For a +5 Difficulty increase, you increase your swimming speed by one-quarter your normal speed. You can take this challenge up to three times to increase your swimming speed up to your normal speed. You

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suffer the normal effects of failing your Swim check. You can move at double this speed as a full action, but this counts as an all-out movement. Rescuing: Rescuing another character who cannot swim (for whatever reason) increases the Difficulty of your Swim checks by +5, but allows both of you to remain afloat. Action: A Swim check is either a move action or a full-round action, as described above.

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Chapter IV: Feats Starting characters receive 5 feats.

Some feats are designated as Combat Style feats. You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or powers, you must select one you want to use, although you can freely change that selection at any moment.

Combat Feats

Blind-fight (Warrior, Expert) In melee combat, you suffer half the usual miss chance due to concealment. You take only half the usual penalty to speed for being unable to see; darkness and poor visibility reduce your speed to three-quarters rather than half.

Blindsense (Warrior, Expert) Prerequisite: Notice 8 ranks It is an improved version of the Blindfight feat, and replaces it for characters who gain the prerequisite. In addition to the ability granted by it, it provides all the benefits of previous feat.

Using non-visual senses, such as acute hearing, you notice things you cannot see within 30 feet. You usually do not need to make Notice checks to pinpoint the location of a creature within range of your blindsense ability, provided the creature does not have total cover. Any opponent you cannot see normally still has total concealment, and you still have miss chance when attacking foes that have concealment. Visibility still affects your movement. You are still treated as surprised by attacks from creatures you cannot see.

Blindsight (Warrior, Expert) Prerequisite: Notice 14 ranks It is an improved version of the Blindsense feat, and replaces it for characters who gain the prerequisite. In addition to the ability granted by it, it provides all the benefits of previous feat. This ability makes invisibility and concealment (even magical darkness) irrelevant to the you (though you still can’t detect ethereal and incorporeal creatures). Blindsight negates displacement and blur effects, but not the Blink power. This ability operates out to a range of 60 feet. Blindsight never allows you to distinguish color or visual contrast. You cannot read with blindsight. When using blindsight, you are not subject to gaze attacks. Blinding attacks do not stop you from using blindsight, but deafening attacks do. Blindsight works underwater but not in a vacuum.

Bypass Damage Reduction (Warrior, Expert) Prerequisite: Character level 6 When you attack with a magical weapon, a weapon counting as magical because of powers, or unarmed attack counting as supernatural, you can bypass certain kinds of damage reduction.

level Bonus 6 ignores damage reduction due to a specific kind of damage (piercing, slashing,

bludgeoning). 11 Adaptable (ignores damage reduction due to material or kind of damage) 14 Irresistible (ignores damage reduction) 16 Ghost Touch

Cleave (Warrior) If you kill, disable or render unconscious an opponent with a melee attack, you get an immediate extra melee attack against another opponent within reach. You can't move before making this extra attack. The extra attack is with the same weapon and attack bonus as the attack that downed your previous opponent. You can use this feat once per round.

Exotic Weapon Training (General) You're trained in the use of a particular exotic weapon. Each exotic weapon requires a separate feat.

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Far Shot (General) When you use a projectile weapon, such as a bow or firearm, its range increment increases by half (multiply by 1.5). When you use a thrown weapon, its range increment doubles (multiply by 2).

Heavy Armor Training (General) prerequisites: Light Armor Training, character level 2 You’re trained to move and fight while wearing medium and heavy armor. Characters with Armor Training only apply the armor’s check penalty to Acrobatics, Climb, Escape Artist, Athletics tests, Sleight of Hand, Stealth, and Swim checks. When running in heavy armor, you move only double your speed, not quadruple. Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty (see Armor in Chapter Five) to all physical rolls and checks while wearing it, including attack rolls and to all skill checks that involve moving, including Ride. Special: Characters with at least 10 levels of Warrior and with Armor Training (Heavy Armor), can run in heavy armor.

Improved Initiative (General) You get a +4 bonus on initiative checks.

Improved Strike (General) You can inflict lethal damage with your unarmed strikes. Normally, unarmed attacks only inflict non-lethal damage. If you have a free hand, you can use it. You can also attack with your feet, elbows etc. You do not gain additional attacks – such attacks must be made instead of your normal attacks. Your unarmed attacks count as small bludgeoning weapons and can be used to two-weapon attack; if you have at least one hand free, you can benefit from Two Weapon Fighting. You can also inflict lethal damage during grappling. Finally, you always count as armed, as long as you are free (not bound). You never suffer penalties to defense for being unarmed. In addition, when you make an unarmed attack or an attack with a bludgeoning weapon, you can try to knock out your opponent. You make an unarmed attack with a – 2 penalty, or an attack with a bludgeoning weapon with a – 4 penalty. If you manage to disable your opponent, he falls prone, drops held items, and is stunned.

At the end of each turn he can make a Fortitude save against a Difficulty of 10 plus your damage bonus. A successful save means he can act again (starting from the next turn). Regardless of the saves, the condition ends after 10 minutes. Minions do not get to make a save and are always knocked out for 10 minutes.

Light Armor Training (General) You're trained to move and fight while wearing light armor. Characters without Light Armor Training apply their armor's check penalty to all physical rolls and checks while wearing it, including attack rolls and maneuver attempts. Characters with Light Armor Training only apply the light armor's check penalty to Acrobatics, Climb, Escape Artist, Jump, Sleight of Hand, Stealth, and Swim checks. This feat provides no benefits to characters wearing medium and heavy armor.

Martial Weapon Training (General) You're trained in the proper use of martial weapons. Characters lacking Martial Weapon Training suffer a -4 penalty on attack rolls with martial weapons.

Mounted Combat (General) Prerequisite: Ride 4 ranks You know how to maneuver a mount in combat. Once each round, if your mount would be hit by an attack, you can make a check using Ride skill as a reaction to negate the hit. The Ride check result must exceed the result of the opponent’s attack roll. You can also make a Ride check as a full-round action, in which case the skill result becomes the mount’s effective Defense for the entire round against all attacks. In addition, you can use ranged weapons while your mount is taking a double move without a penalty. While your mount is moving all out you make attacks at–4 penalty. In either case, you make the attack roll when your mount has completed half its movement. Normal: You make ranged attacks when the mount is taking a double move at -4 penalty, and while it is moving all out at -8 penalty.

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Move-by Action (General) When taking a standard action you can move both before and after the action, provided your total distance isn’t greater than your movement speed. In particular, when you are fighting mounted, you and your mount can make attacks in the middle of move. When charging, you must move at least 10 feet in a straight line, with no backing up allowed. You must attack when you within striking range of your target with your selected weapon - you can't run past the target and attack from another direction. You can continue your movement after attacking the target, but still only in a straight line.

Precise Shot (General) You can make ranged attacks on an opponent engaged in melee with your allies without the usual -4 penalty. When attacking an opponent with the Elusive Target ability (part of Lightining Reflexes feat), you suffer a -4 penalty rather than -8. In addition, you can make finesse attacks and sneak attacks with ranged weapons, so long as the target is within one range increment. Normal: When you make ranged attacks on an opponent engaged in melee with your allies you suffer -4 penalty. You cannot make finesse attacks with ranged weapons.

Precise Shot, Improved (General) Prerequisite: Notice 15 ranks It is an improved version of the Precise Shot feat, and replaces it for characters who gain the prerequisite. You gain all benefits provided by the Precise Shot feat. In addition, while using a ranged weapon, you ignore the Defense bonus provided by anything less than total cover and the miss chance from anything less than total concealment. A target's own Defense still apply.

Prone Fighting (General) You suffer no penalties on your attack rolls for being prone, and opponents do not gain any bonus to hit you with melee attacks while you are prone. Opponents making ranged attacks against you still have -4 on their attack rolls. You can crawl at half your speed rather than the usual 5-feet per move action.

Redirect (General) You can redirect a missed attack against you at another target as a reaction. If an attack against you misses, make a Bluff check against your opponent. If the Bluff succeeds, the attacker makes a new attack roll with the same modifiers as the first against the new target. The new target must be adjacent to you and within range of the attack. If there are no other targets in range, you cannot redirect the attack; it simply misses. If the Bluff fails, the new attack roll is made against you.

Seize Initiative (Warrior) You can spend a Conviction point to receive +20 bonus to your initiative roll before you make it. You may only do so when you would normally roll initiative and are not surprised.

Shield Training (General) You're trained in the proper use of shields in combat. You can use a shield and take only the standard penalties. Characters lacking Shield Training take their shield's armor check penalty on attack rolls and on all Strength- and Dexterity-based checks.

Sneak Attack (Expert) When you make a surprise attack (that is attack against an opponent who can use only base defense) or damage opponent during a grapple, you do +1 damage. You can sneak attack with a ranged weapon, a melee precision weapon or an unarmed attack. You cannot sneak attack with power weapons. You can also make sneak attacks with weapon-like supernatural powers, that is powers which require an attack roll.

You cannot make sneak attacks with grenade-like weapons and with any weapons with area effect. Ranged attacks can count as sneak attacks only if the target is helpless or unmoving – eg because not

expecting an attack. If you have the Precise Shot feat, you can use sneak attack with ranged attacks, so long as your target is within one range increment.

You cannot sneak attack an opponent you cannot perceive at all (due to total concealment or some other effect). Opponents immune to critical hits are still affected by Sneak Attack. Opponents who cannot be surprise attacked are immune to sneak attack. When you gain levels in the Expert role, your sneak damage increases, as indicated in the table below.

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In order to use sneak attack, you must be able to reach vulnerable points of your target. This is assumed to be possible if the enemy is no more than one size category larger than you. You can sneak attack larger enemies if they are lying down etc, or when you are climbing on them.

Expert level Sneak Damage

1-3 +1

4-6 +2

7-9 +3

10-12 +4

13-15 +5

16-18 +6

19-20 +7

This version of True20 is a combat game. All characters must be able to pull their weight in combat. True20 Expert sacrificed his combat ability in order to improve skills; such an option does not fit this game. As a consequence, Sneak Attack feat has been improved in order to strengthen Experts. Together with the new feinting rules, using Expertise to boost skills and increase the chance to surprise opponents it should be enough to make Experts effective combatants. This solution has a disadvantage in that all Experts are virtually forced to be lightly armored dexterous combatants; but since this is a traditional archetype of rogue, I consider it acceptable.

Two-Weapon Fighting (General) Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. In effect, the penalties are lowered to –4 for both hands. If the off-hand weapon is natural or Small, the penalties are lowered to -2 for both hands. Unarmed attacks count as small weapons. If you have the Improved Strike feat, you can treat an empty hand as a second small weapon. You gain also the Two-weapon Defense ability. When you wield two weapons and use only one of them to make an attack, you gain a +3 parry bonus to your Defense against melee attacks. This bonus lasts until the beginning of your next turn and is lost when you are surprise attacked. You do not benefit from this feat while unarmed or with a weapon in only one hand. When you have the Improved Strike feat or your unarmed attacks cause lethal damage for some other reason, you can use Two-Weapon Defense when fighting unarmed, or with one hand empty.

You can use the Two Weapon Fighting feat only with melee weapons suited to that purpose. An incomplete list of such weapons follows. Narrator can allow other weapons to be used.

- hands, for characters who have the Improved Strike feat, or gauntlets - a weapon and gauntlet or hand, when possessing Improved Strike - any two small or smaller weapons, - rapier and maine-gauche, - sword and mace or club, - two rapiers, - two butterfly swords, - a torch in off-hand.

The same rules apply for throwing two knives (one with either hand) or wielding two hand crossbows, one in each hand. The penalties are -2 for throwing knives, and -4 for hand crossbows. You cannot make two ranged attacks with any other weapons.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is small the penalties are reduced by 2 each. (An unarmed strike and natural weapon are always considered small.)

Versatility (Warrior) You suffer no penalty when using improvised weapons and throwing melee weapons which cannot usually be thrown. Your penalty for using weapons with which you are not proficient, of incorrect size, etc is reduced to -2.

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You can pick up and throw any reasonably-sized object at hand as a dangerous weapon. Such items count as Simple weapons and have a range increment of 10 feet. You deal your normal unarmed damage with such items (including any bonuses you may have).

Combat Style Feats

Attack Specialization (General) Combat Style feat You have unusual prowess in one particular kind of attack. Choose one attack: unarmed, a type of weapon or supernatural powers. If you have the Two-Weapons Fighting feat, you can also chose a set of two weapons; in that case you receive bonuses for attacks with both weapons, but only if you wield both at the same time. Each time you make the selected attack, you receive bonuses indicated in the table below. You can gain this feat multiple times. Each time, it applies to a new attack.

You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or powers, you must select one you want to use, although you can freely change that selection at any moment.

Character Level Bonus to Attack Bonus to Damage 1 1 0 6 1 1 12 2 1 18 2 2

Favored Opponent (General) Combat Style feat You are especially effective against opponents you’ve studied or fought frequently with. You can treat creatures as favoured opponents because of either experience or scholarly knowledge. Narrator decides whether you have fought often enough against any category of opponents to treat them as favoured opponents. Alternatively, you can make a check of relevant Knowledge, with Difficulty equal to 10 + the monster’s challenge rating or level (if the monster lacks the challenge rating). If you succeed, you have learned enough about such a monster to treat is as a favoured opponent. You get a +2 bonus on Bluff, Intimidate, Notice, Sense Motive, and Survival checks when dealing with your favored opponents, as well as +1 damage on all attacks against them. At character level 6 the bonus to damage increases to +2, at level 12 to +3, and at level 18 to +4.

You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or powers, you must select one you want to use, although you can freely change that selection at any moment.

Rage (Warrior) Combat Style feat You can fly into a berserk rage as a free action, gaining +2 bonus to Strength and to Will saves, and a –2 penalty to Defense. The −2 penalty to defense does not stack with the penalty caused by the Unguarded condition, caused eg by being wounded. While raging, you can’t use skills or powers requiring concentration or patience, and you can’t take 10 or take 20 on checks. Your rage lasts 30 rounds. When the duration runs out, you must make a Difficulty 17 Fortitude saving throw or suffer a level of fatigue (this counts as a Fatigue save for using supernatural powers, with penalties for multiple fatigue saves).

At character level 8 and higher you gain a +3 bonus to Strength and Will saves. The penalty to Defense remains –2. Fortitude Save difficulty equals 19. At character level 14 you gain a +4 bonus to Strength and Will Saves, with Fortitude Save Difficulty 21; and at character level 16 you gain +5 to Strength and Will saves, with Fortitude Save Difficulty 23. At character level 18 you no longer suffer – 2 penalty to defense when raging.

When raging, you cannot benefit from powers: Enhance Self or Enhance Other, from magic items which imitate those powers, or any others ability bonuses. The bonuses from Rage are supernatural bonuses.

You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or powers, you must select one you want to use, although you can freely change that selection at any moment.

In additon, Rage cannot be used together with Sneak Attack feat. Rage can be used normally with surprise attacks, but you do not gain the damage bonus from Sneak Attack. The furious strikes of enraged warrior cannot be used to strike precisely at a vulnerable point of a foe.

The bonuses from Rage and Fortitude save difficulties are summarized in the following table:

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Character Level Bonus Fortitude save Difficulty 1-7 +2 17 8-13 +3 19 14-15 +4 21 16-17 +5 23 18-20 no penalty to defense when raging

Rapid Shot (General) Combat Style feat You can get one extra attack per round with a ranged or thrown weapon. The ranged weapon cannot require reloading, or you must be able to reload it as a free action. You must use the full round action to use this feat. Each attack you make in that round (the extra one and the normal one) takes a –2 penalty. When you reach character level 10, you have two additional attacks (three attacks per round in total). When you gain character level 15, you gain three additional attacks (four attacks per round in total).

You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or powers, you must select one you want to use, although you can freely change that selection at any moment.

Smite (Warrior) Combat Style feat Prerequisite: Charisma +1 or greater You can charge a melee attack with the power of your determination. You cannot use this feat together with ranged attacks.

You can designate an enemy as the target of your Smite. You can have only one such enemy at a time. You can designate only an opponent which arouses your enmity or hate. You cannot designate an opponent in friendly sparring, or unwilling, coerced or mistaken enemies, and similar. When attacking a designated enemy, add your Charisma to your damage. You can add that bonus to all melee attacks against the designated enemy until you kill him or designate another target. At character levels 1-5 you can designate only one enemy per one encounter, as a free action. If you spend 15 minutes without fighting, you can use Smite again. Starting from character level 6 you can designate enemies as often as you like, and always as a free action.

You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or powers, you must select one you want to use, although you can freely change that selection at any moment.

In additon, Smite cannot be used together with Sneak Attack feat. Smite can be used normally with surprise attacks, but you do not gain the damage bonus from Sneak Attack. The furious strikes of smiting warrior cannot be used to strike precisely at a vulnerable point of a foe.

Spirited Charge (Warrior) Combat Style feat When using the charge action, you deal +3 damage with a melee weapon. When you reach character level 10, you do not suffer -2 defense penalty after charging. When you reach character level 15, attack bonus given by charging increases to +4, but only if you are mounted (this is a situational bonus).

You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or powers, you must select one you want to use, although you can freely change that selection at any moment.

Whirlwind Attack (Warrior) Combat Style feat Prerequisite: Character level 4 As a full action, you can give up your regular attacks and instead make one melee attack against each opponent within reach. Each attack you make in that round takes a –2 penalty. When you reach character level 10, you can use this feat without penalty to attack. When you gain character level 15, you gain +2 bonus to attacks when using this feat.

You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or powers, you must select one you want to use, although you can freely change that selection at any moment. When using Whirlwind Attack, you cannot gain additional attacks from any other supernatural power, weapon property or feat.

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Combat Maneuver Feats

Constrict (General) If you successfully pin an opponent with a grapple check, you can crush him, dealing your natural attack or unarmed damage. This option cannot be used together with Chokehold. The damage you deal while grappling (both when using this feat and when using Damage maneuver) can be lethal either lethal or non-lethal, at your option. You always receive Sneak Attack bonus to damage.

Grappling Finesse (General) You retain your normal defense against all opponents while wrestling, but not while pinned. You still suffer -2 penalty to Reflex saves when you are wrestling. Remember that you are still subject to Sneak Attack damage when you are damaged by the opponents you are wrestling with.

In addition, you receive +4 bonus to your Grapple Defense. This cannot be combined with the bonus for being a creature which has more than two legs or is otherwise more stable than a normal humanoid (eg snake-shaped), or being mounted or larger than your opponent. This bonus does not apply when you use the Escape Artist skill as your Grapple Defense. You also gain the Improved Trip ability. When you trip an opponent, you can make an immediate attack against him. This counts as a part of the standard action used to initiate grapple.

Grapple Mastery (General) Your grappling attacks are particularly difficult to escape. You receive +4 bonus to your grapple check. This bonus does not apply to your Grapple Defense. In addition, you gain the Improved grap ability. When you hit with an unarmed attack or with a weapon (but only if you have one hand free) you can immediately make a grapple check as a free action. The opponent must be no larger than your size category. If your grapple check succeeds, you are grappling that opponent. A successful grapple check does not deal any extra damage, even when you have Constrict feat, nor does it allow you to perform any grapple maneuvers that turn. During your next turn, however, you can make a grapple check without the need to make an attack roll. You also gain the Chokehold ability. If you pin an opponent while grappling, you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin. This can be used only against creatures which need to breathe. When you pin an opponent and use this feat, he must start making Difficulty 10 Constitution checks on his turn, in order to continue holding his breath. The check must be repeated each round, with the Difficulty increasing by +1 for each previous success. When the opponent fails one of these Constitution checks, he begins to suffocate. In the first round, he falls unconscious. In the following round, he is dying. In the third round, he suffocates and dies. This option cannot be used together with Constrict.

Improved Disarm (General) You have a +5 bonus to tests to disarm an opponent, and +5 to Difficulty if an opponent attempts to disarm you. If you attempted the disarm action as an unarmed attack, you now have the weapon. Otherwise, the weapon flies to any place within 10 feet that you chose. If the weapon lands near you, you can step on it, so that the disarmed opponent cannot pick it up.

Protection Feats

Bathed in Styx (General) Prerequisites: character level 3. You have bathed in the lethal waters of Styx, and survived. Your flesh has become hard and cold like iron, and gained undead toughness.

You gain supernatural bonus to toughness indicated on the table below. This is a supernatural armor bonus (treated as magical bonus to Toughness) and it stacks with feat bonuses. You can benefit from this feat when using an armor, or even a magical armor, if the supernatural bonus of the armor is lower than the bonus indicated in the table. In that case you gain supernatural bonus to toughness from this feat instead of the bonus provided by the armor. All other abilities of the magic armor work as normal.

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Level Supernatural Bonus to Toughness 3-8 +1 9-11 +2 12-14 +3 15-16 +4 17-20 +5

Death Ward (General) Prerequisite: level 11 You gain this feat by benefitting from a powerful divine ritual. You are immune to energy drain, to all magical death effects and any negative energy effects. You are protected from the negative effects of the Negative Energy Plane.

Diehard (General) When your condition is reduced to dying, you automatically succeed on the Constitution check to stabilize on the following round. Further damage can still kill you.

In addition, you gain the Tactical Withdrawal ability. When disabled, spending a Conviction point allows you, for three minutes, to make two move actions per turn and to defend yourself normally. When using this option, you retain your normal defense and cannot be a target of sneak attacks or surprise attacks.

Defense Focus (General) Your Defense increases by +1. This is part of your normal defense bonus. This bonus increases to +2 at 6th character level, +3 at level 11, and +4 at level 16.

Character Level Bonus 1-5 1 6-10 2 11-15 3 16-20 4

Evasion (Expert) When you make your Reflex save against an area effect, you suffer no damage instead of damage - 4 normally taken by targets that make a successful Reflex Save. If you fail the Reflex save by 10 or more, you suffer full damage. Evasion can be used only if you are wearing light armor or no armor.

Great Fortitude (General) You get a +2 bonus on all Fortitude saving throws. In addition you gain the Endurance ability. You gain a +4 bonus on Swim checks to avoid becoming fatigued, and +4 on Constitution checks or Fortitude saves to hold your breath, to avoid damage from starvation or thirst, and to avoid damage from hot or cold environments.

Fearless (Warrior) You are completely immune to effects that cause fear (including supernatural powers like Heart Shaping) and to the effects of the Intimidate skill, unless the user’s total level or CR is at least four greater than yours.

Iron Will (General) You get a +2 bonus on all Will saving throws. In addition, you can use your Charisma or Intelligence in place of Wisdom for determining your Will saving throw bonus. In addtion, whenever the Intimidate skill is used against you, the DC equals 9+level+Ability+2. You can use Wisdom, Charisma or Intelligence, whichever is higher.

Lightning Reflexes (General) You get a +2 bonus on all Reflex saving throws. In addition, you gain the Elusive Target ability. You are expert at dodging and weaving around your foes, making you an elusive target while you're engaged in a melee. When you are fighting in melee combat, others attempting to target you with ranged attacks are at a -8 penalty rather than the usual -4 penalty for shooting into melee combat.

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Mind Blank (General) Prerequisite: character level 15 You gain this feat by being the beneficient of a powerful arcane ritual. The subject of this ritual is protected from all devices, powers, effect and spells that detect, influence, or read emotions or thoughts. The subject is immune to to magically caused fear and rage, cannot be possessed, dominated, charmed or fascinated; Heart Shaping, Heart Reading, Illusion (but not Light Shaping), Mind Touch, Necromancy or Suggestion do not work in respect to him. This feat does not protect against powers which merely damage mind, such as Psychic Blast.

In addition, the feat prevents discovery or information gathering by crystal balls or other scrying devices or powers, augury, clairaudience, clairvoyance, communing, contacting other planes. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all. Mind blank even foils miracle and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it.

Mind Blank does not protect you against powers or items allowing to see invisible or ethereal creatures, darkvision, tremorsense etc. It does not stop Second Sense (when used directly, not through scrying object or power) from detecting magic auras on you or your items and the effects of already used powers, but makes it impossible to determine your caster level.

While the Mind Blank feat is active, the subject cannot use any scrying abilities, Heart Reading, Mind Touch or Necromancy powers or communicate by telepathy. The subject can use the Heart Shaping power. The subject can turn this feat off as a standard action. Turning it on again requires a five minutes meditation.

Mind Over Body (General) You can exert great mental control over your body. When you make Constitution checks, you can substitute your Wisdom score for your Constitution score, so long as you are conscious. You can also apply your Wisdom bonus rather than your Constitution bonus to your Fortitude saving throws – even when you are unconscious.

Tireless (General) Prerequisite: character level 10, Constitution +1 You have tremendous energy reserves. You suffer no penalties from being winded or fatigued, although you still gain fatigue levels normally. This feat has no effect on exhaustion or unconsciousness due to fatigue.

Uncanny Dodge (General) You are especially attuned to potential danger, whether through training, experience, or some innate supernatural talent. When surprise attacked, so long as you are able to react (are not pinned, helpless, bound, unconscious, weaponless and the like), you suffer only –2 penalty to defense. You do not lose parry bonuses provided by shields, total defense or two weapon defense. In other words, your base defense equals your Defense – 2. You can be sneak attacked as normal. You do not benefit from this feat when making all out attacks.

Role Feats

Expert Reflexes (Expert). You get a +2 role bonus to the Reflex saving throw. You cannot take this feat if you have a role bonus to Reflex. In addition you gain 12 skill points.

Warrior Fortitude (Warrior) You get a +2 role bonus to the Fortitude saving throw. You cannot take this feat if you have a role bonus to Fortitude. In addition you gain the Determination core ability.

Will of the Adept (Adept) You get a +2 role bonus to the Will saving throw. You cannot take this feat if you have a role bonus to Will. In addition you gain the Gathering Power core ability.

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Social Feats

Animal Empathy (General) You have a special connection with animals. You can use the Handle Animal skill like Diplomacy to change the attitude of an animal by interacting with it. Unlike a normal use of Diplomacy, you do not have to speak a language the animal understands, and Animal Empathy affects creatures with Intelligence -4 or less normally. You can also use the Bluff skill normally on animals. You don't actually need to speak to the animals; you communicate your intent through gestures and body language and learn things by studying animal behavior.

Fascinate (General) Use a standard action and make a check using an interaction skill (Bluff, Diplomacy, Intimidate, or Perform) against your target's Sense Motive+10, or character level (or CR)+Wisdom+9. Each creature to be fascinated must be within 90 feet, able to see and hear you, and able to pay attention to you. You must also be able to see the creature. It cannot be used on a creature attacking you on sight. The distraction of a nearby combat or other dangers prevents the ability from working. It is a mind-affecting ability, and does not work on mindless creatures. You can target with a single use of this ability a number of creatures equal to 1+your character level divided by 4, rounding down. If you succeed, the target or targets pays no attention to anyone other than you. You may concentrate on the effect by taking a standard action each round, for a 3 minutes maximum. If you succeed on the check, you managed to distract the creature. It continues to listen to you, doing nothing, as long as you perform. The distracted creatures must make Will save against ½ of your character level + Charisma +10. If they fail, they become fascinated. Fascinated characters stand or sit, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. They take a -4 penalty on checks made as reactions, such as Notice checks. They also count as distracted; this means they do not receive bonuses to Notice, eg for enemies being in the open. Any potential threat – noticed by the fascinated character – allows him a new saving throw to overcome the fascination. Any obvious threat, such as someone drawing a weapon, automatically breaks the fascination. If a fascinated creature does not manage to notice an attacker, it counts as helpless and can be the target of coup de grace.

An ally can shake a fascinated character free of the effect with an aid action. An ally can shake a fascinated character free of the effect with an aid action. This grants the creature a new save, or, if he points out an obvious thread, breaks the fascination. The fascination ends when you stop maintaining it or the target overcomes it. Mass Suggestion (General) Prerequisite: Suggestion You can make the same suggestion simultaneously to any number of subjects you have already fascinated (see the Suggestion feat). You must make the same suggestion to everyone.

Suggestion (General) Prerequisite: Fascinate You can use an interaction skill to plant a suggestion in the mind of a subject you have fascinated (using the Fascinate feat). This works like a use of the Suggestion power, except you must interact with the target. The Difficulty of the target's Will save is 10 + half your character level + your Charisma score.

Other Feats

Athletic Training (General) Prerequisites: Dwarves cannot take this feat Your Athletics Modifier (which determines running speed and skill at jumping) equals:

character level plus Strength or Dexterity (whichever is higher) plus 3 minus Armor Check penalty

You automatically succeed at checks to grasp the edge, if you failed to reach it when jumping, and to pull yourself up when hanging from the edge. In additon, you can use either Strength or Dexterity, whichever is higher, for Climb and Swim skills.

Darkvision (General) You can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise nearly like normal sight. It does not equal normal sight, however. You treat everything as being in dim light – you do not gain the bonus to Notice checks for observing things in bright light. The presence of light does not spoil darkvision.

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Eidetic Memory (General) You have perfect recall of everything you've experienced. You have a +4 bonus on checks to remember things, including saving throws against effects that alter or erase memories. You can make any Knowledge skill check untrained, meaning you can answer questions involving difficult or obscure knowledge without ranks in a skill. When you take this feat, you gain a skill rank per level +3; in other words a maximum number of skill ranks for your level. The skill ranks must be used for a Knowledge skill. After you take this feat, whenever you gain a new level, you gain a skill rank which must be spend on a Knowledge skill.

Hide in Plain Sight (General) Prerequisite: Stealth rank 10 You cannot be wearing any armor heavier than light and must be unencumbered to benefit from this feat. You are always treated as being in dim light. In addition, in natural surroundings you are treated as having concealment, although sometimes (eg in short grass) you must be prone to gain it. You can make Stealth checks even in plain sight and bright light without any penalty.

Night Vision (General) You can see twice as far in low-light conditions as a normal human. The radius of dim light provided by light sources is doubled, although the radius of bright light remains the same. In addition, you treat even very overcast moonless night as only dim light. Your vision is still hindered normally by total darkness.

Quarterstaff Mastery (General) You receive +3 bonus to defense against melee attacks when wielding a quarterstaff.

Sense Teleports (General) Prerequisite: Character level 6 You possess a second sense alerting you to all teleports starting and arriving in your vicinity. If you are sleeping, such a feeling awakes you, although before going to sleep you can consciously will yourself to ignore warnings. When a creature attempts to attack you by teleporting, you are able to get drop on it. You gain +20 bonus to initiative when someone not already in combat teleports nearby. In case of the Greater Teleport ritual, you have 3 rounds of time to prepare, since it takes so long to travel in that fashion.

Skill Focus (General) Choose a known skill. When making skill checks etc you treat the key ability of that skill as if it were equal to 6. At character level 5 this value increases to 7, at level 10 to 8, at level 15 to 9 and at level 20 to 10. If the key ability is 0 or less, you receive – 1 penalty to skill. If it is 3 or more, you receive +1 bonus. You can acquire this feat multiple times. Each time you do, it applies to a different known skill. This feat cannot be applied to Climb, Swim or Acrobatics skills. In addition to the changes in Skill Focus, the Talented feat is removed. This change has three purposes: to allow low-level characters to know a skill well, to allow characters to become competent in a skill without having high key ability, and finally to limit the maximum value of skill bonuses.

Still Spell (Adept) Prerequisite: Wizard or Sorcerer Some adepts, as wizards and sorcerers, normally need somatic components to cast spells. Still Spell allows them to use powers without using somatic components. They do not need to be able to gesture freely to cast their spells. They do not suffer Armor check penalty to Power and Fatigue checks. They can in addition cast spells even when wrestling, grappled or bound, although they suffer an appropriate distraction penalty. Wizards still must use verbal components or suffer -2 penalty to fatigue checks. Normal: A sorcerer or wizard without this feat casts spells using Somatic Components. He must be able to speak and gesture freely to cast his spells. He suffers Armor check penalty to Power and Fatigue checks, and cannot cast spells while wrestling or pinned.

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Feats for Monsters and NPCs

Chokehold If you pin an opponent while grappling, you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin. This can be used only against creatures which need to breathe. When you pin an opponent and use this feat, he must start making Difficulty 10 Constitution checks on his turn, in order to continue holding his breath. The check must be repeated each round, with the Difficulty increasing by +1 for each previous success. When the opponent fails one of these Constitution checks, he begins to suffocate. In the first round, he falls unconscious. In the following round, he is dying. In the third round, he suffocates and dies. This option cannot be used together with Constrict.

Constrict If a creature can successfully pins an opponent with a grapple check, it can crush him, dealing its natural attack or unarmed damage. This option cannot be used together with Chokehold.

Elusive Target You are expert at dodging and weaving around your foes, making you an elusive target while you're engaged in a melee. When you are fighting in melee combat, others attempting to target you with ranged attacks are at a -8 penalty rather than the usual -4 penalty for shooting into melee combat.

Endurance You gain a +4 bonus on Swim checks to avoid becoming fatigued, and +4 on Constitution checks or Fortitude saves to hold your breath, to avoid damage from starvation or thirst, and to avoid damage from hot or cold environments.

Ferocity A creature is such a tenacious combatant that it continues to fight without penalty even while wounded or disabled.

Improved Grab To use this ability, the monster must hit with a specified attack. An NPC must hit with an unarmed attack or with a weapon, but only if he has one hand free. After hitting, he can immediately make a grapple check against that opponent as a free action. The opponent must be no larger than his size category. If his grapple check succeeds, he is grappling that opponent. A successful grapple check does not deal any extra damage, even when he have the Constrict feat, nor does it allow you to perform any grapple maneuvers that turn. During his next turn, however, he can make a grapple check without the need to make an attack roll. Use those rules for all similar abilities (eg Snatch).

Improved Pin Your grappling attacks are particularly difcult to escape. You receive +4 bonus to your grapple check. This bonus does not apply to your Grapple Defense.

Improved Trip When a creature trips an opponent, it can make an immediate attack against him. This counts as a part of the standard action used to initiate grapple.

Multiattack Prerequisites: Two or more natural weapons. This monster feat allows the creature to make multiple natural weapon attacks with the attack penalty -2 on all attacks. It can attack one target with no more than two natural weapons.

Normal: If a monster has multiple natural weapon, it can attack with all of them. Each attack must be against a separate target, and all attacks suffer -5 penalty to hit.

Rake A creature with this special attack gains one extra natural attack when it uses the grapple maneuver to damage its opponent. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability gains an additional attack that it can use only against a grappled foe. As a part of the Damage opponent grapple maneuver, you roll the grapple check twice, and if both checks succeed, you roll damage twice.

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Tireless You have tremendous energy reserves. You suffer no penalties from being winded or fatigued, although you still gain fatigue levels normally. This feat has no effect on exhaustion or unconsciousness due to fatigue.

Two-Weapon Defense When you wield two weapons and use only one of them to make an attack, you gain a +3 bonus to your Defense against melee attacks. This bonus lasts until the beginning of your next turn. You do not benefit from this feat while unarmed or with a weapon in only one hand. When you have the Improved Strike feat or your unarmed attacks cause lethal damage for some other reason, you can use Two-Weapon Defense when fighting unarmed, or with one hand empty.

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Chapter V Special Abilities and Conditions

Special Abilities and Traits

Damage Reduction A creature with this special quality receives a bonus to its Toughness against damage from most weapons and natural attacks. The creature takes normal damage from energy attacks (acid, cold, electricity, fire, and sonic), powers (with the exception of powers explicitly causing material damage, eg Move Object), and supernatural special abilities. Damage Reduction does not affect poisons or diseases delivered by inhalation, ingestion, or contact. Characters can always see that their attacks are weakened because of Damage Reduction.

The entry indicates the bonus (usually 2 to 6 points) and the type of attack that negates the ability. This information is separated from the damage reduction number by a slash. The creature always, with the exception of DR/area, takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities.

For purposes of harming other creatures with damage reduction, a creature’s natural weapons (but not their attacks with weapons) count as the type that ignores its own damage reduction. For example, a vampire has DR 4/silver and magical. This means a vampire can bypass the damage reduction of other creatures that are vulnerable to silver and/or magical weapons, including other vampires. DR/- and DR/slashing, piercing or bludgeoning cannot be overcome that way.

When converting from D&D, a creature receives 2 points Damage Reduction in for every 5 points of damage reduction in D&D.

Magic Any magical weapon, that is, a weapon with with at least a +1 magical enhancement bonus to damage can bypass Damage Reduction/Magic, Magic weapons do not bypass other kinds of Damage Reduction. For example, skeletons have damage reduction +2/bludgeoning. This means they get a +2 bonus to their Toughness saves, unless hit by a bludgeoning weapon. They don't lose their +2 bonus if hit by a magic slashing weapon, eg a sword.

Damage Type Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Natural weapons count as piercing, bludgeoning, or slashing, depending on the kind of weapon in question. Bites inflict piercing, bludgeoning and slashing damage at the same time, bypassing any kind of the above-mentioned damage reduction. Claws and talons cause piercing and slashing damage. Slams, slaps and tentacles cause bludgeoning damage. Gorings (with horn or antlers) and stings cause piercing damage. Unarmed attacks cause bludgeoning damage. Special Material Some monsters are vulnerable to certain materials: silver, adamantine, cold iron, stone or wood. Attacks from weapons that are not made of the correct material have their damage reduced. Natural Weapons and Unarmed attacks are equivalent to Wood for purposes of damage reduction.

There are only five possible types of special materials: Adamantine. The following materials count as adamantine – Alchemical Gold – Black Steel – Orichalcum – N Metal – Thinaun – Urdrukar Cold Iron. Any steel or iron weapon which is not made of adamantine or silvered counts as Cold Iron. In addition, the following materials count as cold iron: – Blood Steel – Green Steel – Morghuth Iron – Trusteel

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Silver: – Pandemonic Silver – Astral Driftmetal – Entropium – Nerra Mirrorblade – Ysgardian Heartwire – Mithril Stone: – Tainted Obsidian – Blended Quartz – Elukian Clay – Kaorti Resin Wood: – Bronzewood – Chitin – Darkwood – Iron wood – Boneblade – Dragon Bone

Aligned Some monsters are vulnerable to Holy or Unholy aligned weapons. A creature with an alignment subtype (holy or unholy) can overcome both Holy and Unholy damage reduction with its natural weapons and weapons it wields.

Irresistible weapons Weapons with the Irresistible ability can overcome all kinds of damage reduction. Irresistible ability trumps all other means of overcoming damage reduction: if a creature’s damage reduction can be overcome at all, an Irresistible weapon will do so. The only exceptions are DR /- and DR/area.

Nothing When a damage reduction entry has a dash (–) after the slash, the creature takes normal damage only from energy attacks (acid, cold, electricity, fire, and sonic), powers, and supernatural special abilities. Area Damage Reduction/area can be bypassed only by area attacks. Even energy attacks, powers and supernatural special abilities which are not area attacks are subject to that reduction.

A few creatures are harmed by more than one kind of weapon. This kind of DR is indicated by the word “or” between qualities, such as DR 2/cold iron or virtue. A weapon of either type overcomes this damage reduction.

A few other creatures require combinations of different types of attacks to overcome their damage reduction. This kind of DR is denoted by the word “and” between qualities, such as DR 2/silver and holy. A weapon that falls into one category but not the other is of no help in overcoming such damage reduction—the weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a stunning, and injury type disease. Damage reduction does not negate energy damage dealt along with an attack or ability drain. It also does not affect poisons or diseases delivered by inhalation, ingestion, or contact. Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.

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Elemental Damage All energy attacks and supernatural powers bypass all kinds of Damage Reduction, except for Damage Reduction/area (which is bypassed only by area powers).

Some weapon qualities and power also cause weapons to inflict energy damage. In that case you add the bonus damage (if any) of one of the elemental types to the weapon damage and treat the total damage as elemental. Total elemental damage, which includes the basic damage of the weapons, bypasses Damage Reduction. If a creature has Resistance or Immunity to the weapon’s elemental damage, you can use the weapon as if it didn’t cause the elemental damage. In that case weapon causes normal damage, and the bonus damage (if any) is not added to the total.

Energy Drain

Energy drain, physical weakening and mental weakening replace negative levels, drain and damage to abilities. The main reason of the change is the removal of penalties to abilities. Since abilities influence many other numerical characterists, changing them in the middle of the game is tiresome and involves a lot of recalculations. All those reasons apply also to level loss, and doubly so.

Some spells and a number of undead creatures have the ability to bestow energy drain. For each level of energy drain a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, grapple checks, damage rolls, power checks, skill checks, and saving throws. For every level of energy drain, DC of saves against the creature’s powers is lowered by 1.

The creature is treated as belonging to its normal level for purpose of bonuses from feats and powers, maximum skill ranks etc. If a creature’s levels of energy drain equals or exceeds 5, it dies. The creature may rise as an undead, often as a wight.

Penalties caused by energy drain and fatigue stack. A creature with energy drain receives a new saving throw to remove a level of drain each week. The DC of

this save is the same as the effect that caused the drain. Energy drain can also be removed through spells like restoration.

Incorporeal Incorporeal creatures are not invisible. They are unaffected by the material world, able to pass through solid objects and creatures and move in any direction, including up or down, at their normal movement speed, although they cannot see when their eyes are within solid matter. Any equipment they are wearing or carrying is also incorporeal. Armor and magical items used by incorporeal creatures affect them normally.

Incorporeal creatures do not leave footprints, have no scent, and make noise only intentionally. In almost all cases, nonvisual senses are ineffective for detecting or pinpointing incorporeal creatures. Blindsense, blindsight, scent, and tremorsense are all useless.

Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by powers, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids.

Even when hit by magic powers, or magic weapons, incorporeal creatures have a 50% chance (11 or better on d20) to ignore any damage from a corporeal source (except for supernatural powers that affect the mind or spirit, positive energy, negative energy, force effects, or attacks made with ghost touch weapons). Nondamaging magic effects affect them normally unless they require corporeal targets to function or they create a corporeal effect that incorporeal creatures would normally be unaffected by. (Percent rolls to avoid attacks, such as the above, or blur, or total concealment, or blink, do not stack. You can roll to avoid getting hit only once.)

Incorporeal creatures affect each other normally. Attacks and supernatural powers used by incorporeal creatures do not grant miss chance to other incorporeal creatures.

Incorporeal creatures cannot touch or affect material world. They can attack corporeal targets only with Ghost Touch weapons and supernatural powers. Some incorporeal creatures have additionally special powers allowing them to attack corporeal creatures.

Invisible An invisible character is virtually undetectable. Defenders who cannot see them use only their base defense. Attacks against invisible characters have a 50% miss chance.

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Mental Weakening Some spells, poisons and diseases have the ability to bestow mental weakening. It is similar to energy drain, except it affects only checks based on Wisdom, Intelligence and Charisma abilities. For every level of mental weakening a creature has, it takes a cumulative –1 penalty on power checks, ability checks and skill checks based on mental abilities, and Will saving throws. For every level of energy drain, DC of saves against the creature’s powers is lowered by 1. The creature is treated as belonging to its normal level for purpose of bonuses from feats and powers, maximum skill ranks etc. If a creature’s level of mental weakening and energy drain equals or exceeds 5, it is unconscious and unable to awaken. If it equals 10, it is dead. Penalties caused by mental drain, mental weakening and energy drain stack.

A creature with mental weakening heals naturally one level per week, or double that if the character gets complete bed rest. Mental weakening can also be removed through spells like restoration.

Natural Armor This represent tough hide, scales, or thick skin, which give a bonus to Toughness. It is treated in all respects as a normal armor bonus, and doesn’t stack with it (so generally creatures with natural armor don’t benefit from wearing armor, unless the item bonus is higher than their natural armor bonus). It does stack with the supernatural armor bonus. Natural armor, similarly to other kinds of armor, can be bypassed by finesse attacks.

When converting D&D monsters, use the table of level-appropriate characteristcs to select an adequate bonus for their natural armor.

Physical Weakening Some spells, poisons and diseases have the ability to cause physical weakening. It is similar to energy drain, except it affects only checks based on Strength and Dexterity abilities. For each level of physical drain a creature has, it takes a cumulative –1 penalty on all Strength, Dexterity ability checks, attack rolls, grapple checks, damage rolls, skill checks based on those abilities and Reflex saving throws. This penalty applies also to passive use of such abilities: eg defense and grapple defense. The creature is treated as belonging to its normal level for purpose of bonuses from feats and powers, maximum skill ranks etc. If a creature’s levels of physical weakening plus energy drain equals or exceeds 5, it is paralyzed. If it equals 10, it is dead. Penalties caused by physical weakening, energy drain and fatigue stack.

A creature with physical weakening heals naturally one level per week, or double that if the character gets complete bed rest. Physical weakening can also be removed through spells like restoration.

Regeneration A creature with this ability is difficult to kill. Damage dealt to the creature is treated as non-lethal damage. As long as the creature has unhealed non-lethal damage, it makes a special recovery check each round; it must roll 16 or better on d20 in order to remove the worst non-lethal damage condition. If the creature is unconscious, it can make this special recovery only once per each 3 minutes.

Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn’t go away. The creature’s descriptive text describes the details. Negative energy, poison, disease, death effects and the Destruction power always cause lethal damage.

A regenerating creature that has been rendered unconscious through non-lethal damage can be killed with a

coup de grace. The attack must be of a type that can inflict lethal damage. If the unconscious creature is vulnerable to fire, covering it with oil and burning it down kills it automatically; if it is vulnerable to acid, it dies if covered in acid.

Attack forms that do not deal physical damage (such as energy drain), cause death on failed save etc ignore regeneration. Regeneration also does not heal damage caused by starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally. True undead and constructs, who do not suffer non-lethal damage, cannot have Regeneration.

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Regenerating creatures cannot possess resistances or immunities to the lethal types of damage. Powers which grant such resistance or immunity do not function when applied to such creatures. Regenerating creatures can benefit from resistance or immunity to lethal damage only when it is granted by worn magic items.

Resistance to Energy, Immunity to Energy & Elemental Damage The creature has a bonus to Toughness when suffering against damage of the given energy type (acid, cold, electricity, fire, or sonic) each time the creature is subjected to such damage. Alternatively, the same result can be gained by lowering all damage of the indicated energy type by the amount given. Resistance to energy is from 2 to 6, with the usual value being 4. The elemental resistance bonuses to toughness from different sources don’t stack together. They do stack with armor bonuses to Toughness.

When converting a creature from D&D give it +2 Energy Resistance for every 5 points of energy resistance in D&D it possesses.

Resistances and Immunities to energy types obstruct the necessary exchange of energy with the environment; for that reason it is impossible to have immunities to all types of energy.

- Immunities to Cold and Fire cancel each other out. A creature which has both is treated as having Cold and Fire resistances only.

- Resistances to Cold and Fire cancel each other out. If you have both, you are treated as having neither. The only way to gain resistances to both Cold and Fire is to gain the relevant immunities, which, as noted above, downgrade to resistances.

- Immunity to Cold causes vulnerability to Fire; that vulnerability cancels out with the resistance to Fire, and the other way round.

- Creatures which are Immune to Sound are at the same time deaf. They do not benefit from blindsense, blindsight or tremorsense.

Spell Resistance Spell resistance is an extraordinary ability to avoid being affected by supernatural powers. It is a save which can be used instead of Fortitude, Will or Reflex saves, but only against supernatural powers. You do not add your abilities to Spell Resistance. Save bonus provided by Spell Resistance generally depends on the level or CR of creature, although some creatures can have special values.

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

S. R. 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 27 When designing monsters, level-appropriate spell resistance justifies lowering their Toughness by 1 or 2 compared to the standard for their level.

Supernatural Armor Supernatural armor represents magical power of a creatures, which gives it a supernatural bonus to Toughness. It is treated in all respects as a supernatural armor bonus, and doesn’t stack with it (so generally creatures with supernatural armor don’t benefit from wearing magic armor or items such as rings of protection). Suprernatural armor, similarly to other supernatural bonuses to armor, cannot be bypassed by finesse attacks.

All creatures able to use magical items such as rings of protection, must normally either possess such items or Supernatural Armor (otherwise it would be trivial to increase their toughness above the level appropriate for their CR).

Supernatural Attack All attacks by creature are treated as Magic for purposes of bypassing damage reduction. In addition, such attacks receive supernatural bonus to damage. This bonus does not stack with the supernatural bonus provided by the weapon. All other abilities of the magic weapon work as normal. This is a supernatural bonus and it stacks with bonuses from feats.

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Creatures able to use magic weapons usually must have either supernatural attack ability, or level-adequate magic weapons. As an exception, creatures which have natural attack causing damage appropriate for its CR, and are able to use weapons, but causing only lower damage, may not have supernatural attack damage even though they do not have level-appropriate magic weapon. If, however, giving such a creature a level-appropriate weapon would cause its damage to exceed CR guidelines, it must be have either magic weapon or Supernatural attack. Those weapons or supernatural attack ability must be taken into account when creating or converting the creature.

CR Supernatural Armor/Attack 3-8 +1 9-11 +2 12-14 +3 15-16 +4 17-20 +5

Vulnerability to energy Some creatures have vulnerability to a certain type of energy. Such a creature takes +4 damage from effects that employ that energy, regardless of whether a saving throw is allowed, or if the save is a success or failure.

In True20 the doubling of results of damage requires always the same addition to damage bonus– about 4. This increase corresponds to the doubling of D&D damage. Doubling of damage bonus makes the effects too weak at low levels and unproportionately powerful at high levels.

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Conditions Conditions caused by damage, ie bruised, injured, wounded, staggered and disabled, are described in the section on damage. Fatigue conditions are described below

Blinded The character cannot see at all, and thus everything has total visual concealment from him. He has a 50% chance to miss in combat, and is surprised by attacks, using only base defense. He moves at half speed and suffers a -4 penalty on most Strength and Dexterity-based skill checks and Search checks. He cannot make Notice (spot) skill checks or perform any other activity (such as reading) requiring vision.

Dazed A dazed character can take no actions except reaction, but retains his normal Defense. Consequently, a dazed character stops concentrating or maintaining powers. The character can use a Conviction point to avoid this condition – in that case, powers are not disrupted. Using a conviction points in this way makes a character invulnerable to being dazed again until the beginning of its next turn.

Dazzled Unable to see well because of overstimulation of the eyes (sudden bright light, etc). A dazzled character suffers a -2 on attack rolls, as well as Notice and Search checks.

Dead The character is dead. A dead body generally starts to decay, but effects allowing a character to come back from death restore the body to full health or to its condition immediately prior to death.

Deafened A deafened character cannot hear and for that reason cannot make Notice (listen) checks. Blindsense, Blindsight and Tremorsense do not function.

Debilitated The character has one or more ability scores lowered below -5. A character with debilitated Strength falls prone and is helpless. A character with debilitated Dexterity is paralyzed. A character with debilitated Constitution is dying. A character with debilitated Intelligence, Wisdom, or Charisma is unconscious.

Dying A dying character is helpless and near death. Upon gaining this condition, the character begins to make a Constitution check (Difficulty 5) at the beginning of each his turn (a dying character cannot delay or change is place in the initiative order in any other way). On a failed check, or when rolling a natural 1, the character dies. On a successful check, the character lives for another round (and must make a check the following round). If the check succeeds by 20 or more (Difficulty 25), the character's condition becomes disabled and unconscious. If a dying character does not stabilize, he dies 3 minutes after he began dying, regardless of die rolls.

Entangled An entangled character suffers a –2 penalty on all Dexterity ability checks, attack rolls, skills checks based on Dexterity and Reflex saving throws. This penalty applies also to Defense.

If the bonds are anchored to an immobile object, the entangled character cannot move. Otherwise, he can move at half speed, but can't move all out or charge. An already entangled character that is entangled again becomes helpless.

Fascinated A fascinated character has been entranced by an effect. They stand or sit, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. The character takes a -4 penalty on checks made as reactions, such as Notice checks. They also count as distracted; this means they do not receive bonuses to Notice, eg for enemies being in the open. Any potential threat – noticed by the fascinated character – allows him a new saving throw to overcome the fascination. Any obvious threat, such as someone drawing a weapon or aiming an attack at the

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fascinated character, automatically breaks the fascination. If a fascinated creature does not manage to notice an attacker, it counts as helpless and can be the target of coup de grace. An ally can shake a fascinated character free of the effect with an aid action. This grants the creature a new save, or, if he points out an obvious thread, breaks the fascination.

Frightened A frightened character is Shaken – it takes a –2 penalty on all saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Helpless Sleeping, bound, paralyzed or unconscious characters are helpless. Enemies can make suprize attacks against helpless characters, or even deliver a coup de grace. Helpless characters are treated as having Dexterity -5, and lose combat bonus. As the result, a helpless character's Defense score is 4+size modifier, the same as an inanimate object. A melee attack against a helpless character is at a +4 bonus on the attack roll (as with inanimate objects). A ranged attack gets no special bonus. Helpless creatures cannot move and always fail Reflex saves.

Nauseated Nauseated characters can only take a single move action each round, meaning they are unable to attack (or take other standard actions) or move all out (or take other full-round actions). Nauseated characters have only basic Defense, and take -2 penalty to Reflex saves.

On Fire Characters hit by a fire-based supernatural power or other attack might find that they are on fire. The chances of being set on fire are to be found in the description of the attack in question. Characters with Fire Resistance or Immunity are never set alight.

A character set on fire makes DC 10 Will save during his next turn. If he succeeds, he spends a full round putting out fire. If the save fails, he runs like mad (All-Out movement) in a random direction (Narrator’s decision) and takes damage 5. Next turn he must repeat the save.

Minions who somehow survive being set alight automatically succeed on the Will save and spend one full action putting out fire.

Typical adventurer outfit is fire-proof, fire being one of the most typical hazards. If a character is in street clothes, however, and enters a blazing fire, he might find his clothes, hair, or equipment on fire. Those at risk of catching fire are allowed a Difficulty 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes +2 damage immediately and is treated as being on fire. In addition, any clothing and equipment which is not fireproof is automatically destroyed.

Panicked A panicked creature must flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature is Shaken – it takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Paralyzed A paralyzed character stands rigid and helpless, unable to move or act physically. Strength and Dexterity are debilitated, but the character may take purely mental actions. A paralyzed character's Defense score is 4+size modifier, the same as an inanimate object.

Pinned A pinned character is held immobile, but not helpless in a grapple. While you are pinned you cannot move or make any actions. At your opponent’s option, you may also be unable to speak. As an exemption, you can use extraordinary effort to gain a standard action. You must use this action to make a grapple check against your opponent, or, in case of an adept, to use a power. (A sorcerer or wizard cannot use spells with verbal components if he cannot speak, and cannot use any spells during a grapple if he does not have Still Spell feat). When attacked by all except the opponent pinning you are treated as unguarded and prone. You use your base defense, and take -2 penalty to Reflex saves. You cannot benefit from Uncanny Dodge Feat. You can be sneak

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attacked. In addition to your -4 penalty to defense, opponents receive a +4 bonus on melee attacks against you. The -4 penalty on ranged attacks they suffer cancels out with your penalty to defense.

Prone The character is lying on the ground. He suffers a -4 penalty on melee attack rolls. Opponents receive a +4 bonus on melee attacks against him but a -4 penalty on ranged attacks. Standing up is a move action. An ally of a prone character can stand above him (“bestride him”, as Falstaff named it). Both characters occupy the same space; the prone character cannot move or perform any physical actions. The character standing above him or another character adjoining them can heal the prone character. The prone character can be hit only by area attacks. All targeted attacks must target the character standing above him.

Shaken& Sickened A shaken or sickened character has a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Slowed A slowed character can only take a standard or move action each round (not both). The character takes a -2 penalty on attack rolls, Defense, and Reflex saves. A slowed character can move at full speed and attack only by charging.

Stunned The character cannot take actions other than reactions. In addition, he is unguarded –uses only base befense, takes -2 penalty to Reflex saves, and can be sneak attacked.

Unconscious An unconscious character has been knocked out and is helpless.

Unguarded Unguarded characters pay only limited attention to their defense. They use only base Defense, suffering -4 penalty to defense and losing shield and parry bonuses, and take -2 penalty to Reflex saves. They can be sneak attacked.

Wrestling While you’re grappling, grappled by or pinning an opponent you have the Wrestling condition. You cannot move except by performing a grapple maneuver. You are treated as Unguarded by opponents you aren’t wrestling with, and as result can be surprise attacked and sneak attacked by them. If such an opponent attacks you and misses, he must roll attack again to see whether he does not hit your opponent. You retain your normal defense against opponents you are grappling. However, if they hit you, they add the sneak attack bonus to damage. You cannot make opportunity attacks while grappling.

You take -2 penalty to Reflex saves. You take this penalty even if you have the Grappling Finesse feat, which allows you to retain your normal defense when grappling.

You do not have the wrestling condition if you are at least one size category greater than the opponent you are grappling or grappled by. If you are grappled by a larger opponent you do have the wrestling condition. If you possess the Grappling Finesse feat you retain your normal defense, and cannot be sneak attacked by opponents you are not wrestling with. In addition, a wrestling character is usually Prone. Characters who perform Pin manouver are always prone.

You cannot attack opponents you are not wrestling. You can damage opponent you are wrestling by making a grapple check and performing appropriate manouver. Whether you can attack such an opponent without a grapple check depends on your size. While wrestling, you can make the following actions without making a grapple check:

- Activate a magic item other than scroll. - If you are at least one size category smaller than your opponent, you can draw a small (light) weapon as a

move action. at least two size category smaller than your opponent, you can draw a medium (one-handed) weapon as a move action.

- You can use powers while grappling, subject to the requirements of the grapple, without making a grapple check, but this causes an appropriate penalty to power check or fatigue check. (If you are a wizard or sorcerer and do not have Still Spell Feat, you cannot use spells)

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Fatigue The rules for fatigue have been changed, so that there are no penalties to abilities. Since abilities influence many other numerical characterists, changing them in the middle of the game is tiresome and involves a lot of recalculations. For that reason Fatigue now causes penalties directly to those characterists which should be affected. In addition, -1 penalties have so small effect that it is not worth it to remember them; for that reason, Winded condition does not cause numerical penalties.

Characters can suffer from fatigue as well as damage. This usually results from tasks requiring great effort, such as moving all out, exertion in difficult environments, and using powers. There are three fatigue levels: winded, fatigued, and exhausted.

Winded The character cannot move all out or charge. He does not suffer any penalties to checks and rolls. A winded character who suffers an additional fatigue result becomes fatigued.

Fatigued The character cannot move all out or charge, and suffers a -2 penalty to all Strength and Dexterity checks, including ability checks, skill checks, Reflex save, attack rolls and damage rolls. A fatigued character who suffers an additional fatigue result becomes exhausted.

Exhausted The character is near collapse. Exhausted characters move at half normal speed and suffer a -3 penalty to to all Strength and Dexterity checks, including ability checks, skill checks, Reflex save, attack rolls and damage rolls. An exhausted character who suffers an additional fatigue result falls unconscious (and must recover from it normally before recovering from fatigue; see Damage Conditions).

Recovery You recover from the winded condition if you refrain from using any fatiguing supernatural powers, combat or other tiring activities, eg running or swimming, for at least an hour. If you have more serious fatigue conditions you must rest to recover from them. Every hour of rest, a hero makes a Constitution check (Difficulty 10) to recover from fatigue. Success reduces the character’s fatigue condition by one level (from exhausted to fatigued, from fatigued to winded). A full 6 hours of rest allows any character to completely recover from all fatigue conditions, without the need for checks.

Poison and Disease

Disease When a character is exposed to a disease he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect — his immune system fought off the infection. (In this diseases are different from poisons). If he fails, he is infected. After an incubation period he must make a save again; if he fails he suffers the indicated effect. Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated effects. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage. Some disease can have different periods between saves and different conditions in which they are healed. These Fortitude saving throws can be rolled secretly so that the player doesn’t know whether the disease has taken hold. Disease Descriptions Diseases have various symptoms and are spread through a number of vectors.

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Infection: The disease’s method of delivery — ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa). DC: The Difficulty Class for the Fortitude saving throws to prevent infection, and to prevent each instance of repeated effects, and to recover from the disease. Incubation Period: The time before damage begins. Effect: The effects the character suffers if he fails the save. In some cases, the results of failing the save are staged and depend on the amount the save is failed. See below in the section on poison on particulars. Healing a Disease Use of the Medicine skill can help a diseased character. Every time a diseased character makes a saving throw against disease effects, the healer makes a check. The diseased character can use the healer’s result in place of his saving throw if the Medicine check result is higher. The diseased character must be in the healer’s care and must have spent the previous 8 hours resting.

Poison When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he may suffer negative effects.

Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows: Contact: This type of poison can penetrate through bare skin, but this requires a certain duration of contact. Merely touching this type of poison necessitates a saving throw. A chest or other object can be smeared with contact poison as part of a trap. If used on weapons, this is treated as injury poison. Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat. Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. An unwilling target can make a Reflex save to hold his breath, with difficulty equal to 10+½ level+Dexterity of the throwing character. A target is exposed when he breathes contaminated air. Contact gases: That type of poison resembles inhaled poisons, except that they do not need to be inhaled. Holding one’s breath is ineffective since they affect skin, the nasal membranes, tear ducts, and other parts of the body. Most of gaseus poisons belongs to this category. Injury: This poison must be delivered through a physical wound. Weapons and natural weapons which are build to deliver poisons (stings, poison fangs, syringes etc) can do so when inflicting a bruise. Normal weapons must cause a wound in order to deliver poison. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.

To determine whether and what effects the character suffers make a Fortitude saving throw. The results of the throw are staged. If the effect of poison is lethal or non-lethal damage, for every 5 points the target suffers more severe level of damage (Failed – bruised, failed by 5 – wounded, failed by 10 – disabled, failed by 15 – dying, failed by 20 – dead). If the effect is energy drain, mental drain, mental damage, physical drain or physical damage, when he fails save he suffers one point, when he fails by 5 – 2 points, by 10 – 3 points and so on. In case of temporary effects, when failing save he suffers the listed duration, when failing by 5 – twice the listed duration, by 10 – thrice and so on.

By “failing the save for 5 points” these rules mean that the d20 roll+save bonus is not higher than Difficulty -5.

Save failed by

Lethal damage

Non-lethal damage

Paralysis Energy drain etc

Temporary effects

- bruised bruised slowed 1 point listed duration by 5 injured injured nauseated 2 points duration × 2 by 10 disabled disabled paralyzed 3 points duration × 3 by 15 dying unconscious paralyzed&unconscious 4 points duration × 4 by 20 dead - 5 points duration × 5

Even if the target succeeds on the initial saving throw, he still counts as exposed to poison. 3 minutes later he

usually faces secondary effect, which he can also avoid with a successful Fortitude saving throw.

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Secondary effects can be ongoing. In that case after failing the save the target must make it again after the given interval. If no interval is given it is assumed to be 3 minutes. A successful save against secondary effect means the character is no longer affected by the poison and do not have to make saves again. A failure means that the target suffers the secondary effect and will have to make the save again. The secondary effect is repeated until the save is made or the target dies. If the secondary effect is not ongoing, the save is made only once, regardless of the result.

If a single character is exposed multiple times to the same poison, he must save against the initial effect each time he is exposed. Write down how often he was exposed and to which poisons. After three minutes from the first exposure, he must roll the saves against the secondary effects. All secondary effects happen at the same time, no matter in which order the character was exposed to poisons. Multiple durations of the same effect do not add, but overlap.

The characteristics of poisons are summarized on Table: Poisons. Terms on the table are defined below. Type: The poison’s method of delivery (contact, contact gas, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s effect. Initial Effect: The effect the character suffers immediately upon failing his saving throw against this poison. Secondary Effect: The effect the character takes 3 minutes after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1 hour, unless noted otherwise (but see above about temporary effects). Price: The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. Poison on Weapons See chapter on combat. Poison Immunities Creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.

Poison Type Initial Damage Secondary Damage Price Nitharit, level 6 Contact DC 13 - lethal damage, ongoing 650 gp Sassone leaf residue – level 4

Contact DC 16 lethal damage lethal damage 300 gp

Malyss root paste – level 4

Contact DC 16 non-lethal damage physical weakening×2* 500 gp

Terinav root – level 6

Contact DC 16 non-lethal damage physical weakening, ongoing 750 gp

Black lotus extract-level 14

Contact DC 20 lethal damage & nauseated 1rd

lethal damage, ongoing 1 minute 4,500 gp

Dragon bile – level 11

Contact DC 26 lethal damage - 1,500 gp

Id moss – level 5 Ingested DC 14 - mental weakening, ongoing 125 gp Oil of taggit – level 6

Ingested DC 15 - unconsciousness 1 hour 90 gp

Lich dust – level 6 Ingested DC 17 - physical weakening, ongoing 250 gp Dark reaver powder – level 7

Ingested DC 18 lethal damage lethal damage&physical weakening, ongoing

300 gp

Ungol dust – level 6

Contact gas DC 15

lethal damage mental weakening&permanently disfigured

1,000 gp

Insanity mist –level 5

Inhaled DC 15 sickened 3 min (duration independent of the save result)

confusion, ongoing 1,500 gp

Burnt othur fumes – level 8

Contact gas DC 18

lethal damage lethal damage&physical drain 2,100 gp

Black adder venom –level 3

Injury DC 11 lethal damage lethal damage, ongoing 120 gp

Small centipede Injury DC 11 lethal damage physical weakening 90 gp

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poison – level 1 Bloodroot – level 2

Injury DC 12 - lethal damage&mental weakening 100 gp

Drow poison – level 3

Injury DC 13 non-lethal damage unconsciousness 2 hours 75gp

Greenblood oil – level 2

Injury DC 13 lethal damage lethal damage 100 gp

Blue whinnis – level 5

Injury DC 14 lethal damage unconsciousness 1 hour 120 gp

Medium spider venom

Injury DC 14 lethal damage physical weakening 150 gp

Shadow essence – level 6

Injury DC 17 lethal damage physical weakening 250 gp

Wyvern poison – level 9

Injury DC 17 lethal damage lethal damage, ongoing 3,000 gp

Large scorpion venom – level 4

Injury DC 18 lethal damage physical weakening 200 gp

Giant wasp poison – level 4

Injury DC 18 lethal damage physical weakening, ongoing 210 gp

Deathblade – level 8

Injury DC 20 lethal damage lethal damage 1,800 gp

Purple worm poison – level 10

Injury DC 24 nauseated 1 rd physical weakening, ongoing 700 gp

* physical weakening×2 – if the save is failed, a target suffers 2 points of physical weakening; if it is failed by 5, he suffers 4 points etc.

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Chapter VI-Combat

Combat Sequence Combat is cyclical. Everybody acts in turn in a regular cycle called a round. Generally, combat runs like this: 1. The GM determines which characters are aware of their opponents at the start of the battle. If some but not all combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants aware of their opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action—not both—during the surprise round. Unaware combatants do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. 2. Any remaining combatants roll initiative. All combatants are now ready to begin their first regular round. 3. Combatants act in initiative order, taking their normal allotment of actions. 4. When everyone has had a turn, the combatant with the highest initiative total acts again, and steps 3 and 4 repeat until the combat ends.

Combat Statistics Several traits determine how well you do in combat: primarily your attack bonus, defense bonus, damage bonus, and saving throws. This section summarizes these traits and how to use them.

Attack Roll An attack roll represents the attempt to strike a target with an attack. When you make an attack roll, roll d20 and add your attack bonus. If your result equals or exceeds the target’s Defense, you hit and may deal damage. Various modifiers affect the attack roll, such as a –1 modifier if you are dazzled or a +1 modifier if you are on higher ground than your target. More modifiers are discussed in this chapter.

Automatic misses and hits A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit, regardless of the opponent’s Defense. Attack Bonus Your attack bonus for an attack is:

Combat Bonus + Dexterity + size modifier + miscellaneous modifiers – range penalty

Size Modifier The smaller you are, the bigger other opponents are relative to you. A human is a big target to an ant, just as an elephant is a big target to a human. Since the same size modifier applies to Defense, two opponents of the same size strike each other normally, regardless of size.

Flat-footed condition has been removed. The flat-footed penalty seems to be an unnecessary complication, and to lack any justification. If the defender is aware of attack and armed, he can defend himself as normal. If not, the rules for surprise attack apply.

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Table 4: Size Modifiers Size Size Modifier to Attack&Defense Size Modifier to Toughness&Damage Colossal –8 +8 Gargantuan –4 +4 Huge –2 +2 Large –1 +1 Medium +0 0 Small +1 –1 Tiny +2 –2 Diminutive +4 –4 Fine +8 –8

Miscellaneous Modifiers The circumstances of your attack may involve a modifier to your attack bonus. Attacking while prone, for example, imposes a –4 penalty on melee attack rolls. See the Combat Modifiers Table for a listing of miscellaneous modifiers.

Range Penalty The range penalty with a ranged attack depends on the attack you’re using and the distance to the target. All ranged attacks have a range increment. Any attack at a distance up to one range increment carries no penalty for range, so a crossbow (range increment 50 feet) can strike at enemies up to 50 feet away with no penalty. However, each full range increment causes a cumulative –2 penalty to the attack roll. For example, a character firing the same attack at a target 120 feet away suffers a –4 attack penalty (because 120 feet is at least two range increments, but less than three increments).

Defense Your Defense represents how hard it is for opponents to hit you, the Difficulty Class of an opponent’s attack roll. Your Defense is:

9 + combat bonus +Dexterity+ size modifier + miscellaneous modifiers

You always receive a Dexterity bonus to defense. There is no parry defense. I have decided to remove the parry defense, because it is very difficult to properly balance the game when defense can depend on two different attributes. In addition, when defense is based on the different attribute than attack, it can lead to such situations as giants being nearly unable to hit each other. In such situation, the best solution is the simplest: Dexterity is the sole attribute improving both attack and defense. Strength on the other hand improves directly Damage, and indirectly, by allowing to wear heavier armor, Toughness.

Surprise attacks & Base Defense When these rules state that a character can use only base defense or that an attack against him is a surprise attack, it means exactly the same thing. The target which is surprised does not actively defend himself against the attack, but is still able to react and move. Such a character suffers -4 penalty to defense. In addition, he loses all parry bonuses to defense: the shield bonus, Two Weapon Defense bonus, and total defense bonus. The target of a surprise attack suffers additional Damage caused by the Sneak Attack feat. The lowered defense value, sometimes called base defense can never be lower than that of an inanimate object of equal size, but this is only important for characters with negative Dexterity and low Combat Bonus. Defense of an inanimate object equals 5+Size Modifier. You can make a surprise attack in the following situations: • When you have total concealment from your target or the target otherwise hasn’t noticed your presence. • When you use an interaction skill to throw your target off-balance, such as making a feint using Bluff. • When your target is unguarded, stunned, staggered or disabled. • When you surprise a target at the beginning of combat. • when attacking unarmed opponents, • when attacking targets moving all out,

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• against pinned, grappled or surrounded opponents, • when making an opportunity attack against an enemy who makes a ranged attack, • when making an opportunity attack against an enemy who tries to move around you to attack somebody else • Under certain other circumstances.

Size Modifier The bigger a target, the easier it is to hit. The smaller it is, the harder it is to hit. Since this same modifier applies to attack rolls, opponents of the same size have no modifier to hit each other. So an ant (or an ant-sized person) rolls normally to hit another ant.

Damage When you hit with an attack, you may deal damage. Each attack has a damage bonus. This is typically a weapon's damage modified by your Strength. However, some attacks have a fixed damage.

Damage Bonus = Weapon Damage + Strength+Size Modifier

Critical Hits When your attack roll is equal to opponent's Defense +10, you score a critical hit. A critical hit increases the attack's damage according to the type of weapon or attack. If unspecified, a critical hit increases damage by +3

In stat blocks critical damage is shown as total (ie the critical damage bonus is added to the normal damage). The description of an attack shows first the attack bonus, and next in parenthesis damage and critical damage, separated by a slash. Eg: Heavy Mace +7 (3/6). Saving Throws When you’re subjected to a potentially harmful effect, you get a saving throw to avoid or reduce it. Like an attack roll or check, a saving throw is a d20 roll plus a bonus based on an ability score and other modifiers. Your saving throw is:

d20 + base save bonus + ability modifier + miscellaneous modifiers

The Difficulty Class for a save is based on the attack itself. Saving Throw Types The three different kinds of saving throws are: • Fortitude: Your ability to resist attacks against your vitality and health such as poison and disease. Apply your Constitution modifier to your Fortitude saving throws. • Reflex: Your ability to avoid harm through reaction time and agility, including dodging explosions and crashes. Apply your Dexterity modifier to Reflex saving throws. • Will: Your resistance to mental influence and domination as well as certain powers. Apply your Wisdom bonus to your Will saving throws.

Initiative Every round, each combatant gets to do something. The combatants’ initiative checks determine the order in which they act, from highest to lowest.

Initiative Checks At the start of a battle, each combatant makes an initiative check. The GM rolls for the opponents while the players each roll for their characters. An initiative check is a Dexterity check, plus modifiers. The GM finds out in what order characters act, counting down from highest total to lowest. Each character acts in turn, with the check applying to all rounds of the combat (unless a character takes an action to change initiative). Usually, the GM writes the names of the characters down in initiative order so he can move quickly from one character to the next each round. If two combatants have the same initiative check result, they act in order of highest Dexterity first. If there is still a tie, roll a die, with the highest roll going first.

Initiative Check = d20 + Dex modifier + miscellaneous modifiers

Opponent Initiative Generally, DM rolls once for groups of similar opponents with the same initiative modifier. Such opponents acts on the same initiative count.

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Determing Awareness Sometimes all combatants on a side are aware of their enemies; sometimes none are; sometimes only some of them are. Sometimes a few combatants on either side are aware and other combatants are unaware. The GM determines who is aware of whom at the start of a battle. The GM may call for Notice checks, or other checks to see how aware the characters are of their opponents.

Surprise When a combat starts, if you are not aware of your enemies but they are aware of you, you are surprised. If you know about your opponents but they do not know about you, you surprise them. If some, but not all, of the combatants are aware of their opponents, they receive +20 bonus to initiative. The combatants aware of their opponents can make surprise attacks until the end of their first turn.

A group of combatants who is aware of their opponents and able to communicate before attack does not roll for initiative; instead they can determine their rolls; in that way they can decide in which order to attack.

Joining Fight If characters enter a fight after it’s begun, they come into play at the beginning of a round. They roll initiative and act whenever their turn comes up in the existing order. If they were aware of combat, and all their opponents were unaware of them, they receive +20 bonus to initiative, come into play at the beginning of their round, and until their action is finished, all their opponents are surprised by them.

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The Combat Round Each round represents about 6 seconds of time in the game world. In the real world, a round is an opportunity for each character to take an action. Anything a person could reasonably do in 6 seconds, your hero can do in 1 round.

Each round begins with the character with the highest initiative result and then proceeds, in descending order, from there. Each round uses the same initiative order. When a character’s turn comes up in the initiative order, that character performs his entire round’s worth of actions.

For almost all purposes, there is no relevance to the end of a round or the beginning of a round. The term “round” works like the word “week.” A week can mean either a calendar week or a span of time from a day in one week to the same day the next week. In the same way, a round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative number (initiative count) in the next round. Effects lasting a certain number of rounds end just before the same initiative number where they began.

one round = span of time from one initiative count to the same initiative count in the next round

An effect affecting a combatant and lasting one round ends just before the same initiative number where they began or just after the end of this combatant's turn. That way, delaying acting with that combatant does not allow to escape the effect.

Action Types The five types of actions are standard, move, full, free, and reaction. In a normal round, you can perform a standard action and a move action (or two move actions; you can always take a move action in place of a standard action), or you can perform a full action. You can also perform as many free and reactions actions as your GM allows. In some situations (such as in the surprise round) you may be limited to taking only a standard or move action, not both. Standard Action A standard action allows you to do something. You can make an attack, use a skill, feat, or power (unless it requires a full action to perform; see below), or perform other similar actions. During a combat round, you can take a standard action and a move action. You can take the move action before or after, but not during, the standard action. Below is a complete list of standard actions: Aid, Attack, Begin/Complete Full Action, Concentrate, Disarm, Grapple, Overrun, Ready, Total Defense, Move Action A move action allows you to move your speed or perform an action taking a similar amount of time, such as climb one-quarter of your speed, draw or stow a weapon or other object, stand up, pick up an object, or perform some equivalent action.

You can take a move action in place of a standard action. For example, rather than moving your speed and attacking you can stand up and move your speed (two move actions), draw a weapon and climb one-quarter your speed (two move actions), or pick up an object and stow it in a backpack (two move actions). Below is a complete list of move actions: Command, Feint, Manipulate an Object, Normal Move, Stand Up

Full Action A full action requires all your attention during a round. You can only perform free actions (see below) as the Narrator allows: Aim, Charge, Move All Out, Ranged Attack, Retrieve Item Free Action Free actions consume very little time and, over the span of the round, their impact is so minor they are considered to take no real time at all. You can perform one or more free actions while taking another action. However, the Narrator puts reasonable limits on what you can do for free. A good rule of thumb is your Dexterity or Intelligence +1 in free actions per round, with a minimum of one. For instance, dropping an object, dropping to a prone position, speaking a

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sentence or two, and ceasing to concentrate on maintaining a power are all free actions. Below is a complete list of free actions: Delay, Drop an Item, Drop Prone, Speak, Turn Off Power

Reaction A reaction is something that happens in response to something else, like a reflex. Like free actions, reactions take so little time they're considered free. The difference between the two is a free action is a conscious choice made on the character's turn to act. A reaction is a reflex or automatic response that can occur even when it's not your turn to act. Characters can react even while unable to take normal actions, such as while stunned or dazed. A saving throw is an example of a reaction, something you instinctively do to avoid danger. Some powers and other traits are usable as reactions.

Action Descriptions The most common actions are described here.

Aim (Full) By taking a full action to aim and line up an attack, you get a +4 bonus to hit when you make the attack. If you can make several attacks as one action, you receive this bonus to all attacks. Generally, you can aim only ranged weapon attacks. You cannot aim ranged powers. You can aim melee attacks only when targeting an immobile objec, which you hit automatically.

However, while aiming you are Unguarded. You use only your base defense and can be sneak attacked. If you are struck or distracted in any way before your attack, you lose the aiming bonus. This tends to make aiming ranged attacks while adjacent to an enemy extremely unwise.

Once you aim, your next action must be to make the attack. Taking another standard or move action spoils your aim and you lose the aiming bonus.

Attack, Melee (Standard) With a standard action, you can make a melee attack against any opponent within the attack's range.

Attack, Ranged (Full) Making a ranged attack always takes a full action. However, when using a thrown weapon, you can make one move towards your target as part of the attack. Range Increment: Each ranged or thrown weapon has a defined range increment. Any attack at more than this distance is penalized for range. The attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments. Shooting or Throwing into Melee If you make a ranged attack against an opponent engaged in melee with an ally, you take a -4 penalty on your attack roll because you have to aim carefully to avoid hitting your ally. Two characters are engaged in melee if they are opponents and adjacent to one another. (An unconscious or otherwise immobilized character is not considered engaged unless he or she is actually being attacked.)

If the target is two or more size categories larger than any allies in melee, you ignore the -4 penalty. If you have the Precise Shot feat, you also ignore the penalty for shooting or throwing into melee.

The target never gains cover or concealment from characters he is fighting with; the rules for shooting into melee replace the rules on cover in that case.

This change has two reasons: realism, ( it is in practice impossible to run and shoot arrows, and particularly run and shoot arrows backward) and game balance. In game balance terms this change makes impossible - or at least substantially more difficult - the tactic of “kiting”, when you shoot a monster to death while moving backwards to keep out of its range. As long as you are on a mount, however, you can still move and shoot at the same time. Therefore a “Parthian archer” tactic is still possible, if you have enough place.

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Begin/Complete Full Action (Standard) This action lets you start a full action at the end of your turn, or complete a full action by using a standard action at the beginning of your turn the round after starting the action. If you start a full action at the end of your turn, the next action you take must be to complete it.

Charge (Full) Charging allows you to move more than your speed and attack as a full action. You must move at least 10 feet and may move up to twice your speed. All movement must be in a straight line, with no backing up allowed. You must stop as soon as you are within striking range of your target with your selected weapon - you can't run past the target and attack from another direction. If you have the Move-by Action feat, you can continue your movement after attacking the target, but still only in a straight line.

During the surprise round, you can use the charge action, but you are only allowed to move up to your speed (instead of up to twice your speed). This is also true in other cases where you are limited to a single standard or move action per round.

After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and also take a -2 penalty to your Defense for 1 round (until the beginning of your action the following round).

With a succesful Difficulty 15 Acrobatics check, any character can take a charge action that involves one change of direction. Each additional change of direction increases the difficulty by 2. If a character wishes to jump as part of their charge, they make a Jump check with -4 penalty.

Command (Move) Issuing a command to a minion or a character under the influence of Mind Control requires a move action. If you want to issue different commands to different groups of minions, each one requires a move action (so you can issue two commands per round as a full action).

Concentrate (Standard) Concentrating to maintain a particular power or effect, or focusing intently on a task, count as standard actions, meaning you cannot attack while concentrating, although you can still take move actions and free actions.

Delay (Free Action) By choosing to delay, you act at a later point in the initiative order than your rolled initiative. When you delay, you voluntarily reduce your initiative for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative total or just wait until some time later and act then, fixing your new initiative at that point. You can’t, however, interrupt anyone else’s action (as you can with a readied action).

Delaying is useful if you need to see what your friends or enemies are going to do before deciding what to do yourself. The price you pay is lost initiative. You never get back the time you spent waiting to see what was going to happen.

The lowest you can voluntarily lower your initiative is 0. When the initiative count reaches that point, you must act or forfeit any action for the round. If you wait further, until the next round, you can act before the character with the highest initiative result, or delay again.

Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again). If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Draw or Sheathe a Weapon Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.

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Drop an Item (Free) Dropping a held item is a free action (although dropping or throwing an item with the intention of accurately hitting something is a standard action).

Drop Prone (Free) Dropping to a prone position is a free action, although getting up requires a move action (unless you have the Instant Up feat).

Manipulate Object (Move or Free) In most cases, moving or manipulating an object is a move action. This includes drawing or holstering a weapon (but see Draw Weapon), picking up an object, moving a heavy object, and opening a door. Retrieving items from your backpack is a full action (see Retrieve Item). Retrieving items from your belt or bandolier is a free action, if you have a free hand.

Move (Move) The simplest move action is moving your speed. Many nonstandard modes of movement are also covered under this category, including climbing and swimming (up to one-quarter the character’s speed), crawling (up to 5 feet), and entering or exiting a vehicle. Various powers grant additional movement abilities, with speed determined by the power’s rank.

Move All Out (Full Action) You can move all out as a full action. When you do so, you move up to four times your speed in a fairly straight line.

After each round of all-out movement you must succeed at a Constitution check (Difficulty 5) to continue moving at this pace. You must check again each round you continue to move all out, and the Difficulty of this check increases by 1 for each check you have made. When you fail a check, you become winded and must drop to an accelerated or normal pace. If you stop moving all out for one round, DC is lowered to 5 again. If you start moving all out, you use only base defense (suffering -4 penalty to defense) until the beginning of your next turn, since you are not easily able to avoid attacks. This penalty does not apply to ranged attacks – it is difficult to hit a fast-moving target.

Opportunity Attack (Reaction) You threaten all areas you can hit with melee attacks. If you cannot attack, you cannot threaten. Prone, unguarded, flanked or surrounded characters cannot threaten.

In certain cases, you can interrupt the turn of a character moving within your threatened area, and make a melee attack against him as a reaction. You lose a full action during your next initiative count. You cannot make any more opportunity attacks until your next initiative count. Your position in the initiative count doesn't change.

Characters with readied actions cannot make opportunity attacks. Characters with readied melee attacks can make them instead; but they can never use both a readied attack and opportunity attack in response to the same triggering condition.

You can make opportunity attacks when: • Your opponent leaves the area you threaten. Note that a character moving within the area you threaten is

not subject to an attack of opportunity. Only a character moving to a place where you will not be able to attack him provokes an attack of opportunity, in the last moment before leaving the threatened area. The target uses normal defense.

• Your opponent moves past you and tries to attack another character. The opponent must start its movement in front of you and end it behind you. You can make an opportunity attack against him just before he attacks. This is a surprise attack. Against opponents at least one size category larger than you treat this as a normal attack. See also the rules on mounted combat.

• An opponent tries to make a ranged attack within your threatened area, with a supernatural power or a ranged weapon. Treat any powers with range greater than touch used against opponents as ranged attacks. You can make an opportunity attack against him just before he attacks. This is a surprise attack. Against opponents at least one category larger treat this as a normal attack.

• An opponent runs within the area you threaten, or engages in other behaviour which allows you to make a surprise attack against him.

An opponent damaged by opportunity attacks or readied attacks suffers certain penalties to his actions. A character bruised by an opportunity attack or readied attack suffers a -4 penalty to ranged attacks, power and fatigue

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checks and other action. He suffers no penalty to melee attacks. If such a character is injured, wounded or worse, his attack is disrupted and his action is lost.

Ready (Standard) The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. Neither readying an action nor executing it can cause an opportunity attack.

You can ready a melee attack or another standard action. A melee attack is triggered by the exact same circumstances as an opportunity attack. It is also triggered by another character attacking you (except when the opponent has a longer weapon). You can specify one additional condition triggering your melee attack. Usually, it is someone trying to attack a character you are defending. When readying another standard action you specify the action you will take and the conditions under which you will take it.

Prone, unguarded, flanked or surrounded characters – those that cannot make opportunity attacks - can neither ready nor execute readied melee attacks. Gaining such a condition, however, does not causes the readied attack to be lost. Narrator must estimate which conditions preclude readying other standard actions.

Any time before your next action, you may take the readied action in response to the triggering conditions. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round. An opponent damaged by opportunity attacks or readied attacks suffers certain penalties to his actions. A character bruised by an opportunity attack or readied attack suffers a -4 penalty to ranged attacks, power and fatigue checks and other action. He suffers no penalty to melee attacks. If such a character is injured, wounded or worse, his attack is disrupted and his action is lost.

Distracting Spellcasters: You can ready an attack against a spellcaster with the trigger “if he starts casting a spell.” If you damage the spellcaster, he suffers penalties to his power check and fatigue rolls, as indicated above. Setting a Weapon against a Charge: You can ready certain piercing weapons, setting them to receive charges. A readied weapon of this type deals Damage+4 if you score a hit with it against a charging character. If you set weapon to receive a charge you cannot react to any trigger other than a charge – your weapon is set in such a way that you cannot use it for any other purpose than to receive charges. A monster trying to attack with its natural weapons is always treated as charging by a character with a weapon set to receive charges.

Ready or Drop a Shield (Full or move action). Strapping a shield to your arm to gain its shield bonus to your Defense, requires a full action; you are unguarded until the beginning of your next turn. Unstrapping and dropping a shield so you can use your shield hand for another purpose requires a move action. Readying or putting away a buckler is treated as drawing a weapon - if you have a base attack bonus of +1 or higher, you can ready or put away a buckler as a free action combined with a regular move. Retrieve Item (Full action) You retrieve an item from your backpack. You must have at least one free hand in order to do it. You are Unguarded until the beginning of your next turn. (It is advisable to store most important items in your belt, bandolier, or in pockets. You can retrieve such items with a manipulate item action).

Speak (Free) In general, speaking is a free action. Some Gamemasters may limit the amount you can say during your turn. Issuing orders to followers or minions in combat is a move action.

Stand up (Move) Standing up from a prone position requires a move action.

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Total Defense (Standard) Instead of attacking, you can use your standard action to avoid attacks that round. You don’t get to attack or perform any other standard action, but you get a +4 parry bonus until the beginning of your next turn. This bonus, as all parry bonuses, does not apply against an attack which surprises you.

Turn off a power (Free) You can deactivate a power as a free action. However, you can’t activate and deactivate the same power in the same turn, the power’s activation lasts until your next turn, when you can then deactivate it, if you choose. You can’t turn off Permanent powers.

Miscellaneous Actions For actions not covered in any of this material, the GM determines how long the action takes. • Skills: Most uses of skills in a combat situation are standard actions, but some might be move or full actions. The description of a skill provides the time required to use it. • Feats: Certain feats allow you to take special actions in combat. Other feats are not actions in themselves, but grant a bonus when attempting something you can already do. Some feats aren’t meant to be used within the framework of combat. The individual feat descriptions tell you what you need to know about them. • Powers: The description of a power provides the type of action required to use it.

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Combat Modifiers Combat is fluid and complex, and many factors can influence one combatant's advantage over another. Below are listed the most common modifiers to combat rolls.

Big and Small creatures in Combat Creatures smaller than Small or larger than Medium have special rules relating to position. Tiny, Diminutive, and Fine Creatures: More than one such creature can fit into a single 5×5 feet square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. Twenty-five Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can’t flank an enemy. Large, Huge, Gargantuan, and Colossal Creatures: Very large creatures take up more than 1 square. Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren’t in adjacent squares. A creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. Table 5: Creature Size and Scale Creature Size

Attack &Defense

Toughness &Damage

Dimension Weight Carrying Capacity

Space Natural Reach

Fine –8 +8 3-6 in. 1/64-1/8 lb.

×1/16 1/2 ft. 0

Diminutive –4 +4 6-12 in. 1/8-1 lb. ×1/8 1 ft. 0 Tiny –2 +2 1-2 ft. 1-8 ×1/4 2-1/2

ft. 0

Small –1 +1 2-4 ft. 8-60 ×1/2 5 ft. 5 ft. Medium +0 +0 4-8 ft. 60-500 ×1 5 ft. 5 ft. Large +1 –1 8-16 ft. 500-4000 ×2 10 ft. 10 ft. Huge +2 –2 16-32 ft. 4K –32K

lbs. ×4 15 ft. 15 ft.

Gargantuan +4 –4 32-64 ft. 32K –250K lbs.

×8 30 ft. 20 ft.

Colossal +8 –8 64-128 ft. 250K- 2 mil lbs

×16 60 ft. 30 ft.

These values are typical for creatures of the indicated size. Some exceptions exist. Dimension assumes basic humanoid proportions (100% x 30% x 15%). If either width or depth roughly equals height/length then reduce the dimensions to 2/3. If both width and depth roughly equal height/length then reduce dimensions to 1/2. eg. An ogre (8 ft. tall x 4ft. wide x 2 ft. deep) is Large size. However, a spherical monster that was 8 ft. in diameter would be Huge size. Monsters which are long or spherical, not tall in shape have ½ of reach – rounding down.

Area Attack Some attacks consist of powerful explosions, bursts of energy, or simply chucking really big things at opponents. These area attacks cover a larger area than a normal attack, so they're much harder to avoid.

An area attack automatically hits an area the attacker can accurately target, filling the area with its effect. Targets in the area get a Reflex saving throw against a Difficulty of (10 + attack's Damage bonus). In case of powers, the DC is that of power. If the save is successful, deduct 4 from the area attack's bonus before applying it to the target, which then makes the normal saving throw against the attack. Targets with the Evasion feat suffer no effect if they make their Reflex save.

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Situational modifiers Generally speaking, any situational modifier created by the attacker's position or tactics applies to attack roll, while any situational modifier created by the defender's position, state, or tactics applies to the defender's Defense. The Narrator judges what bonuses and penalties apply, using the Combat Modifiers table as a guideline. The modifiers do not stack. You add the highest positive and subtract the highest negative modifer.

“Base Defense” means the character loses Dexterity bonus (but not penalty), and suffers additional –2 penalty to defense. He is subject to Sneak Attack damage.

Table 6: Defense Modifiers Defender is... Melee Ranged Attacking all-out Base Defense

Behind cover +4 +4

Blinded Base Defense

Concealed Special Special

Using Total Defense +4 +4

Entangled Base Defense

Wrestling Base Defense

Helpless -9 (special) -5 (special)

Kneeling or sitting -2 +2

Moving all out Base Defense +0

Pinned Base Defense, prone

Prone -4 +4

Stunned Base Defense

Surrounded Base Defense Unarmed Base Defense Unguarded Base Defense

Table 7: Attack Modifiers Attacker is... Melee Ranged Aiming +0 +4 Attacking all-out +4 +0 Dazzled -2 -2 Entangled -2 -2 Flanking +2 +0 On higher ground +2 +0 Prone -4 +0 Shaken/Sickened -2 -2 Bruised while acting 0 -4 Injured or wounded special

Flanking When you attack an opponent who is in contact with a greater number of your allies (excluding you) than his allies, you gain +2 bonus to attack. Flanking doesn’t allow you to make sneak attacks. For each size category the flanking characters are smaller than the target, you need 1 more character to flank it (eg 3 Medium characters in total to flank 1 Large creature). When the flanking creatures are of mixed size, the lowest size counts. Eg – when you attack an opponent who is in contact only with you and your ally, you gain a flanking bonus. When you attack an opponent who is in contact with you, your ally and his ally, you do not gain a flanking bonus.

Surrounded A creature is surrounded when in contact with at least 3 enemies. You cannot be surrounded when in contact with any friends or a wall, a tree etc – in other words, when your back is covered by some secure defense. For each size category the surrounding characters are smaller than the target, you need 1 more character to surround it (eg 4 Medium characters to surroud 1 Large creature). When the surrounding creatures are of mixed size, the lowest size counts. The surrounded character uses only his Base Defense against melee attacks by the opponents surrounding him. In addition, the attacking characters benefit from bonuses from flanking.

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The aim of those rules is to add a tactical element to the game, by making positioning important. At the same time, the rules do not reference squares and do not require a map to be used.

Unarmed opponents Attacks against unarmed opponents (without either a melee weapon or a shield) count as surprise attacks; as the result such opponents can use only base defense. The same applies to opponents armed only with ranged weapons, unless those weapons can also be used as improvised melee weapons (such weapons generally cannot be used immediately after as ranged weapons. Narrator decides what damage the ranged weapon suffered and how much time is necessary to put it in order). Opponents possessing Improved Strike feat count as armed. Wands which can be used to cast attack powers count as weapons.

Cover Partial Cover Taking cover behind a wall, tree, or other obstacle provides a +4 bonus to Defense. Cover is measured relative to the attacker. For example, hiding behind a low wall provides no cover against an opponent hovering above you, but does provide cover against an opponent on the other side of the wall. Partial Cover and Reflex Saves: Partial Cover grants you a +2 bonus on Reflex saves against attacks originating from a point on the other side of the cover from you. Cover and Stealth Checks: You can use partial cover to make a Stealth check to avoid being seen. Without cover, concealment or dim light your opponents gain +10 bonus to notice you.

Total Cover If you cannot draw a line between you and a target without intersecting cover, the target has total cover. You can't make an attack against a target with total cover. You can use some senses (Scent, Hearing, Blindsense) to observe targets in total cover; in that case, total cover gives a +10 bonus on Stealth checks. Tremorsense ignores cover; Second Sight has its own rules about what counts as total cover; all other kinds of cover count as partial cover. Improved Cover In some cases, cover may provide a greater bonus to Defense and Reflex saves. In such situations, the normal cover bonuses to Defense and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover gains a +5 bonus on Stealth checks. Striking Cover If it ever becomes important to know whether the cover was actually hit by an incoming attack, the Narrator should determine if the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target with cover but high enough to hit the target if there had been no cover, the cover is hit. This can be particularly important to know in cases when a character uses another character as cover.

In such a case, if the cover is struck and the attack roll exceeds the Defense of the covering character, the covering character takes the damage intended for the target. If the attack roll is lower than the Defense of the covering character, but higher than the Defense of the covered character, the original target is hit instead. The covering character avoided the attack and didn't provide cover after all! Covering characters can voluntarily lower defense bonus to ensure they provide cover.

Concealment Concealment includes circumstances where nothing physically blocks an attack, but something interferes with the attacker's accuracy. Typically, concealment is provided by things like fog, smoke, shadows, darkness, foliage, and so forth.

Concealment Miss Chance Concealment gives the subject of a successful attack a 20% chance (a roll of 17 or higher on d20) that the attacker missed because of the concealment. If the attack roll hits, the defender makes a miss chance roll to avoid being struck. Multiple concealment conditions do not stack.

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Concealment and Stealth Checks You can use concealment to make a Stealth check to avoid being seen. Without concealment, you usually need cover to make a Stealth check. Total Concealment A target you cannot perceive with any of your accurate senses has total concealment from you. You can't directly attack an opponent with total concealment, though you can attack into the area you think he occupies. A successful attack into an area occupied by a target with total concealment has a 50% miss chance (a d20 roll of 11 or higher). Remember that abilities and conditions which give you a percent chance to avoid damage, such as concealment, total concealment, blur, phase, blink etc do not stack. You can use only one of them against any given attack. Table: Concealment

Concealment Example Miss Chance Partial Fog; foliage; precipitation 17 or higher Total Total darkness; invisibility; attacker blind;

dense fog 11 or higher

Damaged by opportunity attacks or readied attacks If you are bruised by an opportunity attack or readied attack, you suffer -4 penalty to ranged attacks and spells, and no penalty to melee attacks. If you are injured, wounded or worse, your attack is disrupted and your action is lost.

Ganging Up Typically, up to eight attackers can gang up on an individual target, provided they have room to maneuver. If the defender can fight side by side with allies, back into a corner, fight through a doorway, and so forth, attackers can't gang up as easily.

Picture the eight attackers as evenly spaced out surrounding the defender. The defender can reduce the opportunity for attackers to gang up based on how much of the area around himself he can block off. Backed against a wall, a character only allows five attackers to get at him. Backed into a corner, only three attackers can get at him at a time. If the defender is standing in a doorway, the opponent in front of him can attack normally and one opponent on either side can attack as well, but the defender benefits from cover. If the defender is fighting in a 5-foot-wide corridor, only one attacker can get at him (unless attackers are coming at him from both directions).

The above rules are for medium and small characters. Larger characters present room for more attackers to get at them and combatants with ranged weapons can get at defenders more easily.

Helpless Defenders Sleeping, bound, paralyzed or unconscious characters are helpless. Enemies can make advantageous attacks against helpless characters, or even deliver a coup de grace.

Being helpless causes you to lose your entire Dexterity bonus to defense and get -5 penalty to Defense instead (for -5 effective Dexterity). A helpless character’s Defense score is 4+size modifier, the same as an inanimate object. A melee attack against a helpless character is at a +4 bonus on the attack roll (equivalent to attacking a prone target). In total, this is equivalent to a -9 penalty to Defense. Ranged attack against helpless target receive no additional bonus.

In addition, helpless character automatically lose Reflex saves. You sometimes can approach a target unawares and treat the opponent as helpless if the Narrator allows.

Coup de Grace As a full-round action, you can deliver a coup de grace to a helpless opponent adjacent to you. You automatically hit and score an improved critical hit. You can deliver a coup de grace against a target immune to critical hits, but you do not get the benefits of critical hit. You can deliver a coup de grace against a target with total concealment, but doing this requires two consecutive full-round actions (one to feel around and accurately perceive the target and another to deliver the coup de grace).

If the target does not have total concealment, you can spend a full round lining up your attack. During the next turn, when you deliver coup de grace, make an attack roll against Defense 15. If you succeed, you are considered to have rolled 20 on damage; otherwise you roll damage normally.

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Automatic critical is penalty enough for being helpless. The Fortitude save was necessary in D&D, when you couldn’t otherwise kill target in one hit.

Special Attacks Table: Special Attacks Special Attack Brief Description All-out Attack Ignore defense in favor of accuracy Accurate Attack Lower damage increasing the chance to hit Finesse Attack Bypass armor increasing damage Two Weapon Fighting Poisoned Weapons Disarm Knock a weapon from your opponent’s hands Feint Prepare a surprise attack against an opponent Grapple Wrestle with an opponent Overrun Plow past or over an opponent as you move Sunder Shield Strike an opponent’s shield Throw grenade-like weapon Throw container of dangerous liquid at target

All-out Attack When attacking all out, you ignore defense in favor of accuracy. You gain +4 bonus to your melee attacks that round. You are Unguarded until the beginning of your next turn. You suffer -4 penalty to defense and -2 penalty to Reflex saves. You do not benefit from the Uncanny Dodge feat. You cannot make all-out attacks if you are already entangled, blinded, surrounded, unarmed, unguarded, or wrestling. You cannot use All-out Attack together with Accurate Attack or Finesse Attack.

Accurate Attack You can lessen your melee attack's damage to make a wider, more sweeping attack with a better chance to hit. Subtract a number up to 5 from your melee attack's damage bonus and add the same number to your attack roll. You cannot lower your damage bonus below 0. A single attack cannot be both accurate and finesse attack. You cannot use this option with ranged attacks. You cannot use Accurate Attack together with All-out Attack or Finesse Attack.

Finesse Attack Most attacks rely on sheer power to overcome the Toughness of a target's armor. Finesse attacks target the weak points of an opponent's defenses. Characters can normally make finesse attacks only with precision melee weapons and unarmed attacks. (Generally, precision weapons which do not cause piercing cannot be used to make finesse attacks). Characters with the Precise Shot feat can also make finesse attacks with ranged weapons, so long as they are within one range increment of their target.

To make a finesse attack, increase the Difficulty of your attack roll by an amount equal to the Toughness bonus of your opponent's armor. If your attack hits, the target does not get the armor's bonus on the Toughness save; the attack bypasses it altogether. If your attack roll fails, however, your attack glances harmlessly off the target's armor or, if you would have missed the target's normal Defense, misses entirely.

Finesse attacks only affect the Toughness bonuses from armor and similar defenses. The natural Toughness bonuses from Constitution, size, and creature type are unaffected. Supernatural bonuses to armor are likewise not affected by finesse attacks.

You cannot use Finesse Attack together with All-out Attack or Accurate Attack.

Two-Weapon Fighting If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways:

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* If your off-hand weapon is light, penalties are reduced by 2 each. (An unarmed strike is always considered a light weapon.) * The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6 (to -4 for each, or -2 if the off-hand weapon is light). You cannot make ranged attacks with two weapons, unless you have the Two-Weapon Fighting feat.

Poisoned Weapons Applying poison to a weapon or single piece of ammunition is a full action. You will also take some time taking out and putting away container with the poison, weapon to be poisoned etc. A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex save or accidentally poison himself with the weapon. Both those mishaps consume the dose of poison. Characters with Poison Use ability do not run the risk of poisoning themselves.

One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way remains potent for 10 minutes, or until it is touched or used.

Poison is only rarely used on weapons. This is so because of a number of limitations. (Those limitations do not apply to poison fangs, stings or similar organs of creatures which are designed explicitly to use poison). - poison applied to bludgeoning weapons has no effect. - it is necessary to make finesse attacks in order to use poison effectively against armored opponents. Otherwise, the poison is wiped off when the weapon penetrates armor. -magic weapons cannot be poisoned. Destructive magical energies neutralize chemical compouds of poison. - poisoning large weapons, such as rapiers, requires 5 doses of poison. A dagger, an arrow or a crossbow bolt can be poisoned with only one dose. - when a poisoned weapon hits, it must cause some damage (at least a bruise) in order to expose target to poison. If it does not cause damage, the poison is wiped off and has no further effect. - unless the weapon is specially designed, poison exposed to air is neutralized within 10 minutes. - Specially designed arrows and bolts can be kept poisoned for a long time. Such projectiles cost at least 1 gp per item and are always destroyed after use. Poison must be bought separately. - special daggers, rings and claws, designed to poison opponents are rumoured to exist.

Grenade-like (splash) weapon A grenadelike or splash weapon is a thrown weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged attack against the target as a full action, usually with a range increment of 10 feet. Grenadelike weapons require no weapon proficiency, so you don’t take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target.

If the creature is standing on the ground, you can aim at its feet - the Difficulty to hit an approximate area is 5. In that case, the target creature and creatures within 5 feet range are dealt the splash damage, and the direct hit damage is not dealt to any creature.

If you miss the target (whether aiming at a creature or the floor), the Narrator decides where the weapon landed. If throwing at a creature, it will land generally about 10 feet behind the target. After you determine where the weapon landed, it deals splash damage to all creatures within 5 feet.

Disarm As a standard action, you may attempt to knock an item such as a weapon or device out of an opponent’s hand. The opponent must belong to the same or smaller size category as you. Some types of weapons cannot be disarmed – eg a gauntlet, a punching dagger, a shield etc. Make a melee attack against the defender. If your attack succeeds, you deal no damage. If the defender wields an item other than a melee weapon or a two handed ranged weapon (eg a wand, a pistol), he is disarmed. If he wields a weapon, you make a special check.

your damage+d20 against your opponents damage+10

If you succeed, the defender is disarmed and drops the weapon. For two handed ranged weapon, the difficulty of the check equals 10+Str.

You can also grapple an opponent and disarm him as a grapple manouver.

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Sunder Shield You can attempt to sunder a shield worn by your opponent as a standard action. You must be wielding a weapon or possess the Improved Strike feat to attempt it. Make a melee attack against the defender. If your attack succeeds, you deal no damage to him. Instead, make a special check.

your damage+d20 against 10+size bonus +3×enchantment bonus of shield If you succeed, the shield is made useless, but is still hanging from your opponent’s hand. To free his hand, he must drop it, which takes a move action, as normal. Non-magical shields are destroyed; magical shields become useless and their magical abilities are suppressed. It is possible to repair a shield; see the Craft skill. Treat magical shields as masterwork shields. You can repair an item by making Craft checks against the same Difficulty that it took to make the item in the first place – in case of masterworks shields, DC 18. The cost of repairing an item is one-fifth of the item’s price, ie about 42 gp. Repairing the item takes one-fifth of the time needed to make it, in case of masterwork shields 3 days.

Overrun The rules for overrunning depend on the size of your target. If you are mounted, use the size, the grapple check and the natural attacks of your mount. You cannot overrun a target greater than your mount. If your opponent is mounted, use the size and the grapple check of his mount. Instead of Acrobatics, use his Ride skill. When the target avoids you, it can make an Opportunity Attack. Opportunity Attack follows normal rules – the character making it loses a full action during its next initiative count. It cannot make any more opportunity attacks until its next initiative count. Its position in the initiative count doesn't change. If you move all out, the Opportunity Attacks counts as a suprize attack.

When the target does not avoid you, it cannot make Opportunity Attacks, as it is too busy with trying to stop your movement.

If the target belongs to a size category larger than you: You can attempt to move past it as a standard action taken in the middle of your move. You can only make one such attempt per action. The target can choose to avoid you, allowing you to pass through its square without requiring an attack. (You can always move through a square occupied by someone who lets you by.) In this case you do not spend the standard action.

If the target does not avoid you, you make an Acrobatics check against the target’s melee Defense. Alternatively, the target can use Acrobatics+10. If you win, you can move on. If you fail, you immediately end your movement. If you lose the roll by at least 5, you fall prone.

If the target is both larger than you and big enough to block the way completely (eg to fill a doorway), you cannot attempt to overrun.

If the target belongs to the same size category as you: You can attempt an overrun as part of a charge, double move or all-out move action. You can only make one overrun attempt per action. When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. (You can always move through a square occupied by someone who lets you by.)

If the target does not avoid you, make a grapple check. If you succeed, you can move on. If you fail, you immediately end your movement and your turn. If you win the grapple check by at least 5, you target falls prone; if you lose the check by at least 5, you fall prone yourself.

If the target is smaller than you: You can move through space taken by smaller creatures as part of your move. You can overrun as many smaller creatures per turn as you like. You cannot overrun and attack the same target in one round. If it does not avoid, it makes a grapple check against you as a reaction. If it fails, the target falls prone and you make an unarmed or natural weapon attack against it as a free action. If the check succeeds, you end your move immediately; if you have actions left, can continue your turn, but are now grappled. A creature smaller than you by two or more size categories must avoid.

If you move all out at full speed, the target, in order to avoid you, must make a Reflex save with DC equal to 10 + ½ level+Strength. If it fails, it falls prone and you make an unarmed or natural weapon attack against it as a free action.

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If you are mounted, have Mounted Combat feat, and are overrunning a target smaller than your mount, you can use your Ride skill+10 instead of the Grapple Defence of your mount when the target attempts to grapple it.

Feinting Make a skill check as a move action. The difficulty of the check is set by an appropriate skill of your opponent, used passively (Skill Bonus+10). Alternatively, he can oppose your roll with modified level Difficulty. Modified level DC equals Level+Ability+8. Use relevant ability. Opponents who have Challenge Rating use it instead of level.

You can attempt this kind of feinting with the Acrobatics, Intimidate, Bluff and Sleight of Hand skills, and the Athletics modifier, used to jump. You can also use this with any other skill you have, provided you can come up with a suitably plausible description of its use, and the skill would normally take a standard action to complete. What counts as plausible is left to the Narrator's discretion.

An use of Intimidate, Bluff and Sleight of Hand skills takes place of your move, so you must be already adjacent to your opponent. When using Jump and athletics you move at half speed. You must additionally perform an appropriate maneuver (jumping from a table or tumbling up to your opponent across a stone pavement, for example). The Narrator decides whether your maneuver is appropriate. You cannot start the move adjacent to your opponent, and it never counts as a charge.

Athletics and Acrobatics are opposed by the modified level using Dexterity or by Acrobatics. Intimidate is opposed with a modified level (8+level+Wisdom+save modifiers against fear) or Sense Motive. Bluff can be opposed by modified level using Wisdom or Sense Motive. Sleight of Hand is opposed by Notice or modified level using Wisdom.

Intimidate cannot be used to feint against fearless or mindless opponents. Bluff can be used against mindless opponents, provided they are well known to the character. (They obviously require completely different style of bluffing from sentient opponents, but can actually be very easy to bluff, especially if you know their programming or attack routine).

If you win the opposed roll, your foe is surprised by your next attack that targets him, provided it is made before the end of your next turn.

If you fail, you suffer a –2 penalty to attack rolls for the next round. You cannot use a fast task completion challenge to make feints as free actions.

If you use the same skill to feint against the same opponent for the second round, you get -4 penalty to check. Feinting when Mounted You can use Intimidate, Bluff and Sleight of Hand skills as normal. You cannot use Acrobatics or Athletics. You must start your turn adjacent to the enemy, and both you and your mount must spend a move action. You can also use your Ride skill to feint in combat. Both you and your mount must spend a move action. Your mount cannot charge. Since your mount has a move action left, you do not need to start your turn adjacent to the enemy – your mount can make one move, but in that case it cannot attack. Your opponent opposes the attempt with their Sense Motive or Ride skill, whichever is better, or with a modified level DC equalling Level+Ability+8. Use Wisdom or Dexterity, whichever is higher. You mount's attack never benefits from the feint. Feinting while swimming You feint as normal, except that you use the Swim skill instead of Acrobatics or Athletics.

Climbing on gigantic monsters You can climb on mosters which are at least 2 size category greater than you (Huge for a Medium character, and Large for a Small character). In order to start climbing, you must have both hands free and make an unarmed attack roll against melee defense as a standard action. If you succeed, you make a Climb test against Reflex Save+10, or Acrobatics+10 (whichever is higher). If you succeed at the second test, you begin climbing. You gain Wrestling condition. If you succeed by 5 or more, the monster cannot attack or grapple you.

Othewise, the monster you are climbing can attack you on its turn; you are treated as being in cover, and if the monster hits cover, it damages itself. It can also try to grapple you; for this purpose you are also treated as being in cover.

It can also try to dislodge you by rolling, scratching agains buildings or rocks, etc. This takes a full round, and is possible only if the Narrator estimates that the anatomy of the monster would allow it to try such a manouver. The monster makes an attack against your Climb+10. If it succeeds, it inflicts damage equal to Strength+Size bonus. If it succeeds by 5 or more, it manages in addition to dislodge the climbing character. If it fails by 5 or more, it suffers damage equal to its Strength+Size.

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At the beginnning of the next and each following turn, as long as you are holding on to the monster, you must make as a standard action a Climbing test against its Reflex Save+10 or Acrobatics+10 (whichever is higher). You need only one free hand to hold onto the monster. If you fail, you are dislodged and fall to earth, suffering falling damage. If you succeed, you can make an attack as part of the standard action used to hold on the monster. This counts as a surprise attack. Before making the attack, you can draw a weapon as a move action. If you succeed by 5 or more, the monster cannot attack or grapple you.

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Damage

Lethal Damage When an attacker hits his target with a damaging attack, he makes a Damage throw, which measures the ability to inflict damage.

Damage throw equals d20 plus the attack’s damage bonus. For unarmed attacks, this is the attacker’s Strength score. For weapons, this is the weapon’s damage plus the attacker’s Strength score. For example, an attacker with Strength +1, wielding a short sword (damage modifier +2) has a total damage modifier of +3. So, he inflict Damage equal to d20 +3.

Damage throw = d20 + Strength + Weapon’s damage + Size+other modifiers (including critical hits)

Damage throw difficulty depends on the Toughness of the target.

Toughness = Constitution + Feats + Armor + Size + Special Bonuses

If the Damage throw is lower than Toughness + 5, the target suffers no significant damage, nothing more than a slight scratch, bruise, or torn clothing. If the Damage throw succeeds, the target suffers damage; how much damage depends on the type of attack (lethal or non-lethal) and the amount by which the Damage throw exceeds Toughness, as shown on the Damage Throw Table. Non-lethal Damage comes from unarmed attacks (punches and kicks), as well as specific non-lethal weapons, like saps. Lethal Damage is inflicted by weapons, from cutting and piercing weapons like swords and spears to heavy bludgeoning weapons like hammers and maces. Damage Throw Table

Damage Throw Result Non-lethal

Lethal

Up to Toughness + 4 no effect no effect

Equals or greater than Toughness +5

hurt hurt

Equals or greater than Toughness +15

injured injured

Equals or greater than Toughness +20 disabled disabled Equals or greater than Toughness +25 unconscious dead/dying

There are no penalties to Toughness for any damage. There are 3 Bruised boxes, 1 Injured box, 1 Disabled

Box, 1 Dying Box and 1 Dead Box. When a target suffers lethal damage, check off the corresponding box with “X”, and when nonlethal, with “/”

Damage Overflow: If a target suffers a result for which all boxes are already checked off, check off the next highest result. So, if a target is already Disabled and suffers another Disabled result, check off the Dying box. If the Dying box is checked and the character suffers another Dying result, if dies immediately.

Dead/Dying: If you suffer Dying/Dead result, you die if the damage of the attack was equal at least Toughness+5. Otherwise, you are Dying. Characters who are dying and receive again Dying condition become Dead. Ordinaries, that is NPCs and creatures which cannot have Conviction, can be always killed at the option of the attacking character.

Disabled If an Ordinary, that is a character without Conviction, is Disabled, he can be immediately killed respectively rendered unconscious, (no action), if the attacking character wishes so.

Impossible Escape: If the Damage is so high that a natural 1 is not enough to save the target from injury, the natural throw of 1 means the character is only bruised, regardless of the Damage. Fate intervenes to spare the character from otherwise certain doom. Narrators interested in realistic consequences for damage should ignore this rule.

Critical Hits: A critical hit increases an attack’s damage bonus, meaning critical hits can potentially inflict more serious damage. The usual bonus for a critical hit equals +3.

Conviction: The attacker cannot use Conviction to re-roll the damage roll. The defender can spend a Conviction point to force the attacker to re-roll damage.

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DAMAGE TRACK

Toughness+5 Toughness+15 Toughness+20 Toughness+25

Dying/Dead Bruised [ ] [ ] [ ] Injured

Disabled

Unconscious

Non-lethal Damage

Non-lethal damage is much easier to recover from than lethal damage, but except for that it is treated exactly like lethal damage. The only difference is that instead of dying, non-lethal attacks cause unconsciousness. If you suffer non-lethal damage mark it on the damage track with "/". Non-lethal damage, exactly like lethal damage, is always checked off in an empty box (regardless whether other boxes are filled with lethal or non-lethal damage).

If you suffer suffer lethal damage result for which there is corresponding non-lethal damage, the lethal damage replaces the non-lethal damage mark. Non-lethal damage overflows to the next damage level, as if you have suffered the corresponding non-lethal damage.

Eg if you have 2 Bruise marks and an Injured mark, and suffer 2 non-lethal Bruise results, mark 1 non-lethal Bruise (so that there are 3 in total). The second Bruise overflows into the next level, and since Injured is also marked, it overflows again. Mark non-lethal Disabled.

If you have 2 lethal Bruise marks and an non-lethal Injured mark, and suffer 2 lethal Bruise results, mark 1 lethal Bruise (so that there are 3 in total). The second lethal Bruise overflows into the next level, and replaces non-lethal Injured. Mark a lethal Injured condition. Non-lethal Injured overflows again. Mark non-lethal Disabled.

All further attacks against unconscious opponents count as lethal attacks. The only exception are creatures with Regeneration – they suffer lethal damage only from specified kinds of damage.

Damage Conditions Damaged characters can suffer from any of five conditions, given on the Damage Track and described here.

Bruised marks have no direct effect on characters. Injured characters are unguarded. Unguarded characters use only base Defense, and take -2 penalty to Reflex saves. By spending a full round catching breath, the character can remove the unguarded condition. Disabled characters are conscious and able to act, but are badly injured. They immediately fall prone, although they do not drop held items. Starting from next turn, Disabled characters can take only one move action per turn. If a lethally disabled character takes a standard action, he begins dying on the following round. If a non-lethally disabled character takes a standard action, he falls unconscious on the following round. If an Ordinary, that is a character without Conviction, is Disabled, he can be immediately killed or, respectively, rendered unconscious when suffering non-lethal damage, if the attacking character wishes so. This does not require an additional action. Disabled characters are Unguarded – they use only their base defense, can be targets of sneak attacks, and suffer -2 penalty to Reflex saves. Unconscious characters pass out and are Helpless, unable to do anything until they awaken. All further attacks against unconscious opponents count as lethal attacks. Dying characters are Helpless, unable to do anything until they recover. They may be unconscious, or conscious and able to speak, but unable to move or use any spells (Narrator’s option). They have to make a Constitution check (Difficulty 5) at the beginning of each round. On a failed check, or when rolling a natural 1, the character dies. On a successful check, the character lives for another round (and must make a check the following round). If the check succeeds by 20 or more (Difficulty 25), the character's condition becomes Stable. If a dying character does not stabilize, he dies 3 minutes after he began dying, regardless of die rolls. Stable characters can take only one move action per turn. They can never make standard actions, use powers, or attack anyone in any way. Stable characters are Prone and cannot stand up without help. They are also Unguarded – they use only their base defense, can be targets of sneak attacks, and suffer -2 penalty to Reflex saves.

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Dead characters are, well, dead. This usually means the end for the character, although some powerful healers can restore life to the recently deceased.

Long term consequences of damage During the combat in which a character received lethal damage, it suffers no additional consequences. About one hour after the end of the combat, however, when the blood grows cold and adrenalin level falls, he begin to suffer long-term consequences. They persist even if he begins a new combat.

The bruised condition has no long-term consequences. An injured (due to lethal or non-lethal damage) character is always at least fatigued; he can suffer additional fatigue and become exhausted, but can never improve his fatigue level above fatigued. An disabled character is always at least exhausted. After recovering from damage, the character can recover normally from fatigue.

Recovery

Recovering from damage requires a Constitution check with Difficulty 10. Recovery happens independently for lethal and non-lethal damage. As an exception, if you are dying (or dead, for that matter) you cannot recover from non-lethal damage. You recover from the worst damage condition only, counting separately lethal and non-lethal damage (eg if you have a non-lethal Disabled and lethal Bruised condition, when recovering from lethal damage you recover from Bruised). A successful check removes a damage mark, while an unsuccessful check means there is no significant improvement for that time period. One recovery check removes only one mark.

You can make a recovery check for non-lethal damage once per hour. You need much more time to recover from lethal damage. You make recovery check once per day when bruised, once per week when injured, and once per month when disabled. Dying has its own particular check; once you are stable, you recover from normally, making recovery checks one per month.

The conditions are removed completely, not replaced by the next weakest one. If you are disabled, but not injured, after recovering from disabled condition you do not become injured.

You can spend a Conviction point to get an immediate recovery check from non-lethal damage, rather than having to wait a minute. You can do this only if you have no corresponding lethal damage, and so would be eligible for recovery from nonlethal damage normally. The character, as usually, rolls a recovery check from his worst damage condition. You can also spend Conviction on your recovery check from both lethal and non-lethal damage; (which usually ensures passing it).

You can spend a Conviction point to immediately erase all lethal and non-lethal bruised conditions after, but not during, a conflict. Warriors can use their role’s core ability to spend a Conviction point to erase all lethal and non-lethal bruised conditions at any time, even during combat.

Remember that you cannot attempt recovery from the less severe condition until you remove the more severe one. Eg you cannot recover from bruised conditions if you are injured. Use of Conviction to erase all bruised conditions is the exception to that rule. In addition, this is checked separately for lethal and non-lethal damage. More sever lethal damage does not stop you from recovering from non-lethal damage, and the other way round.

Recovery Table

Non-lethal Lethal Unconscious check once per hour Dying- special, Stable – once per month Disabled check once per hour check once per month Injured check once per hour check once per week Bruised check once per hour check once per day

To recapitulate, if a characters has suffered all damage conditions, from Dying to Bruised, he will recover as follows:

1. A Dying character makes a Constitution check each round. If he manages to pass Difficulty 25, he becomes Stable.

2. A Stable character makes a recover check each month. 3. An Unconscious and Disabled character makes a non-lethal recovery check each hour to heal the

Unconscious condition. Recovery check is a Constitution check with Difficulty 10. 4. A lethally Disabled and Injured character makes a recovery check each month to heal the Disabled

condition. 5. A non-lethally Disabled and Injured character makes a a recovery check each hour.

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6. A lethally Injured and Bruised character makes a recovery check each week to heal the Injured condition. If he succeeds.

7. A non-lethally Injured and Bruised character must heal first Injured condition. He makes a recovery check each hour.

8. A lethally Bruised character makes a recovery check each day. A character which suffered a non-lethal Bruise makes a recovery check each hour.

Healing using the Cure power from lethal damage proceeds in exactly the same order. If healing both lethal and non-lethal damage, you heal first the damage from the highest category (injured before bruised), independently whether it is lethal or non-lethal. In the same category, lethal damage is healed first.

Minions While heroes and important Narrator characters use the rules described previously, minor characters in the story are less capable (and durable). These characters and creatures are known as minions, and follow special rules, particularly where damage is concerned.

When you attack a minion, you makes a Damage throw against his Toughness+10; if you succeed (your damage throw at least equals it), the minion suffers the maximum possible result for that attack. Usually this means unconsciousness for a non-lethal attack and death for a lethal attack. If the attacker wishes, the minion can suffer a lesser damage result. This means minions generally have only three damage conditions: normal, unconscious, and dead. This makes it easier for heroes to dispatch less important opponents and easier for the Narrator to keep track of them in combat.

Additionally, minions never have Conviction, even if they have levels in a heroic role.

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Grapple Those rules can seem to be more complicated than the original rules. I hope that in practice they will prove simpler, especially when fighting against gigantic monsters, monsters with multiple attacks, etc. When writing rules for a D&D style game, in which you are expected to fight with many strange creatures, I think it is better to consider all possible cases in the basic rules. Simple rules in which you cannot fight a solution for your problem are not very useful in such a case.

In addition, in those rules there are no size bonuses to grapple checks. Large creatures must rely on their strength to subdue their opponents. On the other hand, particular maneuvers which can be performed during the grapple have restrictions based on the relative size of creatures. The purpose of that change is to allow smaller character to have a chance to escape the grapple with a gigantic opponent. Otherwise, since the giant creatures have generally also gigantic strength, there is a kind of “double jeopardy” which makes the result of the grapple foreordained. Since the grapple maneuvers a smaller creature can attempt against larger are strickly limited, there is no risk of a mouse wrestling a dragon into submission.

Trip attack has been subsumed into the grapple rules, as one of the possible maneuvers. The rules for disarming and overrunning have been unified with the grapple rules. The rush maneuver has been removed; the general grapple rules can be used to perform exactly the same action (use the trip or move maneuvers).

The grappling creature must succeed on a grapple check each round for the grapple to continue. The defending character does not roll a grapple check. Instead it has a passive Grapple Defense, essentially a Grapple check + 10, with some possible bonuses. If the check succeeds, it can perform one of the possible maneuvers. If it fails, the grapple ends, or the creature which has been grappled grapples it in return.

Grapple Check is d20 + Combat Bonus + Strength modifier

Grapple Defense equals 10 + Combat Bonus + Strength modifier

You receive +4 bonus to the grapple defense if at least one of the following applies: - you are a creature which has more than two legs or is otherwise more stable than a normal humanoid (eg

snake-shaped) and belongs at least to the same size category as your opponent - you are mounted and belong at least to the same size category as your opponent (This does not apply if you

opponent is also mounted). - you are by at least one size category larger than your opponent - You have Grapple Finesse feat

You can receive this bonus only once, even if you fulfill multiple conditions. Alternatively you can use the Escape Artist skill as your Grapple Defense .

Grapple Defense = 10+Escape Artist rank+Dexterity-Armor Check penalty

In that case you do not get the bonus for the stable shape, size, being mounted or possessing the Grappling Finesse feat.

Starting a grapple Use your common sense when deciding which creatures can start a grapple. Generally, herbivores (eg a horse) and other creatures which lack grappling limbs or strong fanged jaws cannot start a grapple. This common sense rule also applies to grapple maneuvers. The Narrator can make exceptions as needed – eg a horse can try to crush someone against the wall of the stable, which can be resolved using the grapple rules.

You can attempt to grapple opponents up to one size category larger than yourself. (A mounted opponent counts for this purpose as one size larger than he is.) To start a grapple you make an unarmed attack as a standard action, except you do not deal damage. If you succeed, you must make a grapple check, as detailed in the following section. If your opponent is already grappling with you or somebody else (he has the Wrestling condition), you do not need to make an attack roll.

When grappling an opponent After grabbing your opponent, you must make a grapple check against the Grapple Defense of your opponent. This check is taken as a part of the standard action used for grapple. While you maintain a grapple, you must also

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make a grapple check at the beginning of each your turn. If you do not attempt a grapple check at the beginning of your turn, the grapple ends immediately.

If you succeed at the grapple check, both you and your opponent gain the Wrestling condition. All creatures held by your opponent are immediately freed from the grapple. Finally, you must select a maneuver you want to perform as part of the standard action used to grapple. The available maneuvers depend on your size, the size of your opponent, and other factors. A mounted opponent counts as one size larger than he is. After you perform a maneuver, you can do any of the actions which do not require a grapple check (remember that you can use extraordinary effort to gain a standard action).

When you are grappling or pinning an opponent who is at least one size category smaller than you, you do not have the Wrestling condition. You can move at full speed without performing a grapple maneuver, carrying the grappled opponent with you, or perform any other action you want, provided that you hold the opponent with at least one limb and make a grapple check each round. You don’t have to perform any maneuvers if you want merely to continue the grapple - in that case you make the grapple check as a free action. If you can make multiple attacks per round (eg with many limbs and Multiattack feat), you can make a grapple maneuver as one of those attacks, with an appropriate penalty to the grapple check.

In order to grapple multiple opponents, you must be at least one size category larger than them and have many attacks. In that case, you make a check against each one.

You can attack the opponent you are grappling without making a grapple check if you are at least one size category larger than it. If you are equal in size or smaller than the opponent, you can damage it only by performing appropriate grapple manouvers (NB this is opposite to the rules for being grappled).

If your grapple check fails, your opponent can grapple you as a reaction without a check. In that case your roles are reversed and he is holding you. If he does not, the grapple immediately ends. Note that creatures more than one category smaller than you or unable to grapple because of their anatomy cannot grapple you.

When you suffer a wound, your opponent can break off the grapple as a reaction.

Grapple Maneuvers

1) Damage Opponent Humanoid creatures, snakes, tentacled creatures and quadrupeds with bite attack can deal damage to their opponent while grappling as a standard action. You can attempt to damage opponents up to one size category larger than yourself. You deal damage as normal for your natural weapon, unarmed strike or with a small (light) weapon held in one hand (including the pommel of a sword). Generally, unarmed strike damage dealt by humans is non-lethal, except when a specific feat or magical item allow to deal lethal damage. You can draw a small (light) weapon as a move action before dealing damage. You receive Sneak Attack bonus to damage.

2) Move Humanoid creatures, snakes, tentacled creatures and quadrupeds with bite attack can move while grappling as a standard action. The opponent must be no larger than your size category. If you are grappling multiple opponents, you must make grapple checks against all of them, as one standard action. If you succeed on all of them, you move all creatures you grapple up to half your move as a move action. You do not need to perform this maneuver if your opponent is at least one size category smaller than you.

3) Pin Humanoid creatures, snakes, tentacled creatures and quadrupeds with bite attack can pin their opponents as a standard action. The opponent must be no larger than their size category. If you succeed at your grapple check, your opponent gains the Pinned condition until the beginning of your next turn. You have still the wrestling condition and are still considered to be grappling your opponent.

Only tentacled creatures can pin when grappling more than one opponent. Other creatures can pin only when grappling a single opponent, even if their size allows them to grapple multiple opponents. Narrator can allow otherwise when the player explains in what way his character is able to pin multiple opponents.

If you have the Constrict ability or feat, after you succesfully pin your opponent you can immediately deal to it your unarmed damage or natural weapon damage.

If you have the Chokehold ability (part of Grapple Mastery feat), after you succesfully pin your opponent, you can alternatively (ie, not when using a Constrict feat) apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin.

4) Trip All creatures can trip. You can, as a standard action, trip opponents up to one size category larger than yourself. You cannot trip creatures grappled by another character.

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When you use a weapon designed for tripping, such as halberd, a guisarme or a whip, your opponent does not get +4 bonus to his grapple defense due to being mounted. Additionately, if you fail the grapple check using such a weapon, the grapple is automatically broken and your opponent must make a melee attack to grapple you.

When you succeed at tripping an opponent, he falls prone. If you succeed at tripping a mounted opponent, you pull the rider from his mount, and he falls prone on the ground. In both cases the grapple is broken.

A tripped character is prone. He has –4 penalty on attack rolls. He gains a +4 bonus to Defense against ranged attacks, but takes a –4 penalty to Defense against melee attacks. Standing up is a move action.

If you have an Improved Trip ability, you can make an immediate attack against your tripped opponent. This counts as a part of the standard action used to trip an opponent.

5) Throw Humanoid creatures and tentacled creatures can throw their opponents as a standard action. The opponent must be no larger than your size category. You cannot throw creatures grappled by another character. If your check succeeds your opponent falls prone next to you and suffers damage as of your unarmed attack. After throwing the opponent the grapple with him is immediately broken.

Narrator can allow you to use the rules for improvised throwing weapons when throwing creatures at least one category smaller than you.

6) End the Grapple. You end the grapple, even if you are grappling many opponents. This maneuver is rarely used, since it is usually better to trip or throw your opponent.

7) Disarm Humanoid creatures and tentacled creatures can disarm their opponents as a standard action. You can attempt to damage opponents up to one size category larger than yourself. You disarm your opponent from one weapon, which falls to earth. If you win the check by at least 5, you can get hold of the weapon.

8) Perform a Standard Action This is generally used to activate magic item other than scrolls (you cannot activate scrolls while wrestling), or to use supernatural powers. (Even if an action doesn’t need a grapple check by itself, you must still make one check per round to continue grapple.)

Wrestling Condition While you’re grappling, grappled by or pinning an opponent you have the Wrestling condition. You cannot move except by performing a grapple maneuver. You are treated as Unguarded by opponents you aren’t wrestling with, and as result can be surprise attacked and sneak attacked by them. If such an opponent attacks you and misses, he must roll attack again to see whether he does not hit your opponent. You defend normally against opponents you are grappling. However, if they hit you, they add the sneak attack bonus to damage. You cannot make opportunity attacks while grappling.

You do not have the wrestling condition if you are at least one size category greater than the opponent you are grappling or grappled by. If you are grappled by a larger opponent you do have the wrestling condition. If you possess the Grappling Finesse feat you retain your normal defense, and cannot be sneak attacked by opponents you are not wrestling with. In addition, a wrestling character is usually Prone. Characters who perform Pin manouver are nearly always prone.

You cannot attack opponents you are not wrestling. You can damage opponent you are wrestling by making a grapple check and performing appropriate manouver. Whether you can attack such an opponent without a grapple check depends on your size. While wrestling, you can make the following actions without making a grapple check:

- Activate a magic item other than scroll. - If you are at least one size category smaller than your opponent, you can draw a small (light) weapon as a

move action. at least two size category smaller than your opponent, you can draw a medium (one-handed) weapon as a move action.

- You can use powers while grappling, subject to the requirements of the grapple, without making a grapple check, but this causes an appropriate penalty to power check or fatigue check. (If you are a wizard or sorcerer and do not have Still Spell Feat, you cannot use spells)

Pinned Condition A pinned character is held immobile, but not helpless in a grapple. While you are pinned you cannot move or make any actions. At your opponent’s option, you may also be unable to speak. As an exemption, you can use extraordinary effort to gain a standard action. You must use this action to make a grapple check against your

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opponent, or, in case of an adept, to use a power. (A sorcerer or wizard cannot use spells with verbal components if he cannot speak, and cannot use any spells during a grapple if he does not have Still Spell feat). When attacked by all except the opponent pinning you are treated as unguarded. You use your base defense, and take -2 penalty to Reflex saves. You cannot benefit from Uncanny Dodge Feat. You can be sneak attacked.

Being grappled While you are grappled by an opponent, you can do any of the actions, which do not require a grapple check.

- If you are at least one size category smaller than your opponent, you can attack him with a small weapon (including a weapon drawn just before as a move action), natural weapon or an unarmed attack. If you cause at least a wound to your opponent, any creature he grapples (including yourself) can break the grapple as an reaction.

- If you are at least two size category smaller than your opponent, you can attack him with a medium (one hand) weapon.

- If you are equal in size or greater than your opponent, you cannot attack him as long as he is grappling you. If you are no more than one size category smaller than your opponent, you can make a grapple check as a standard action. You cannot make a grapple check if you are smaller by two or more size categories. You don’t have to make a melee attack. If your check succeeds you are grappling that creature and must perform one of the appropriate grapple maneuvers. A creature which is unable to start a grapple (eg a horse) can make this grapple check, but if it succeeds it can only end the grapple or trip the opponent.

If you are grappled by multiple opponents, you must make grapple checks against all of them, as one action. If you succeed on all of them, you select one opponent to grapple, or simply end the grapple. If you can grapple multiple opponents, you can decide to grapple all of them.

Multiple Grapplers Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.

When you attempt to join the grapple, by grappling an opponent who has the Wrestling condition, you do not need to make an attack roll. You make immediately the grapple check. If your opponent has been grappling some creatures, all creatures held by your opponent are immediately freed from the grapple when you succeed. If your opponent has been grappled by somebody else, he is now grappled by you both.

If you are one of many attackers grappling a single opponent, the only maneuvers you can perform are Damage, Pin and Escape the Grapple. In the following rounds, additional grapplers instead of making a grapple check can aid their friends with the aid action, granting a bonus to that character’s grapple checks for the round. This doesn’t end the grapple, provided that at least one of the grappling characters makes a grapple check during the round.

If you are grappled by multiple opponents, you must make grapple checks against all of them, as free actions. If you succeed on all of them, you must select one opponent against whom to perform a grapple maneuver. The grapple with other opponents ends immediately. Alternatively, you can simply end the grapple as a standard action.

Generally, you can grapple only one opponenent. As an exception, if you are at least one size categories greater than your opponents and have multiple limbs or natural attacks which can be used to grapple (bite, for example), you can grapple one opponent per limb or attack.

Ending the Grapple The grapple ends when the character grappling you: 1) does not attempt to make a grapple check at the beginning of his turn, 2) fails his grapple check, and you do not grapple him in return as an immediate action, 3) trips or throws you, 4) is Wounded, and you decide to break the grapple as a reaction, 5) is grappled by a third character.

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Mounted Combat

Training Mounts There are three levels of training for mounts: Untrained, riding, and war-trained. Untrained: Untrained mounts cannot be ridden, except as part of breaking them in. Riding: A riding mount has been trained to bear a rider, but has not been trained to enter combat. A riding mount must have an Intelligence score of at least -5 and can perform the tricks come, heel, and stay (see Handle Animal skill).

• Come: The animal comes to you, even if it normally would not do so. • Heel: The animal follows you closely, even to places where it normally wouldn't go. • Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by,

though it still defends itself if it needs to.

War-trained: War-trained mounts, such as a warhorse, have been trained to serve during combat. A war-trained mount must have an Intelligence score of at least -4 and can perform the tricks attack, come, defend, down, guard, and heel.

• Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able.

• Come: The animal comes to you, even if it normally would not do so. • Defend: The animal defends you (or is ready to defend you if no threat is present), even without any

command being given. Alternatively, you can command the animal to defend another specific character. • Down: The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick

continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. • Guard: The animal stays in place and prevents others from approaching. • Heel: The animal follows you closely, even to places where it normally wouldn't go.

Controlling a Mount In order to ride a mount in combat, a rider must first control their mount. You must be trained in the Ride skill to do anything except trying to cling to your mount. War-Trained Mounts: A war-trained mount can be controlled automatically. Riding Mounts: In order to control a riding mount in combat, a rider must make a Ride check (DC 20) each round as a move action. If the check fails, the move action becomes a full action. If the rider cannot take a full action, they lose control of the mount (see below). Losing Control: If a rider loses control of their mount, the mount will move in a random direction as fast as it can and the rider must make an additional Ride check (DC 5) to stay on the mount.

Directing a Mount A rider can direct a mount they control to perform any simple movement. They can also direct their mount to perform a trick it knows by making a Ride or Handle Animal check (DC 10) as a free action. Pushing Mounts: A mount can be "pushed" to perform tricks they do not know by making a Ride or Handle Animal check (DC 25) as a full action. Riding Without Hands: A rider can attempt to direct their mount without using their hands by making a Ride check (DC 5) each round as a free action. If the check is failed, the rider must use at least one hand to control the mount. If the rider cannot use at least one hand to control their mount, they lose control of the mount (see above).

Mounted Movement Mounts act on their rider's initiative, as their rider directs them. The actions of the mount and rider are resolved simultaneously. In general, this has the following effects: Full Round Actions: A rider or mount can take a full round action while the other takes a standard action and a move action so long as the full round action could be performed simultaneously with both of the other actions. In general, this means that a rider cannot take a full round action requiring a melee attack (such as a coup de grace)

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against a target if their mount uses one of their actions to move and carries the target outside of the rider's threatened area. Free Actions: Both the rider and their mount can take free actions without affecting each other's actions. Range and Position: If, while a mount is moving, a rider takes an action that involves a range (such as firing a ranged weapon or casting a spell), the rider calculates this range the half-point of the mount's movement this turn. Jumping: A rider can get their mount to leap obstacles as part of its movement. Either the rider's Ride check or the mount's Jump check (whichever modifier is lower) determines the distance of the jump. A rider must make a Ride check (DC 15) as a reaction in order to remain on a leaping mount. Spur Mount: You can spur your mount to greater speed with a move action. A successful DC 15 Ride check increases the mount’s speed by 10 feet for 1 round but deals lethal damage – bruise - to the creature .

Actions in Mounted Combat The following combat actions have special rules when performed by a mount or mounted combatant. Melee Attacks When you attack a creature that is smaller than your mount and on foot, you get the +2 bonus on melee attacks for being on higher ground. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.

When riding, the movement of the mount decides when a melee attack is possible. If the mount is making a move action, you can attack at the end of it. If you have the Move-by Action feat, you and your mount can make attacks in the middle of move. If it is making a double move or moving all out, neither you nor it can attack in melee.

If your mount charges, you take the Defense penalty associated with the charge as well. You can take a move action while your mount moves. If you make an attack at the end of the charge, you receive the bonus gained from the charge.

Directing a war-trained mount to attack is a free action, but requires a Ride check (DC 10). Directing any other mount with the Attack trick to attack takes a move action and a Handle Animal or Ride check (DC 10) – see the Handle Animal skill on particulars. If a mount does not know the attack trick, it must be pushed to make an attack. This requires a full action and a Handle Animal or Ride check (DC 25).

If you are riding a war-trained mount and direct it to attack in battle, you can still make your own attack or attacks normally. This usage is a free action. If you are riding a mount which is not war-trained, you cannot attack at the same time as it.

Ranged Attacks You can use ranged weapons while your mount is taking a double move but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is moving all-out at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. This penalty is lowered with the Mounted Attack feat. You cannot make ranged attacks when your mount is making melee attacks (and the other way round, if you find a mount capable of making ranged attacks).

Feinting when Mounted You can use Intimidate, Bluff and Sleight of Hand skills as normal. You cannot use Acrobatics or Athletics. You must start your turn adjacent to the enemy, and both you and your mount must spend a move action. You can also use your Ride skill to feint in combat. Both you and your mount must spend a move action. Your mount cannot charge. Since your mount has a move action left, you do not need to start your turn adjacent to the enemy – your mount can make one move, but in that case it cannot attack. Your opponent opposes the attempt with their Sense Motive or Ride skill, whichever is better, or with a modified level DC equalling Level+Ability+8. Use Wisdom or Dexterity, whichever is higher. You mount's attack never benefits from the feint. Casting Spells while Mounted If the mount is making a double move , you can cast a spell when your mount has moved up to its speed, but you suffer a -1 penalty for violent motion to both power and fatigue checks (see the heading on distractions in spellcasting). If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but you suffer – 2 penalty for extraordinarily violent motion.

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Suffering Damage Staying in Saddle: You must make a DC 5 Ride test as a reaction to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action. If you are disabled, the Difficulty of the Ride test is 15. If Your Mount Is Dropped in Battle: If a mount becomes prone unexpectedly (by either being knocked prone or falling unconscious), its rider lands prone in the same space and must succeed at a Ride check (DC 15) to make a soft fall. If the check fails, the rider takes damage 2, or more if the mount is higher off the ground. If You Are Dropped: If you are knocked unconscious, you have a 50% chance to stay in the saddle (or 75% if you’re in a military saddle). Otherwise you fall and take 2 points of damage. Without you to guide it, the horse avoids combat.

Grappling in Mounted Combat When you are mounted, you count as being one size category larger for some purposes, enumerated below. This does not apply if you opponent is also mounted. For all other purposes you still belong to your size category. First of all, although you can be normally grappled by an opponent no more than one size smaller, when mounted you cannot be grappled by smaller opponents. You receive +4 bonus to Grapple Defense, if, amongst others, you are mounted and belong at least to the same size category as your opponent. This is not cumulative with other bonuses to Grapple Defense, and does not apply if your opponent is also mounted. When a character makes a grapple check against a mounted opponent, he can perform only such grapple maneuvers as could be performed against an opponent one size larger. For example, if you belong to the same size category as your mounted opponent, you can perform the following grapple maneuvers: Damage, Trip, Disarm, End Grapple. If you succeed at performing the trip maneuver against a mounted opponent, you pull the rider from his mount, and he falls prone on the ground. The grapple is broken.

When you use a weapon designed for tripping, such as halberd, a guisarme or a whip, your opponent does not get +4 bonus to his grapple defense due to being mounted. Additionately, if you fail the grapple check using such a weapon, the grapple is automatically broken and your opponent must make a melee attack to grapple you.

You can jump on the opponent's mount; if you succeed, you are mounted and can grapple him without penalty. You must make a Jump or Ride test (whichever modifier is lower). The equals the opponent's Ride skill+10 + 5 for each size category the mount is larger than you. DC to jump on a horse equals Ride+15.

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Damaging Objects You can use your weapons to destroy objects. Generally, you can smash an object only with a bludgeoning or slashing weapon. To calculate how much time it would take to break a hole in a wall or door, or to destroy an object, subtract the damage of an attack to hardness of the object, which can be found below. In the table below you can find how many units of thickness can be destroyed in a turn (or how many turns it takes to destroy a unit of thickness), depending on this difference. The actual thickness of a unit of thickness depends on the substance. Ineffective Attacks: The Narrator may determine certain attacks just can't effectively damage certain objects. For example, you will have a hard time breaking open an iron door with a knife, or cutting a rope with a club. In these cases, the Narrator may rule that you inflict no damage to the object at all. In particular, adamantine objects can be damaged only with adamantine or magical weapons. Effective Attacks: The Narrator may rule certain attacks are especially effective against some objects. For example, it's easy to light a curtain on fire or rip a piece of cloth. In these cases, the Narrator may increase your damage bonus against the object (or apply a penalty to its Hardness) or simply say the object is automatically destroyed by a successful attack. All adamantine weapons add +4 to damage when attacking objects. Adamantine slashing weapons can cut through everything. Energy Attacks: Acid and sonic attacks deal damage to most objects just as they do to creatures. Sonic attacks are less effective against wood (Damage-4). Acid attacks are less effective against stone and masonry (Damage-4). Electricity, fire and cold attacks deal damage minus 4. Fire is extraordinarily effective against flammable objects (damage+4) and also works against wood (normal Damage). Electricity and Cold attacks are fully effective against metal, including silver and adamantine.

Ranged Weapon Damage: Objects take damage minus 4 from ranged weapons (unless the weapon is a siege engine or something similar). This do not applies to ranged powers. Remember that ranged weapons causing piercing damage cannot damage most objects at all.

Attacking objects during combat or with powers When you want to destroy a object during combat or with a power, first of all it is necessary to establish how many units of thickness can be destroyed in one round. Next, you need to hit it, making an attack roll against the defense of the object as a standard action. Defense: Objects are easier to hit than creatures because they usually don’t move. An object’s Defense is equal to 9 + its size modifier + its Dexterity modifier. An inanimate object has a Dexterity of –5, which servers as penalty to Defense. The final Defense equals

4+size modifier

Melee attacks against adjacent targets get a +4 bonus to hit immobile objects. Damage roll Finally, you roll d20. On the roll of 1-10, you cause damage equal to ½ of the established number of units of thickness per round. On the roll of 11-15, you cause damage equal ot the established number of the units of thickness. On the roll of 16-20, you inflict damage equal to the double of the established number of units of thickness. For example, let us assume that a warrior with Strength 3, armed with a greataxe (total damage 8), wants to break a strong wooden door. Looking things up in the tables, we see that strong wooden door has a hardness of 5 and 4 units of thickness. Hardness is lesser than damage by 3. This corresponds to 3.3 units of thickness smashed per round. The warror hits the door. The damage roll is 17, which corresponds to double damage. The warrior breaks through 6.6 units of thickness. Since the door has only 4 units, it is destroyed. Let us now imagine the same warrior attacking an iron door, with hardness 10 and 12 units of thickness. Hardness is greater than damage by 2, which corresponds to 1.4 units of thickness smashed per round. The warrior makes the damage roll of 8. He destroys 0.7 units – he has still a lot of work to do. If the warrior had an adamantine axe, he would cause damage 12 to objects. This means he could break through 2.8 units per round.

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Substance Hardness Unit of

thickness Paper or cloth 0 2 inches Rope 0 2 inches Glass 1 5 inches Ice 0 2 inches Leather or hide 2 1 inch Wood 5 0.5 inch Stone 8 0.3 inch Iron or steel 10 0.2 inch Mithral 15 0.2 inch Adamantine 20 0.1 inch

Hardness-Damage

Units broke in a round

Rounds to break a unit of thickness

-4 4,00 0,25 -3 3,36 0,30 -2 2,83 0,35 -1 2,38 0,42 0 2,00 0,50 1 1,68 0,59 2 1,41 0,71 3 1,19 0,84 4 1,00 1,00 5 0,84 1,19 6 0,71 1,41 7 0,59 1,68 8 0,50 2,00 9 0,42 2,38 10 0,35 2,83 11 0,30 3,36 12 0,25 4,00 13 0,21 4,76 14 0,18 5,66 15 0,15 6,73 16 0,13 8,00 17 0,11 9,51 18 0,09 11,31 19 0,07 13,45 20 0,06 16,00

Breaking Items In the case of a character trying to break something outright, such as smashing down a door or snapping bonds, make a Strength check against the indicated DC. The DC depends more on the construction of the item than on the material Success destroys the object, while failure does no damage. The chief difference between this and attacking an object is the character can’t slowly wear down an object in this way. If an item has been attacked earlier, and has lost half or more of its thickness, the DC to break it drops by 2.

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Difficulty of Breaking or Bursting Items Strength Check to Break down:

DC Hardness Number of units of thickness

simple door 13 5 2 simple chest 17 5 0.2 good wooden door 18 5 3 treasure chest 23 5 3 strong wooden door, 23 5 4 Burst rope bonds 23 0 0.5 Bend iron bars 24 10 5 barred door 25 10 5 Burst chain bonds 26 10 1 Burst manacles 26 10 2 Burst masterwork manacles 28 10 3 iron door 28 10 12 masonry wall 35 8 18

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Chapter VII-Playing the Game

Social Interaction The various social actions heroes may wish to accomplish are governed by interaction skills. Note that these skills are all usable untrained, so anyone can attempt these actions. Naturally charismatic people tend to be good at them, but those with real talent or training (reflected by ranks in the appropriate interaction skills) are the best.

Attitudes of Non-Player Character Non-player characters have always both an out of combat attitude and a combat attitudes. The Narrator determines the starting attitude of any character that the heroes encounter during the game, when such attitude is important. Most people met in a neutral city are indifferent. Most guards are indifferent but suspicious. Out of combat attitudes. Those are attitudes you can encounter in everyday society. Regardless of the attitude of an NPC, he will not begin open combat against you, neither help you in combat against your opponents. Hostile Will take risks to hurt the subject. The character hates the subject and goes out of his way to make trouble for them. He usually stops just short of physical violence and breaking laws, though — unless he estimates he can get away with it. Unfriendly Wishes ill. The character actively dislikes the subject and doesn’t pass up an opportunity to act against them but he probably doesn’t create them. He can mislead, gossip, avoid, watch suspiciously, insult. Indifferent Doesn’t much care. Friendly Wishes well. He can chat, advise, offer limited help, advocate. Helpful Will take reasonable risks to help you. He can protect, back up, heal, aid. Attitudes in combat There are three separate attitudes which have to do with combat. You cannot change those attitudes by Diplomacy. Neutral Will not begin combat. If attacked by either you or your opponents will either defend or flee. Enemy Attacks you on sight. In case of characters who do this out of duty (eg soldiers, followers of your enemy), they can have at the same time a positive out of combat attitude, based on your private relationship (eg Friendly). Follower He fights together with you and obeys you to some degree. If he obeys you out of duty, there can be a negative out-of-combat attitude (eg Hostile). Ally Fights on the same side with you, but does not obey you. Reaction roll When first meeting an NPC, you can make a reaction roll. This is a Diplomacy check to modify his attitude – between Hostile and Helpful. Narrator can disallow or require such a check. You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of -4 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future (Enemy attitude). Normal Diplomacy checks can never make someone your follower or companion. The reaction depends on the result of the check: less than 5: If your result is less than 5, the attitude is worsened by one (eg from Unfriendly to Hostile). 1.5×CR+10: If your result equals target’s level × 1.5 + 10, the attitude is improved by one.

If you do not have the clothing, personal hygiene, haircut etc expected in the circumstances, you suffer from -1 to -4 penalty to your roll. (In a dungeon, you are expected to be ragged and filthy, but well armed and armoured,

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and shining with magical auras. During the grand ball, the other way round). The behaviour of characters can cause additional penalties, or even cause them to fail the check outright. The reaction roll can be made only once. Thereafter, the attitude of NPCs depends on the behaviour of Player Characters.

The target can oppose your roll with Sense Motive, if he succeeds, he can – but does not have to - resist the attitude change. Gaining attention of important personages Important characters are rather accustomed to people trying to influence them or gain their sympathy. The whole of humanity is divided for them into two groups: powerful men, who can help or hinder them, and the mass of subjects and followers. In respect to other VIPs, VIPs will try not to be swayed by emotions, but to coldly calculate their best interest. With one exception: An insult can cost a lot, since such people tend to have a quick temper. A public insult tends to directly impact their power, undermining the respect of their subordinates, and will be never forgotten nor forgiven.

People who are relatively unimportant must, on the other hand, rely on their Diplomacy to gain favour of the powerful and to avoid offending them. A well made flattery is a true pleasure, and powerful people tend to pay for them well. For that reason they are always surrounded by courtiers, sycophants, hangers on and followers. If you want to gain something from a VIP, you must first of all get their attention, to rise above the chorus of supplicants. Narrator decides what or who makes access to a given VIP difficult; it can be secretaries, gatekeepers, or even the important character himself, if he is accustomed to simply ignoring irrelevant supplicants. Diplomacy check DC is the same anyway. If you wield significant power – in other words, you are a VIP yourself – there will be no difficulty. Even if your political power is limited, there are some circumstances which allow you to meet VIPs easily. If you are a famous hero – whose exploits matter on the level of the VIP – or you have helped him in an important matter, he will remember you. Otherwise you must make a diplomacy check to gain his ear. The DC equals:

DC = 1.5×CR+10

You can get bonuses for older or lower level heroic exploits (from 1 to 4). You get penalties for unappropriate clothing, as usual. When you manage to meet the VIP, you make reaction roll, as normal (and with negative bonuses for arrogant behaviour). No matter what the result of the roll is, to get any favour from a VIP you will have to make separate Diplomacy checks for each request. Again, Diplomacy is not mind control; if a VIP thinks it will be in hist interest not to grant a favour, no amount of fine words will change his opinion. On the other hand, if you outline a course of action which is actually in the target’s interest – from the target’s point of view, of course – Diplomacy will allow you to make them realize it.

VIPs can use Sense Motive to oppose your Diplomacy roll. Usually, however, they will do so only to understand your true motives; they are accustomed to hidden purposes, and take care mostly that they do no oppose their own plans. And Diplomacy makes you truly pleasant, even if you are not entirely frank.

Interaction Skills Certain skills, called interaction skills, are aimed at dealing with others through social interaction. Interaction skills allow you to influence attitudes and get others to cooperate with you. Since interaction skills are intended for dealing with others socially, they have certain requirements. First, you must actually be able to interact with the subject or subjects of the skill. That means the subject must be aware of you and able to understand you. If you don’t speak the same language, or they can’t hear you for some reason, that’s the same as working without the proper tools, imposing a –4 on your skill check, since you have to convey your meaning through gestures, body language, tone, and so forth. Interaction skills work best on intelligent subjects, ones with Intelligence –3 or higher. You can use them on creatures with lower Intelligence (–4 or –5) but with a –8 penalty on your check; they’re just too dumb to get the subtleties of your point. Intimidate and Sense Motive do not suffer this penalty. Interaction skills used to feint are not affected by it. You can’t use interaction skills at all on subjects lacking a mental ability. Interaction skills are ultimately dependent on the subject’s attitude. You cannot persuade someone who doesn’t want to be persuaded – he is simply impervious to your arguments. It is generally very difficult to make someone act against their interests; you must at least make them imagine that they will gain something from it. Similarly, to intimidate somebody, you must present a credible threat – or at least invent one (using Bluff skill). You can use interaction skills against groups, but you must be trying to influence the entire group in the same way. You can use Diplomacy, for example, to sway a group of people and improve their attitude toward you, but you must be trying to convince all of them about the same thing. Everyone in the group must be able to hear and understand you. You make one interaction skill check and the Narrator compares it against each person in the group (or against an average value for the group, to speed things up). Interaction skills require generally a check against fixed difficulty, generally equal to 9+level+Ability. The target can make instead an opposed check.

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For particulars, see the description of interaction skills: Bluff, Diplomacy, Intimidate and Sense Motive.

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Movement

Athletics

Combat requires well developed athletic abilities. If it is entirely possible to be an experienced fighter and be unable to swim, it is entirely impossible to be proficient in fencing and be unable to run or jump. For that reason, Jump as a skill separate from Combat Bonus is superfluous. To represent characters who are trained in athletics, but not in martial arts, I introduced Athletic Training feat.

Athletics modifier determines skills at running and jumping. Athletics Modifier equals

Combat Bonus plus Strength minus Armor Check penalty

Use only permanent Combat Bonus, and do not add special bonuses, such as given by the Combat Sense power. Dwarves do not add Combat Bonus to Athletics Modifier. For characters with the Athletic Training feat Athletics Modifier equals level plus Strength plus 3 minus Armor Check penalty. Monsters generally do not use Athletics Modifier. They have instead run speed and jump distance.

Movement

There are two movement scales, as follows:

- Tactical, for combat, measured in feet per round. - Overland, for getting from place to place, measured in miles per hour or miles per day.

Movement Pace Characters generally move at a normal, accelerated, or all-out pace. Most characters' base speed is 30 feet, meaning a character can walk 30 feet as a move action every round. The following movement paces modify base speed: Normal A normal pace represents unhurried but purposeful movement at the character's normal speed, which is usually 30 feet per round (about 3 miles per hour). This is the equivalent of walking for a normal unencumbered human. Accelerated An accelerated pace, sometimes called a hustle or double move, is 6 miles per hour. This is the equivalent of jogging for a normal unencumbered human. Taking two move actions in a round is accelerated movement.

All Out Moving more than two times your base speed is an all-out pace, the equivalent of running or sprinting. The multiplier depends on your Athletics modifier. Most often, you move all out at 4×base speed - 120 feet per round (about 12 miles per hour). Characters in heavy armour and characters who have any fatigue condition, even winded, cannot run. Athletics modifier All-out movement 4 or less 3×base speed 5-10 4×base speed 11-15 5×base speed 16 and up 6×base speed

All-out movement is a full-round action. Until the beginning of your next turn, you use only base defense (suffering -4 penalty to defense), since you are not easily able to avoid attacks. This penalty does not apply to ranged attacks – it is difficult to hit a fast-moving target.

After each round of all-out movement you must succeed at a Constitution check (Difficulty 5) to continue moving at this pace. You must check again each round you continue to move all out, and the Difficulty of this check increases by 1 for each check you have made. When you fail a check, you become winded and must drop to an accelerated or normal pace.

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Hampered Movement Obstructions, bad surface conditions, and poor visibility can hamper movement. The Narrator determines the category into which a specific condition falls (see the Hampered Movement table). When movement is hampered, multiply the standard distance by the movement penalty (a fraction) to determine the distance covered. For example, a character who can normally cover 60 feet with a double move can cover only 30 feet if moving through thick undergrowth.

If more than one condition applies, multiply the normal distance covered by all movement penalty fractions that apply. For instance, a character who normally could cover 60 feet with a double move could cover only 15 feet moving through thick undergrowth in darkness (one-quarter his double move).

Table: Hampered Movement

Condition Examples Movement Penalty Obstruction Moderate Undergrowth × ¾ Heavy Thick Undergrowth × ½ Surface Bad Steep slope, mud × ½ Very Bad Deep snow, slick ice × ¼ Poor Visibility Darkness, very heavy fog × ½

Poor visibility does not limit your speed per se; however, you can only use move at ½ speed and retain your normal defense. If you move any faster, you use only your base defense, automaticaly fail all notice checks, and can run into things or stumble over them. Narrator can require Reflex save to avoid falling prone and losing the rest of your movement. When combined with other difficult conditions, poor visibility limits speed outright.

Balancing Balancing on narrow surfaces up to 12 inches wide is done with the Acrobatics skill. Balancing checks to move along difficult or slippery surfaces wider than 12 inches generally should not be necessary. If the surface is extraordinarily slippery, a check may be necessary to move. In such a situation you may make either an Acrobatics or an attack bonus check.

Overland Movement Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. Walk: A character can walk 8 hours in a day of travel without a problem. The rest of the daylight time is spent making and breaking camp, resting, and eating. A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes a level of fatigue. It is possible for a character to march into unconsciousness by pushing himself too hard. Accelerated Movement: An unencumbered and not injured character can double move for a number of hours equal to his Constitution between sleep cycles without a problem. Double moving for each additional hour causes one level of fatigue. Dwarves can double move for a a number of hours equal to their Constitution +4. Run: In certain circumstances, you can run for long distances, without Constitution checks each round. Your Constitution must be 0 or more, and you must not be encumbered, have any fatigue or damage conditions. In such circumstances, if your Athletics modifier is at least 4, you can move at 3×base speed for 10 minutes, plus 10 minutes per each point of Constitution (eg a character with constitution 3 can move 40 minutes at 3×base speed).

If your Athletics modifier is at least 8 you can move at 3×base speed for 30 minutes, plus 30 minutes per each point of Constitution (eg a character with constitution 3 can move 120 minutes at 3×base speed).

If your Constitution is 0 or more, your Athletics modifier at least 12, and you are not encumbered, you can move at 4×base speed for 15 minutes, plus 15 minutes per each point of Constitution (eg a character with constitution 4 can move 75 minutes at 4×base speed). After that you must slow down to base speed×3; you can move at that speed for 30 minutes, plus 30 minutes per each point of Constitution.

If you run in this way up to ¼ maximum time you are winded afterwards. If you run up to ½ maximum time, you are fatigued. If you run up to ¾ time, you are exhausted. If you run longer than ¾ of maximum time, you are exhausted and suffer lethal damage equivalent to a wound.

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Terrain: The terrain through which a character travels affects the distance he can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.

Table: TERRAIN AND OVERLAND MOVEMENT

Terrain Highway Road or Trail

Trackless

Desert, sandy ×1 ×½ ×½ Forest ×1 ×1 ×½ Hills ×1 ×¾ ×½ Jungle ×1 ×¾ ×¼ Moor ×1 ×1 ×¾ Mountains ×¾ ×¾ ×¼ Plains ×1 ×1 ×¾ Swamp ×1 ×¾ ×¼ Tundra, frozen ×1 ×¾ ×½

Jumping

Running Horizontal Jump (full action) The running horizontal jump requires that you get a running start, moving at least half base speed in a straight line before attempting the jump. You make the running start as part of the full action.

A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-eightth of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet). You can never make a jump longer than your base speed.

If you beat the DC by 5 or more, you land on your feet at the far end. If your check succeeds by less, you fall prone on the other side. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 10 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 10 Climb check. If you have the Athletics Training feat you automatically succeed at grasping the edge and pulling yourself up.

Running Long Jump Distance

DC

5 feet 5 10 feet 10 15 feet 15 20 feet 20 25 feet 25 30 feet 30

Standing Horizontal Jump (move action) As above, but DC equals twice the distance in feet. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. You can never make a jump longer than half your base speed. Standing Long Jump Distance

DC

5 feet 10 10 feet 20 15 feet 30 20 feet 40 25 feet 50 30 feet 60

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High Jump (move action) A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 5 times the distance above your vertical reach to be cleared; that distance can never be greater than 5 feet. High Jump Distance DC 1 foot 5 2 feet 10 3 feet 15 4 feet 20 5 feet 25

Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average character of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)

Creature Size Vertical Reach Colossal 128 ft. Gargantuan 64 ft. Huge 32 ft. Large 16 ft. Medium 8 ft. Small 4 ft.

If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you have the Athletics Training feat you automatically succeed at pulling yourself up. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped.

Hop Up (free action) You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 check. You can do so only once per move action spent moving.

Jumping Down If the character intentionally jumps down from a height, the character might take less damage than if the character just fell. If the character succeeds at a Jump check (DC 15), the character takes damage as if the character had fallen 10 feet less than the character actually did.

Special Movement Modes

Jump Movement Mode Some monsters can jump. Such monsters have movement mode “jump”; this movement instead of speed has distance. Long Jump distance can never be greater than base speed.

The indicated distance determines the maximum distance of a long jump from standing. A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, the creature attains a vertical height equal to one-quarter of the horizontal distance. A long jump is a move action.

The creature can double its jump distance by making a running jump as a full action. Running jump starts with a running start, moving at least a distance equal to half base speed in a straight line. The maximum vertical height remains the same – the one-quarter of the base jump distance. A running jump is a full round action. A running jump can cover distance up to double base speed.

If the distance to be jumped is shorter than the maximum distance by 5 feet or less, roll d20. On the roll of 16 or more, the creature lands safely and on its feet. On the roll between 11 and 15, it falls prone on the other side. On the roll 6 and 10, it manages to grab the far edge. Creatures who have nothing to grasp with (eg horses) fall into the chasm. Getting up requires a move action and a DC 10 Climb check. On the roll of 5 or less, the creature falls into the pit.

The high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The distance of the high jump is one-fourth of the jump distance, plus the vertical reach.

The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)

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Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller.

If the maximum height of a high jump is no more than 3 feet above the height of the obstacle, roll d20. On the roll of 6 or more, jump succeeds. On the roll of 5 or less, the creature do not reach the height, and lands on its feet in the same spot from which it jumped.

The creature can use this ability to jump down. Subtract the high jump distance+10 from the height when calculating falling damage. This cannot be combined with using Acrobatics to lower the falling damage.

Creature Size Vertical Reach Colossal 128 ft. Gargantuan 64 ft. Huge 32 ft. Large 16 ft. Medium 8 ft. Small 4 ft. Tiny 2 ft. Diminutive 1 ft. Fine 1/2 ft.

Magical Jumping Supernatural powers and items (boots of striding and springing, ring of jumping, potion of jump) can give you an ability to make prodigious leaps. You gain Jump movement mode, similarly to monsters. You Jump distance depends on your Athletics modifier, modified by armour penalty. Long Jump distance can never be greater than your base speed, and High Jump distance can never be greater than one quarter your base speed. You can double your jump distance by making a running jump as a full action. A running jump can cover distance up to double base speed.

You can use this ability to jump down. Subtract the high jump distance +10 feet from the height when calculating falling damage. This cannot be combined with using Acrobatics to lower the falling damage.

Athletics modifier

Long Jump Distance

High Jump Distance

0 or less 15 feet 3 feet 1 20 feet 5 feet 5 25 feet 6 feet 10 30 feet 7 feet 15 40 feet 10 feet 20 60 feet 15 feet 25 80 feet 20 feet 30 100 feet 25 feet

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Vision&Light

Table: LIGHT SOURCES AND ILLUMINATION

Object Bright Dim Duration Visible (reflected light)

Candle n/a1 5 ft. 1 hr. 10 yards Lamp, common 15 ft. 30 ft. 6 hr./pint 30 yards Lantern, bullseye2

60-ft. cone

120-ft. cone

6 hr./pint 100 yards (special)

Lantern, hooded 30 ft. 60 ft. 6 hr./pint 75 yards Palm lamp 5 ft. n/a 24 hr./pint n/a Lamp shield 15 ft. 30 ft. 6 hr./pint 30 yards Sunrod 30 ft. 60 ft. 6 hr. 75 yards Torch 20 ft. 40 ft. 1 hr. 50 yards Shining jewel 20 ft. 40 ft. Permanent 50 yards

Spell Bright Dim Visible (reflected light)

Continual flame, Light

20 ft. 40 ft. 50 yards

Dancing lights (torches)

20 ft. (each)

40 ft. (each)

50 yards

Daylight 60 ft. 120 ft. 150 yards

1 A candle does not provide bright illumination, only dim illumination. 2 A bullseye lantern illuminates a cone, not a radius.

Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand or set one down on floor. 1 sp

Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand. If moving or working without hurry (not fighting or engaging in acrobatics) you can hide the light of the lamp from observation with DC 15 Stealth check. You can put the lantern on floor, but it will illuminate only a cone, with the rest of surroundings in the dark. 12 gp

Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand or put in on floor during combat. 7gp

Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. 2 gp. Palm lamp: This small lamp, fitting in a palm, is equipped with a miniature lens and sends out a narrow beam of light. It provides a clear illumination within 5 feet. It can be used to search for and disable traps, open locks etc, with no chance of its light being noticed. It can also be used to provide illumination during combat, but it must be held in hand in order to do so. It burns for 24 hours on a pint of oil. 15 gp Lamp shield: It is a normal metal shield with a build-in lantern. It can be used as a normal shield in combat, at the same time illuminating a 15-foot radius and providing dim illumination out to a 30-foot radius, but only towards the front of the user. It burns for 6 hours on a pint of oil. 25 gp Shining jewel: This jewel shines with eternal light. It clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius. The jewel can be affixed to a chain and worn on neck or set in a diadem or a helm and worn on the brow. In that case, it provides illumination only towards the front of the user. The jewel can be turned off and on with a word, as a move action. 250 gp

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Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised light weapon that deals bludgeoning and fire damage 1 + Strength. It is usable with the Two-Weapon Fighting feat. 1 cp In an area of bright light, all characters can see clearly. If you use normal vision in an area of bright light, you receive +10 bonus to notice enemies who have no concealment.

Daylight spells and items create ligth as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in daylight (mostly because of light-sensitive eyes) also take them while within the radius of this magical light. This spell is not an equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

When observing a creature in area of dim light, you do not receive +10 bonus to Notice. Dim light is different from concealment in that it does not give miss chance.

In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), uses only base defense, moves at half speed, and takes a –4 penalty on Search checks and most Strength and Dexterity-based skill checks.

Characters with nightvision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. This is not as good as the normal vision, however. Double the effective radius of dim illumination, but not of bright light, for such characters.

Light sources can be seen in darkness from far away. Even when they are concealed behind obstacles, their reflected light can be seen at a distance, if the character looking for it is in darkness. The distance given applies if the looking character can see directly a surface illuminated by the light source. This obviously gives no information about the source of the light. DC 10 Notice check allows to see that the light source is mobile. DC 20 Notice check allows to ascertain the direction of movement, and whether the bearer is fighting.

Darkness Characters with normal vision or the Night Vision feat can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of wind. Even supernatural light sources can be dispelled or countered.

For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness. * Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, a surprise attack). * Blinded creatures are hampered in their movement (see Hampered Movement). Blinded creatures can't move all out or charge. * All opponents have total concealment from a blinded creature, so the blinded creature has a 50 percent miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right area; if the blinded creature launches an attack without pinpointing its foe, it attacks a random area within range. * A blinded creature is Unguarded, suffering -4 penalty to defense and losing shield and parry bonuses, and take -2 penalty to Reflex saves. They can be sneak attacked. * A blinded creature takes a -4 penalty on Search checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.

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Sense Categories Acute Only normal vision in bright light is an acute sense. As such, it gives you +10 bonus to notice enemies with no concealment. When using normal sight in bright light, you receive -1 penalty to Notice per 30 yards or 90 feet. When using normal vision in dim light or using senses other than normal sight, you receive -2 penalty to Notice for each full 30 feet (10 yards) of distance. Precise Normal vision and some other senses, such as nightvision, darkvision, truesight and blindsight, are precise, and allow you to target enemies with no miss chance. Imprecise Senses such as blindsense or Second Sight are imprecise, and allow you only to pinpoint the place where the enemies are. They have still total concealment and benefit from a miss chance. Because of that, even if you spot someone with full cover or total concealment using a nonvisual sense, he is only pinpointed, and cannot be precisely targeted. Inaccurate Hearing and sense of smell are inaccurate. They never allow you to target enemies with no miss chance. When the opponent is in the melee range, you pin-point him by beating his Stealth check with no penalty. At longer range, detecting an opponent by sound or scent allows you to know only the approximate direction and distance to him. To pin-point him, you must beat his check by +10, if he is within 30 feet. This penalty increases by 2 for every 30 feet.

Sense Types Nightvision You can see twice as far in low-light conditions as a normal human. You can see on moon or starry night as on a overcast day. Nightvision does not allow to see colours. It is still hindered normally by total darkness. Since it is a precise, but not an acute sense, you do not receive any bonus to Notice checks. Darkvision (infravision) Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise — invisible objects are still invisible, and illusions are still visible as what they seem to be. The presence of light does not spoil darkvision. It is a precise, but not acute sense. Ethereal Sight (See Invisible) Ethereal sight allows to look through the Ethereal plane instead of through the natural world. This has certain disadvantages, as the mist of the Ethereal obscure sight, and allow him to see everything as if it were at best in dim light. The creature can see any objects or beings that are invisible within the range of vision, as well as any that are ethereal, as if they were normally visible. Naturally invisible or ethereal creatures, and also creatures affected by the Invisibility power are seen automatically. Cloud the Mind power is not affected. Creatures are visible as translucent shapes, allowing easily to discern the difference between visible, invisible, and ethereal creatures. This power allows to avoid the miss chance caused by Blur. It is a precise, but not acute sense. This sense type has precedence over normal vision. As long as Ethereal Sight is active, you cannot use normal sight. Second Sight This is a sense which allows to detect magical powers and auras. You can sense magical items or continuing effects of powers at range of 120 feet. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks your ability to detect magic. The character affected by powers or bearing items can make Stealth checks, opposed by the Notice skill of the character with Second Sight. The second sight is an imprecise sense. Even if you win the opposed check, you can only pinpoint the place where the enemies are. They have still total concealment and benefit from a miss chance.

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You can pin-point invisible creatures if they gained invisibility from item or spell (Cloud the Mind power is not affected) by detecting the aura of powers affecting them. If the creature uses stealth, you must make notice checks. However, even a pin-pointed invisible creature has total cover, which gives it 50% miss chance, and allows to make surprise attacks. True Seeing True Seeing is in many respects the most powerful sense. You see the true essence of being, not the reflected light. You see through normal and magical darkness, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, and can see into the Ethereal Plane (but not into extradimensional spaces). You can additionally notice secret doors hidden by magic, see through illusions, and see the true form of polymorphed, changed, or transmuted things. True Seeing has no effect on the Cloud Minds power.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate natural concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. The disadvantage of True Seeing is that the overwhelming amount of visual information makes it at times difficult to notice the exact thing you are looking for. It is a precise, but not acute sense. This sense type has precedence over normal vision. As long as True Seeing is active, you cannot use normal sight. Blindsense Using nonvisual senses, such as acute hearing, a creature with blindsense can pin-point things it cannot see. It is an imprecise sense. Opponents can make Stealth checks as normal. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense uses only base defense against attacks by creatures it cannot see, and can be sneak attacke by them. Invisibility, darkness, and most kinds of concealment are irrelevant. Ethereal and incorporeal creatures are not detected by this sense. You can use Blindsense to pinpoint targets in total cover, but they gain +10 bonus to Stealth. Blindsense is lost when the creature becomes deaf; it is unusable in void. Blindsight This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant. Cover functions normally (differently from Blindsense, which is superior in that regard). Blindsight is a precise, but not acute sense. It is lost when the creature becomes deaf or in void. Ethereal and incorporeal creatures are not detected by this sense. Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight Tremorsense Tremorsense is a precise, but not acute sense. The subject can automatically pinpoint the location of any object or creature within 30 that is in contact with the ground. The subject must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for the subject to detect them. The subject cannot be an incorporeal or ethereal creature, and cannot detect incorporeal and ethereal creatures. Opponents can make Stealth checks as normal. Tremorsense ignores normal cover or concealment, but the Narrator should use his own judgment as to obstacles to that sense. Deep pits or chasm give +10 bonus to Stealth, or even stop Tremorsense from observing anything on the other side. Hearing It is an inaccurate sense. Invisibility, darkness, and most kinds of concealment are irrelevant. You can use Hearing to detect targets in total cover, but they gain +10 bonus to Stealth.. Scent (Sense of Smell) A scent ability is a developed sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

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Stealth cannot be used to oppose Scent. The basic difficulty of Notice test using Scent is 10, and is modified by distance as normal. Scent is an inaccurate sense. As such, it never allows to target enemies with no miss chance. When the opponent is in the melee range, a creature can pin-point him by beating the DC to detect him. At longer range, detecting an opponent by scent allows to know only the approximate direction and distance to him. To pin-point him, the creature must beat the Difficulty by +10, if he is within 30 feet. This penalty increases by 2 for every 30 feet. Invisibility, darkness, and most kinds of concealment are irrelevant. You can use Scent to detect targets in total cover, but they gain +10 bonus to DC. Ethereal and incorporeal creatures are not detected by this sense. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Such substances and herbs are readily available both in trade and in natural surroundings; any character trained in Stealth or Survival is assumed to possess them at no special charge. Using a scent-masking substance requires a standard action and is obvious for all with the sense of smell, even without the scent ability.

Stealth

Stealth is a contest between Stealth skill of one character and Notice of another. Generally, you use your passive Notice skill, which equals Notice+10. In other words, you always take 10. This is a reaction. You can attempt to notice something you have failed (or believe you have failed) to notice in this way by making a Notice check as a move action. You can take 20 on this check, by spending 20 rounds (2 minutes) observing things. As a general rule, it is not possible to remain hidden when in melee combat or touched by opponent. If a creature is struck in melee by an unseen foe, it pinpoints the location of the attacker (until the attacker moves, of course). A character can grope about, trying to touch adjacent opponents. As a full action, a character grope in the whole area it threatens, that is it can attack. Roll attacks, with the normal miss chance for unseen targets – 50%, for each opponent in this area. The first opponent touched suffers no damage, but is automatically pin-pointed, and cannot use the Stealth skill to remain hidden. As soon as one opponent is pin-pointed, stop rolling attacks, even if there remain undetected opponents near the character. Stealth With those exceptions, it is generally possible to try to remain hidden in any circumstances. Your opponents always use Notice skill to try to detect you, with penalties and bonuses based on your behaviour. You can use Stealth skill to oppose their passive Notice, if you try to remain hidden. Some actions by their very nature are incompatible with being stealthy – if you make noise or behave conspicuously, you cannot use Stealth skill at all. You do not roll Stealth when screaming, breaking doors etc. In such a case difficulty of Notice is based only on your actions.

Notice DC Source –10 A battle -5 Doors being broken, screaming, a melee attack (not sneak attack), 0 People talking, a ranged attack

You roll Stealth every time you move or take any only potentially noisy action (opening locks, loading crossbows etc). Such an activity must take longer (move or standard action is treated as a full action, a full action as two full actions). If you try to do it in the normal time, you get -5 penalty to your Stealth check.

In addition, you roll stealth when someone moves and as the result you get into his visual area. In that second case, however, it is possible to use Stealth only if you are not engaged in any noisy activity. If you eg have run during your last action, you receive the penalty for trying to run stealthily.

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You can also decide to hide and remain perfectly still: you need to take a move action to hide yourself, and then remain motionless. It is possible only if you are not observed. You make a Stealth check with +5 bonus, and note it down. As long as you do not move, you do not need to roll again – every opponent compares his passive Notice against your written result.

Characters using Stealth can move up to half their normal speed at no penalty. At more than half and up to the full speed, they take a -5 penalty. It's practically impossible (-20 penalty) to use Stealth while moving all out or charging.

Stealth is used to oppose all senses – seeing, hearing, smell etc. Generally, for all senses except normal vision in bright light you are treated as if you had normal cover – ie your opponent does not get bonuses to Notice check.

In addition, when you lack cover or concealment, the total of your roll plus your Stealth bonus cannot be greater than 20. This limitation does not apply if you have cover, concealment, or such a magical property as invisibility, blur, or Shadow magic enhancement on armor. This limitation does not apply if you have the Hide in Plain Sight feat.

If at least one opponent has spotted you, and you have no cover or concealment or an equivalent abilty (eg Invisibility) you are automatically spotted by all opponents. If you have cover or concealment, an opponent needs to spend a move action to point you out to others. Any character who has spotted you or to which you were pointed out receives a +10 bonus to future Notice checks against you. Usually, this makes it impossible for you to hide again. Opponents which are engaged in combat or distracted in any other way do not receive this bonus.

You can make a Bluff check to gain the momentary diversion needed to attempt a Stealth check without granting this bonus to your opponents. A more secure way to do it is to use an item or spell which provides concealment or distracts enemies. When the others turn their attention from you, you can make a Stealth check without the penalty if you can get to a hiding place of some kind. If you are invisible or have a similar ability, you can hide even without moving.

Notice Generally, you use your passive Notice skill, which equals Notice+10. In other words, you always take 10. This is a reaction. You can attempt to notice something you failed (or believe you failed) to notice in this way by making a Notice check as a move action. When making Notice checks as a move action, you can concentrate on some area. You receive +5 bonus to observe opponents in this area, but count as distracted for opponents in all other areas until the beginning of your next turn. You can take 20 on the Notice check, by spending 20 rounds (2 minutes) observing things.

You need to have at least one sense which can detect your opponent in order to use the Notice skill. If none of your senses applies, you automatically fail Notice checks. If you use normal vision in bright light, you receive +10 bonus to notice enemies with no concealment, since it is an acute sense.

Some actions by their very nature are incompatible with being stealthy – opponents who make noise or behave conspicuously cannot use Stealth skill at all. In such a case Difficulty of Notice checks is based only on their actions.

Notice DC Source –10 A battle -5 Doors being broken, screaming, a melee attack (not sneak attack) 0 People talking,

Against opponents in concealment or cover, you receive no bonus to your Notice skill (usually, as said above, passive Notice). When someone tries to sneak without concealment or cover you have + 10 bonus to your Notice skill (as said above – only in bright light, and only if you use normal vision).

Improved cover gives - 10 penalty to Notice. If you are using senses which can detect targets in Total Cover (it is noted in description of individual senses), you receive -10 to the check, otherwise you fail without a check. Total Concealment and invisibility cause no penalty – you must be using senses not affected by them anyway, or you will fail automatically (but see above on the drawbacks of using hearing or scent to detect opponents).

When the opponent moves through areas with different cover or concealment, you generally use the worst of his starting and ending cover. Eg if he starts in total cover, and ends in no cover, he is treated as if in moving in area with no cover.

If the opponent starts and ends his move in concealment or cover, but passes at least one area without or with lower concealment, you take the smallest penalty of all encountered during the move, but with additional - 5 penalty to Notice check. Eg if he starts and ends move in cover, but passes at least one area with no cover (+10 bonus to Notice), you have + 5 bonus. If he starts and stops his move in total cover, but passes at least one area with normal cover, you have - 5 penalty. Obviously, your modifier to Notice cannot be worse than the modifiers for starting and final cover.

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You receives a +10 bonus to Notice checks against spotted opponents. If you have not spotted an opponent, but you are actively observing the general area he is in, you receive +5 bonus. Generally, you must be using move action to observe in order to receive this bonus, and until the beginning of your next turn you count as distracted for opponents in all other areas. You can also receive this bonus when some circumstances caused you to concentrate your notice on the area outside your turn – eg you heard a sound coming from this general direction.

If you are engaged in melee combat or distracted in any other way you treat all other enemies as if they were at least in concealment (only for Notice checks, this does not grant any miss chance) and never receive any bonuses to Notice – in particular, for having spotted them already.

Dim light is treated as concealment in respect to Notice checks. Similarly, all non-acute senses – all senses except normal sight in bright light – eg true sight, second sight, nightvision, darkvision, hearing, smell, blindsense, blindsight and tremorsense are treated as if they operated through dim light. That means you can never receive bonuses for no cover to Notice when observing areas of dim light or darkness, or when not using normal sight. (This doesn’t grant opponents the miss chance for concealment, however.)

In addition, when observing areas of dim light or using senses other than normal sight, you receive -2 penalty to Notice for each full 30 feet (10 yards) of distance. When using normal sight in bright light, the penalty is - 1 per 30 yards or 90 feet.

Generally, only creatures with Scent trait can use Notice to detect opponents by smell. Others receive – 10 penalty to their checks, or cannot make them at all ie if they have nasal congestion. Only Scent allows tracking using smell. Size Bonuses and Penalties to Notice You can get bonuses and penalties to notice, depending on the size of the observed object. When observing big creatures, you receive bonuses to Notice (equal to size penalties to Combat), but only as long as the creature does not have total cover or total concealment. When observing creatures in total concealment (eg using hearing), you receive no bonuses. Large +1, Huge +2, Gargantuan +4, Colossal +8. When observing small creatures, you receive penalties to Notice, but only if the creatures are beyond certain range, depending on their size. If the creature is near enough, you receive no penalty.

Size Minimum Range Penalty Small 30 feet -1 Tiny 20 feet -2 Diminutive 10 feet -4 Fine 5 feet -8

Melee Stealthy Attack When you try to sneak up to somebody in order to attack him in melee combat, the normal rules for stealthy movement are used. Generally, if you have no cover, the opponent receives + 10 bonus to his Notice skill. It is best to sneak up to opponents already engaged in melee, since they do not receive bonuses to Notice.

If you manage to near your target and remain hidden, you can make a sneak attack. After the attack you are automatically noticed, or, in case of invisible attackers – pin-pointed. When you manage, however, to drop an opponent with a sneak attack, and you want the witnesses not to notice it, you can make a Stealth check with a -5 penalty. Remember that if you are not in cover they still get +10 bonus to Notice. Attacks other than sneak attacks do not allow Stealth tests.

When attacking with heavy weapons, in particular two-hand weapons, make a Stealth check before attacking. If you do not succeed, the target noticed you and your attack does not count as surprise attack. Ranged Stealthy Attack When trying to attack someone with a ranged weapon and remain hidden, you must first reach a sniping position. You can never have total cover (unless you are using magic, eg invisibility) since you must be able to observe your enemies. Reaching a sniping position requires at least one Stealth check. If you prepare this position without enemies present and lie in ambush, you receive +5 bonus to your Stealth and can take 20 on the check. To take 20 on Stealth checks, you need proper materials or tools (leaves, camo netting, etc). Usually, in a prepared position you will have also improved cover, which inflicts -10 penalty on Notice checks.

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You can stand up from a crouching position or lean around a corner as a part of the action needed to shoot, and then hide again. If this moves you from total cover to cover, you must make a Stealth test as normal (you are treated as in the worst cover of all you move amongst); if you fail, your attack does not count as surprise attack.

After you are in position, you can shoot. Crossbow, a throwing knife and a blowgun do not require a Stealth check before shooting. (But drawing and loading a crossbow requires such a check). The same applies to a ranged power with not Verbal components. Attempting to shoot opponent with a bow, a throwing weapon (except a throwing knife) a wand or a power with verbal components requires a Stealth check; if you fail the attack is not a surprise attack. (The reason for the check in case of bows is the necessity to draw, of throwing weapons – to swing them before the throw, and in the case of wands – to gesture and speak the spell trigger.)

Even if you make a surprise ranged attack, your opponents are aware of the general area the attack came from. If you do not hide again in total cover, they are going to actively observe this area, trying to detect you. Sniping: When using a ranged weapon, especially in bright light, your best chance to avoid being pin-pointed is to rapidly duck into total cover or total concealment after using your weapon. You make your Stealth check to conceal yourself after the shot using the modifiers for cover and concealment in the moment of shooting. This all is a part of the action used to make ranged attack.

Your opponent uses his best sense, usually vision, to notice you. Remember that in bright light this means much lesser range penalties to Notice, only - 1 per 30 yards or 90 feet. For example, if you start round crouching in total cover, stand up so that you are in normal cover, fire a bow at an opponent 30 yards distant, and crouch again, you must make following stealth check. The whole takes one full action, as normal when shooting a bow:

- one check standing up, with no penalties. You are treated as if in normal cover. The opponent opposes you with passive Notice check using sight, with -1 distance penalty. If you fail, you are immediately spotted.

- one check before shooting a bow. You are treated as in normal cover. The opponent opposes you with passive Notice check using sight, with -1 distance penalty. If you fail, your attack occurs as normal, but the target is not surprised.

- After shooting, the opponent is aware of your general distance and direction. - you make one Stealth check when crouching again. The opponent opposes you with passive Notice check

using sight, with -1 distance penalty. If you fail, you are pin-pointed by him. As can be easily seen, a bow is not the best weapon to use when sniping. If you were shooting a blow-pipe in

the exact same situation, you would need to make only following checks: - one check standing up, with no penalties. You are treated as if in normal cover. The opponent opposes you

with passive Notice check using sight, with -1 distance penalty. If you fail, you are immediately spotted. - After shooting, the opponent is aware of your general distance and direction. - one Stealth check when crouching down again. The opponent opposes you with passive Notice check using

sight, with -1 distance penalty. If you fail, you are pin-pointed by him.

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Hazards

Heroes may encounter any number of dangerous environments and hazards in their travels. This section looks at these hazards and how to handle them in game terms. Acid Corrosive acids deal +4 damage per round of exposure, except in the case of total immersion (such as into a vat of acid), which deals +20 damage per round.

The fumes from most acids are poisonous. Those who come close enough to a large body of acid to dunk a creature in it must make a Difficulty 13 Fortitude save or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1 point of Constitution damage.

Creatures immune to acid's caustic properties might still drown in it if they are totally immersed and need to breathe (see Suffocation).

Cold An unprotected character in cold weather must make a Fortitude save (Difficulty 15, + 1 per previous check) or receive a level of fatigue. Additional failed saves cause further levels of fatigue. Once a character is unconscious, failed saves cause the character to become disabled, then dying.

Characters may make Survival checks to receive a bonus on this saving throw (see the skill's description for further information). Characters in cold weather (below 40* F) make a Fortitude save each hour. In conditions of severe cold or exposure (below 0* F), an unprotected character must make a Fortitude save once every 10 minutes. Characters in severe cold conditions wearing winter clothing only need check once per hour for cold damage.

Extreme cold (below -20* F) deals +2 lethal damage per minute in addition to requiring a Fortitude save every minute. Winter clothing makes the damage non-lethal and reduces the Fortitude save to every 10 minutes.

Ice Characters walking on ice move slower (see Hampered Movement) and the Difficulties for Acrobatics and Climb checks increase by +5. Characters in prolonged contact with ice may run the risk of taking damage from the cold.

Falling The basic rule for falling damaging is simple: +2 damage per 10 feet fallen, to a maximum of +40 (at 200 feet). Small creatures can suffer maximum damage +30 at 150 feet, tiny +20 at 100 feet, diminutive +10 at 50 feet, fine +6 at 30 feet. Add size bonus to toughness to damage - this cancels out the size bonus to Toughness. Bigger creatures are not more resistant to falling damage than small ones.

If a character deliberately jumps instead of merely slipping or falling, the damage is lesser by 2. Falls onto yielding surfaces (soft ground, mud) do 2 points less damage. This reduction is cumulative with bonuses from deliberate falls and skill checks. Falls into water do 4 points less damage.

Characters who deliberately dive into water take no damage on a successful Difficulty 15 Acrobatics or Swim check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the Difficulty of the check increases by 5 for every 50 feet of the dive. A failed check results in normal falling damage.

Falling Objects Just as characters take damage when they fall more than 10 feet, they also take damage when hit by falling objects. Objects that fall upon characters deal damage based on their weight and the distance they have fallen.

For each 100 pounds of an object's weight, the object deals +1 damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional +1 damage for every 10-foot increment it falls beyond the first (to a maximum of +20 damage for each 100 pounds).

Objects smaller than 100 pounds also deal damage when dropped, but they must fall farther to deal the same damage as larger ones. For every halving of weight, the object must fall for an additional 10 feet to cause +1 damage. So a 25 lb. object must fall 30 feet to inflict damage.

Objects weighing less than 1 pound do not deal damage to those they land upon, no matter how far they have fallen.

Heat An unprotected character in hot weather must make a Fortitude save (Difficulty 15, + 1 per previous check) or receive a level of fatigue. Additional failed saves cause further levels of fatigue. Once a character is unconscious,

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failed saves cause the character to become disabled, then dying. Characters may make Survival checks to receive a bonus on this saving throw.

In very hot conditions (above 90* F), the save is once per hour. In severe heat (above 110* F), a character must make a Fortitude save once every 10 minutes. Extreme heat (air temperature over 140* F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals +2 lethal damage per minute. In addition, a character must make a Fortitude save against heat exposure every 5 minutes.

Boiling water deals +2 scalding damage, unless the character is fully immersed, in which case it deals +20 damage per round.

Catching on Fire Typical adventurer outfit is fire-proof, fire being one of the most typical hazards. If a character is in street clothes, however, and enters a blazing fire, he might find his clothes, hair, or equipment on fire. Those at risk of catching fire are allowed a Difficulty 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes +2 damage immediately and is treated as being on fire, gaining the corresponding condition. In addition, any clothing and equipment which is not fireproof is automatically destroyed. A character on fire makes DC 10 Will save during his next turn. If he succeeds, he spends a full round putting out fire. If the save fails, he runs like mad (All-Out movement) in a random direction (Narrator’s decision) and takes damage 5. Next turn he must repeat the save.

Minions who somehow survive being set alight automatically succeed on the Will save and spend one full action putting out fire.

Smoke A character breathing heavy smoke must make a Fortitude save each round (Difculty 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds is winded. If accumulated fatigue renders the character unconscious, he may suffocate (see Suffocation). Smoke obscures vision, giving concealment to characters within it (and a miss chance of a 16 or higher on the die). Smoke obscures vision, giving concealment (20 percent miss chance) to characters within it.

Starvation and Dehydration Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.

A character can go without water for 36 hours plus twice his Constitution score. After this time, the character must make a Constitution check each hour (Difficulty 10, +1 for each previous check) or receive a level of fatigue. Once unconscious from fatigue, the character is disabled if he fails another Constitution check, then dying.

A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (Difficulty 10, +1 for each previous check) or receive a level of fatiuge. Once unconscious from fatigue, the character is disabled if he fails another Constitution check, then dying

Fatigue from thirst or starvation cannot be recovered until the character gets food or water.

Suffocation A character with no air to breathe can hold her breath for 2 minutes (20 rounds), plus or minus a number of rounds equal to her Constitution score times 4. So a Constitution +2 character can hold her breath for 28 rounds, while a Constitution -2 character can only hold her breath for 12 rounds. After this period of time, the character must make a Difficulty 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the Difficulty increasing by +1 for each previous success.

When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious. In the following round, she is dying. In the third round, she suffocates and dies.

Slow Suffocation A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character suffers a level of fatigue every 15 minutes. Once unconscious, the character suffocates and dies. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. Small characters consume half as much air as Medium characters. A larger volume of air, of course, lasts for a longer time.

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Chapter VIII: Special Environments

Underwater Adventuring

Swimming and drowning Water is found in two basic types; flowing water, such as that found in rivers and streams, and non-flowing water, such as that of lakes and oceans. Each has its own hazards. A successful Swim (or Strength) check allows a character to swim one-quarter her normal speed as a move action or half her speed as a full-round action. For a +5 Difficulty increase, he can increase her swimming speed by one-quarter her normal speed. This can be done up to three times to increase swimming speed up to the character’s normal speed. If the check fails, the character makes no progress through the water. If the check fails by 5 or more, she goes underwater and must hold her breath to avoid drowning. Each hour the character swims, she must make a Swim check (Difficulty 20). If the check fails, she receives a level of fatigue. Unconscious characters go underwater and immediately begin to drown (see below).

Aquatic natives (those with the aquatic subtype) move at full swim speed without a roll and may even use full out movement, provided they move in a straight line. You also make Swim tests when attempting unusual maneuvers, in the situations when on dry land you would need to make Acrobatics, Climb or Jump tests. Aquatic creatures need to make Swim checks only when attempting such maneuvers.

Attempting to walk along the bottom is quite difficult. A character with negative buoyancy can move at one-quarter normal speed as a full-round action or only one-eighth normal speed as a move action (minimum of 5 feet). Any character can hold her breath for a 2 minutes (20 rounds), plus or minus a number of rounds equal to her Constitution score times 4. After this period of time, the character must make a Difficulty 10 Constitution check in order to continue holding her breath. The check is repeated each round, with the Difficulty increasing by +1 for each previous success. When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious. The following round, she is dying. In the third round, she drowns and dies.

Dazed or staggered characters in the water automatically fail Swim checks, and go under. They do not have any opportunity to take a breath and may begin Constitution checks to hold their breath on the next round after they go under.

Flowing Water

Large, placid rivers move at only a few miles per hour, so they function as still water for most purposes. But some rivers and streams are fast; anything floating in them moves downstream at a speed of 10 to 40 feet per round. The fastest rapids send swimmers bobbing downstream at 60 to 90 feet per round. Fast rivers are always at least rough water (Difficulty 15 Swim check to move). If a character is in moving water, move him downstream the indicated distance at the end of his turn. A character trying to maintain his position relative to the riverbank can spend some or all of his turn swimming upstream.

Characters swept away by a very fast river (or a flash flood) moving 60 feet per round or faster must make Difficulty 20 Swim checks every round to avoid going under. The same applies to characters in whitewater rapids.

Very fast-moving water is dangerous. Even on a successful Swim check, the water deals +0 non-lethal damage per round, or +2 lethal damage in whitewater rapids. On a failed check, the character goes under.

Aquatic creatures must make the test, but if they fail they simply cannot move by their own effort that turn. If a character gets a check result of 5 or more over the minimum necessary, he arrests his motion by catching

a rock, tree limb, or bottom snag—he is no longer being carried along by the flow of the water. Escaping the rapids by reaching the bank requires generally three Difficulty 20 Swim checks in a row (you may need more or less in unusually wide or narrow rivers). Characters arrested by a rock, limb, or snag can’t escape under their own power unless they strike out into the water and attempt to swim their way clear.

Other characters can rescue them using a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. The rescuer must make a Difficulty 15 Strength check to successfully pull the victim, and the victim must make a Difficulty 10 Strength check to hold onto the branch, pole, or rope. If the victim fails to hold on, he must make a Difficulty 20 Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

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Non-Flowing Water A character can wade in relatively calm water that isn’t over her head, no check required. Similarly,

swimming in calm water only requires a skill check at Difficulty 10. A trained swimmer (someone who has invested points in the Swim skill) can just take 10. Remember, however, that armor or a heavy load makes any attempt at swimming much more difficult.

Lakes and oceans simply require a swim speed or successful Swim checks to move through (Difficulty 10 in calm water, Difficulty 15 in rough water, Difficulty 20 in stormy water). Creatures with swim speed do not neeed make tests, even in stormy water. Characters need a way to breathe if they’re underwater; failing that, they risk drowning. When underwater, characters can move in any direction as if they were flying with perfect maneuverability.

Light and Vision Water diffuses and scatters sunlight; visible light only extends to a depth of about 300 feet, and below that level, artificial light or enhanced vision of some sort is necessary for sight. The entire sunlit zone goes to about 600 feet; below 50 feet there is sufficient light to spur photosynthesis in plants, but not enough to see by without resorting to low-light vision (or artificial light). Below 500 feet, low-light vision becomes useless. These depths are halved under overcast skies or at night.

Due to density and minute particles, water filters sunlight, causing blue and green to be the dominant color spectrum below a depth of about 30 to 50 feet. The result is that all colors appear as some shade of blue or green. An often dramatic experience is the first time one encounters bleeding underwater and realizes that the blood is dark blue in color! Color returns to normal if a light source other than sunlight is used. When relying on natural illumination deeper than 30 feet, treat it at most as dim light. Below 50 feet you are in darkness.

The range of all light sources and vision in calm and clear water is halved. In regions of thick but intermittent silt or muck or considerable debris, the Narrator should impose a -4

penalty on Notice checks related to spotting and all targets more than 30 feet distant have concealment (miss on a roll of 17 or higher). In turbid areas or regions with thick, constant silt, clear vision is restricted to 15 feet and any target beyond that range has total concealment (miss on a roll of 11 or higher). Otherwise, finding concealment or cover is rare except along the bottom of a lake or the seafloor.

Buoyancy Most native aquatic species have the ability to adjust their depth through the use of swim bladders. Even larger species, such as tuna, sharks, and mammals, lacking swim bladders, can use their fins or alter lung capacity. A typical ocean denizen prefers a state of neutral buoyancy; neither rising nor sinking unless they specifically move to change depth. A creature with a swimming speed is assumed to be able to control its own positioning unless carrying a heavy load (in which case, it becomes negatively buoyant).

Some creatures found in aquatic environments are positively or negatively buoyant, tending to rise or sink accordingly. Air breathers tend to float, while most bottom feeders, such as crabs, remain on the bottom. Any character with an armor penalty or carrying a light load (or heavier) is considered negatively buoyant. Unhindered characters will rise or sink accordingly at a rate of five feet per round. An individual can avoid sinking or rising with a Difficulty 5 Swim check. Neutral weight can be achieved through the use of equipment such as weights.

Objects can be neutrally, positively, or negatively buoyant, depending on their density. Most metal items sink

when placed in water, while wooden objects tend to float. Common sense should prevail, but ultimately, the decision regarding an object’s buoyancy is the province of the Narrator.

Items that are neutrally or positively buoyant only count as half their weight when determining encumbrance while underwater. Unless a creature is standing on the bottom, its ability to lift objects is severely limited, as it has nothing to push off or gain leverage against. Individuals in this situation halve the amount of weight they can lift or drag.

Pressure As one goes deeper, water pressure (that is, the pressure exerted by the weight of the water around you on your body) increases. At a depth of 200 feet, the pressure exerted on the human body is almost 90 pounds per square inch. This pressure is balanced by the inner pressure of compressed air, but sudden changes may cause damage. If a creature travels upward or downward more than 200 feet without stopping for at least 1 minute every 100 feet to stabilize, it must make a Difficulty 15 Fortitude save or take +2 non-lethal damage.

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Temperature Water conducts heat 25 times more efficiently than air, which can result in hypothermia even in relatively warm water. Even some aquatic creatures can only survive within certain temperature ranges, suffering from hypothermia at more frigid, deeper depths. Denizens of the deepest parts of the ocean have special chemicals in their blood and natural layers of fat to prevent them from freezing in extreme cold. Creatures without adaptations of this nature cannot survive at any great depth with some sort of assistance.

Ice either forms at sea level or expands into the water from an existing ice structure. Barring the use of magic, ice does not otherwise form beneath the surface. At great depths, the water temperature often dips below freezing, but the water is under such immense pressure that it cannot freeze.

Very cold water, below 40o F (4o C) necessitates a Fortitude save every minute (Difficulty 15, + 1 per previous check) or receive a level of fatigue. Additional failed saves cause further levels of fatigue. Once a character is unconscious, failed saves cause the character to become disabled, then dying (though they may well drown before that becomes a concern). A creature with adequate protection, need only make this check once per hour.

Cold water, typically between 60o F (16o C) and 40o F (4o C) reduces the frequency of the saving throw to every 10 minutes, and the base Difficulty is only 12. In warm water, at least 60o F (16o C), a save is only necessary once each hour, and the base Difficulty is

Tracking Underwater Tracking underwater is a very difficult—if not impossible—task. Most aquatic denizens simply swim through the water, leaving little trace of their passing. However, highly-skilled trackers may find tell-tale signs, such as stirred-up particulates, broken coral, and disturbed kelp. The base Difficulty for tracking creatures underwater is 30, plus any modifiers than would normally apply. The Narrator may, at his or her discretion, rule underwater tracking impossible in many situations.

Wear and Tear Paper, parchment, and similar materials are easily destroyed by water with more than a few minutes of exposure. Drinking underwater also poses a dilemma; a Difficulty 15 Dexterity check is required to consume any liquid without diluting it with water.

Iron and steel objects not properly protected from corrosion eventually rust underwater; the damage of rusted weapons is halved.

Wooden items warp underwater if not properly treated beforehand, using waterproofing substances to prolong their life. An untreated wooden can last a few week submerged. After that time, a wooden item breaks if struck soundly. Wooden items that have been specially treated can last several years underwater.

Underwater Combat Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature's attack rolls, damage, and movement. In some cases a creature's opponents might get a bonus on attacks. The effects are summarized on Table: Combat Adjustments Underwater. They apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water.

Creatures flailing about in the water because they failed their Swim checks have a hard time fighting effectively. They are unguarded.

Table: Combat Adjustments

Underwater Condition

Attack/Damage Slashing or Bludgeoning

Piercing Movement Unguarded?

Freedom of movement

normal/normal normal normal No

Has a swim speed –2/-4 normal normal No

Successful Swim check

–2/-4* normal quarter No

Firm footing*** –2/-4* normal half No

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None of the above –2/-4* –2/-4 normal Yes

* A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2

penalty, but deals damage normally when grappling. ** A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed

as a full-round action. *** Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A

creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Other ranged weapons are treated as having range increment 5 feet when used underwater. Ranged weapons used from above water suffer an additional – 2 penalty. Range increments above and below surface are counted separately (for underwater range, treat the surface as the starting point) and penalties added together.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to Defense, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor suffer -4 distraction penalty to power check if used underwater (see the description of distractions in the chapter on magic). If the spell is cast successfully, it creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. The surface of a body of water blocks line of effect for any fire spell, even if it is cast successfully.

Spellcasting Underwater: Casting spells with vocal components while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must suffers -4 distraction penalty to cast a spell underwater (this is in addition to the distraction for casting a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

Feinting Underwater: For feinting underwater, use Swim skill instead of Athletics or Acrobatics.

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Planes

The planar system described below is based on three fundamental assumptions:

1) Planes form a psycho-morphic realm outside of the material multiverse. They are psycho-morphic, that is, they change in the reaction to the morality, ideas, wishes, fears or emotions of intelligent creatures. The planes are the place when the pathetic fallacy is true and the reality is really consensual. This does not mean that the world is the average of people's wishes - it reflects their whole mentality, and it is rather difficult to bring your whole mind in line with your conscious wishes. Generally, only high-level wizards, saints and some philosophers can manage it.

2) The fundamental questions – the good and evil, the final fate of souls, etc - are important, but must remain ultimately unanswered. As long as you remain in the game, there is no way to irrefutably prove that being good is better than being evil (although there certainly are rather pointed hints in that direction).

3) All of the reality is interconnected. If you are adventuring on the far planes, you are influencing your material world - of course indirectly, but perhaps more radically than by adventuring in the material universe. Additionately, it is possible to really influence the planes - and that means that except for the Astral, there are no infinite planes. They are immense, incomparably greater than the Material worlds, but finite. There is a finite number of domains in the Astral, finite, although unknown, number of layers in the Abyss etc.

There are three fundamental tiers of reality: the Material Multiverse, the Astral (which is a single plane, a bit different from the standard D&D) and the Ideal realm.

Ideal Realm The Ideal is the realm of absolute and cannot be directly accessed by PCs. It is not a plane and is not directly part of the game-world - it serves rather to make that world conceptually whole.

The beings from Ideal are truly immortal, have no bodies at all, and so cannot be fought with. Both Celestials and Fiends have their home in Ideal. This is also the destination of the souls of the dead. The beings from Ideal cannot directly act in the planes, although they can try to persuade and influence being living there. They can also form avatars to act in the planes. In fact, all of the deities, demon lords, celestials, fiends etc who have stat-blocks are avatars of the beings from Ideal and cannot be ultimately killed, although they can be banished from the planes and rendered powerless there.

The Ideal can be contacted with the various clerical divination spells, but the Good beings refuse any precise anwers what it is like, and Evil make answers which are inconsistent and probably false. In fact, when asked about the fundamental questions (immortality of souls, the eternal destination of evil and good souls, the creation of the world etc), Evil beings can and will lie, even if the spell description in question indicates that they should answer truthfully.

It is commonly thought that beings living in the Ideal, including souls of the dead, can never change their allegiance, but it cannot be proved. There is, in fact, no irrefutable proof that the Ideal exists at all. The clerical divination spells could contact as well some so-called "avatars" living on the planes. This is exactly the position of the Athar - there is no Ideal, and even if it does exists, it is wholly unknown. All of the beings which claim to live there lie.

The majority of the Dustmen and Doomguard, to the contrary, think that the Ideal Realm is the only real existence. According to them, we are prisoners in the planes, and must either die True Death, or destroy all the planes, to free ourselves and reach the true existence.

Astral Plane The Astral is a single plane divided into the High Astral and the Low Astral, which is also called the Dreamland. The Astral can be accessed both by beings from the Material Multiverse and from the Ideal Realm; there are also native creatures (planar races). It is psychomorphic - it form itself in response to the thoughts and emotions of beings living there. There is no air in the Astral Plane, it is instead filed with ether, pure in the High Astral and somewhat contaminated with matter and misty in the Low Astral. In the Astral Plane there is no need to drink and eat, although those with lesser willpower and less accustomed to it can easily feel hungry. That does not mean there are no predators in the Astral. In the Astral the matter is shaped by mind and ideas. Whereas the predators of the Material

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Multiverse are hungry because they need to eat, the predators of the Astral need to eat because they are hungry. Their hunger is their defining characteristic - they can never die from it and they can never eat enough to be sated.

Because the Astral Plane is a single plane, the plane shift spell cannot be used to travel within it. The Plane Shift to Astral used from the Material always transfers the traveller into the corresponding point of Low Astral, without the chance to deviate from that point to any great degree, and the other way round. It is impossible to select any other destination or to plane shift into the High Astral. Plane Shift to the Astral used by travellers starting in one of the Astral demiplanes always transfers them to High Astral near the border of the demiplane, also without the chance for deviation.

When shifting between the Low Astral and the Material plane, there exists a slight deviation effect. It makes it impossible to shift directly into inhabited buildings or vehicles in use.

The High Astral

The High Astral, also called the Silvery Void, the Great Realm, or simply the Sky, is an infinite expanse filled instead of air with pure ether, perfectly transparent and clear. There is no sun and the stars are in reality uncountable shining domains and demiplanes. The silvery light comes from the ether itself, so that there are no shadows. Since there is no ground in the High Astral, the planar voyager seems to be surrounded by an infinite sphere of the sky. The color of the sky can change - usually it is either dark or lightly silvery, but near domains it can be influenced by them. Near the Nine Hells the sky is black with streaks of blood-red, rust and dark flame.

Within the High Astral the superiority of the mind over the matter is so immense that the natural processes which proceed in time simply don't happen without some intelligence to direct them, even unconsciously. People in Astral don't age and nothing decays there. Age, hunger, thirst, poison and natural healing do not function in the High Astral. As an interesting side effect, no children can be born or grow in the High Astral - they are too weak and unshaped to direct their own growth, and only the greatest wizard would be able to direct the growth of another being.

Similarly, the gravity is purely mental and operates only when the characters are on objects which normally should have gravity - ships, islands, buildings etc. There is no falling damage, however. The creatures which can fly, can fly using the normal rules. When on the object with pseudo-gravity, normal modes of movements, such as walking, running, swimming, jumping or climbing function as usually. Additionally, all intelligent creatures can fly as per the fly spell. Activating that ability is a free action, and the fly speed equals 50 feet plus 10 feet per point of intelligence, with perfect maneuvrability. Mindless creatures cannot fly in that way. Mounts can use the intelligence of their riders.

Long-range travel in the Astral is fundamentally different from short-ranged movement. Since the Astral is infinite, and there is practically no way to determine directions within it, using normal travel methods is impractical. Therefore, all long range travel is mental. The time needed to travel somewhere is based on three factors: the familiarity of the destination, the similarity between the starting point and the destination, and the similarity between the traveller and the destination. For example, a devil wholly unfamiliar with the heavenly realms, which started in the Nine Hells, would need an infinite time to reach Celestia. That same devil, both familiar and similar to the Nine Hells, which started in Celestia, would found his return voyage to the Nine Hells remarkably quick, despite the great unsimilarity of the starting points. The familiarity of the destination can be modified by the intelligence, since the more intelligent characters find it easier to understand unfamiliar realms. In case of the astral ships and the like, the familiarity is decided by the steersman, but the similarity is the average of the whole ship. The teleport spell is useless as a means of long range travel on the High Astral plane – the distances are much too vast.

Outer Planes, Astral Domains and Demiplanes

Within the High Astral there are uncountable outer planes, demiplanes and domains. Beings from the Ideal Realm can create outer planes and demiplanes corresponding to their ideals, where they are represented by avatars. That way Wotan can have his Valhalla and fighting heroes, which is impossible in Ideal. Those outer planes and domains are not infinite and are based on the power of the given deity/being in the Material and Astral. If a being from the Ideal Realm suffers great enough loss of power, its plane contracts and finally disappears, leaving only a great stone figure, usually called "a dead god" . This doesn't mean the deity itself is destroyed - according to prevailing opinion, it remains in the Ideal Realm, but can no longer influence anything else.

Beings from the Ideal have certain difficulties in accessing the Astral, and correspondingly greater difficulties in accessing the Material Multiverse. That is why they want to recruit living people in the Astral, which is the common

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meeting ground of all planes. Their realms in the High Astral influence the Low Astral which in turns influences Material. Eg Valhalla lies "near" (as "near" is accounted in the Astral) the Low Astral land corresponding to the lands of the Norse, and can influence it by sending there Valkyries etc.

Fiends create in Astral demonic subworlds. Amongst those are the Nine Hells, the Layers of the Abyss etc. They can grow and contract, depending on the infernal/abyssal influence in the world. Most of the damned are souls from Ideal. According to popular opinion, they shouldn't be freed, because they are incurably evil. But there can be other prisoners in Astral hells who should be liberated. Living people and their souls can be imprisoned in the Astral. Since killing them would send them to the proper afterlife, fiends tend to keep such prisoners alive until they can get them to damn themselves.

But not only celestials and infernals can create domains. Any creature powerful enough can create a demiplane, and there is no way to unerringly establish what kind of creature it is - you can have only its word that it is what it seems. Any epic wizard could create a Valhalla, although it would be, of course, much smaller. In fact, according to a persistent rumor, that is how Wotan began his deific career - he was a powerful wizard who managed to create a personal demiplanes, and it proved to be very precisely aligned with the desires of the Norse warriors. Belief in him rose exponentially, and now he is the chief god of the Norse pantheon, having overthrown less popular Tyr.

Those demiplanes and domains are regarded as separate planes, and can have different traits. In particular, they nearly never share the special traits of the High Astral - lack of gravity, timelessness etc. They are always psychomorphic and usually share the fundamental trait of the Astral – the lack of need to eat or drink.

The demiplanes seen from afar in the Astral look like variously colored stars. From a nearer distance, their appearance can differ widely. The Valhalla of Wotan is similar to an immense castle build on all sides of a cube, with pointed towers reaching in all directions, so that it seems like a spiky star. The Nine Hells looks from the Astral, no matter from which way it is approached, like a great dark wood through which flows the river Styx. In the center of wood, on the shore of Styx stand the tremendous Gates of Hell. It is impossible to reach the Nine Hells from "underneath" - in fact they simply do not have an underside, being (conceptually) at the bottom of the Creation. It is impossible to say much about the way the travellers from Astral appear in the demiplanes, since it is different for each one, except one thing: if you don't know your destination, it is better if you can fly, since you can appear high in the air. Similarly, in nearly all demiplanes there can be found ways to travel to the Astral without using the Plane Shift or portals, but they can difficult to reach and extremely obscure.

Good and Evil on the Planes The powerful evil beings are wholly persuaded that their actions will give them more happiness than they would gain from being good. This happens, although they can visit the Astral and all the different heavens present in it. It seemingly cannot be reconciled with the fact that for any objective observer it is clear that the hells are filled with terrible torment and despair, and heaven with real pleasure and happines. The explanation is actually quite simple. The basic reason is that evil beings are evil not simply because they act in evil way. They are evil because they are inordinately attached to some thing - whether those are riches, lust, anger, or anything else. This is what causes their behaviour, and to stop being evil they would have to detach themselves from it - and it is exactly what they cannot do.

Moreover, the final destiny of any spirit cannot be known. Souls of the dead, as it is commonly presumed, go to the Ideal Realm. Not all appear as avatars in the Astral Domains. Those spirits that appears as lowest demons and devils generally don't remember their lives - if they had any earlier life at all. If any denizen of the planes will actually travel to the Nine hells in the Astral, and is powerful enough to speak with devils there without being immediately captured, he will be assured that the successful Evil people are richly rewarded after death. He can even be shown very pleasant realms, where he can obtain his desire, whether it is power, lust, revenge or whatever else. He can also see the degraded and tormented spirits of good people - as he is assured by the devils.

Additionately, not only the planes themselves are influenced by the mentality of their dwellers. Even more, the perception of the planes depends on the mentality of the observer. For the fiends Mount Celestia, for example, is filled with unbearable piercing cold, burning acid, and light so bright that it blinds them more than darkness. Even for evil and neutral mortals Celestia is difficult to withstand for long. In addition to that, of course, even a mere presence of Evil thought taints the psychomorphic realms of good, and as result any evil creatures there are usually attacked at sight. Conversely, different hells look much more pleasant to fiends and evil mortals than to good people and celestials. This does not mean that the torments there are any lesser; but for the evil characters the various devils etc look noble and even beautiful, not like disfigured and monstrous creatures seen by good-aligned. The hells themselves are similarly filled with grandeur and beauty in the eyes of their dwellers.

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According to usual belief, both celestials and fiends have made an irrevocable choice - angels for the good, and demons for evil. Despite that theory, there are many examples of creatures who certainly look like angels engaging in evil acts and debasing themselves into forms of evil. The standard answer to that is that the creatures which can be seen are not true immaterial spirits, but only their planar avatars. And there is no unbreakable barrier stopping someone evil from assuming a good avatar - although it is certainly very difficult for more aligned creatures. The avatars themselves are not so difficult to create. The various summoning spells, which call down the shapes of celestial creatures, don't bring actual celestials, but simply create empty avatars, without any governing soul. They possess certain mechanical intelligence, which allows them to execute the orders of the mage, but are merely automatons without any volition or initiative.

Additionately, there exist such spells as polymorph. Some beings are also quite good at disguising themselves, and some other are simply very nearly angels - but not quite. Powerful good creatures can look while in the Astral quite like angels - if they think so of themselves. Even some quite non-angelic personages can think they are virtually angels - and belief is very near reality in the Astral.

Nexus City Nexus City exists in the Astral, as the center of trade between different Material worlds and Astral demiplanes. It differs from other demiplanes and domains by a number of peculiarities. For one thing, all demiplanes and domains are connected by a number of permanent planar gates and pathways, such as the rivers Styx and Oceanus, or the Yggdrassil Tree. Nexus possesses not a few, but an uncountable number of portals reaching perhaps to all other planes. Those portals can be used by even very weak (that is, low-level) creatures, as long as they know the key. Nexus is filled with matter to a greater degree than any other domain in the Astral. This is beneficient to mortals, since the purely etheric realms of the Astral plane can prove to be very uncomfortable and difficult to endure for them. Nexus is filled not with ether, but air, and the psychomorphic trait there is so weak that it is necessary to eat and drink.

Keeping the air in Nexus requires a hermetic sealing of the city, which makes it impossible to travel directly from the Astral to Nexus or the other way round. From the Astral, Nexus looks like a spinning torus with no openings. The city is located within, on the invisible inner surface.

Finally, Nexus is perhaps the most universally secure place in the Planes. Of course, the good domains are wholly secure for their proper dwellers, but for all others they are deadly. All other planes and domains are dangerous for all. In Nexus its enigmatic ruler stops most powerful intruders, and the cooperation of various factions ensures a certain level of security from common criminals. What is more, that security is extended to all, so that even the creatures who normally would fight at sight can meet and converse there.

All this makes of Nexus the best connected place in the Multiverse - at least for the less powerful (lower-level) beings. Ideas which are common there tend to be propagated far and wide. Whoever can win the war of ideas in Nexus, can shape to a large degree the whole Astral and consequently even Material Multiverse - at least the factions of Sigil like to think so. Certainly, ideas popular in Sigil can spread to mortal realms much easier that those from more powerful beings which lack any direct contact with mortals.

On the other side, compared to the immense power, grandeur, wealth and beauty of other domains, Nexus is dirty, petty, poor and weak. The merchants of Nexus haggle for profits which are certainly big when compared to the Material cities, but seem like nothing when compared to the whole planes made of gold and diamonds.

Really powerful beings (except the gods, of course) can make business and even dwell in Nexus. The typical citizen of Nexus resembles however a street urchin, who is persuaded that he knows all secrets of the state policy when he sees the carriages before the royal palace, and is always ready to deride and mislead rural rednecks. They are also filled with tremendous resentment against people from the Material Plane, which is easy to understand, considering that the most typical visitor is a high level wizard or cleric, who travels by astral projection with a retinue of his cohort, bodyguards, factotums, bound demons and animated undead, and whose interaction with the locals is limited to ordering the undead forward to disperse the rabble. (And this is if he is relatively good aligned. Less lawful astral travelers like to spend astrally projected gold, which disappears as soon as the visitor leaves Nexus.)

The Elemental Planes The elemental planes are different in many aspects from all other dominions existing within the Astral Plane. Whereas the Outer planes represent various sublime or debased ideas, the elemental planes, also called the planes of power, represent the basic building blocks of reality. The elements are the most stable thing that can exists, and the

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elemental planes inherit that trait. They are not psycho-morphic at all; no ideas or mental exertions can stop fire from burning or water from drowning.

They are not infinite, although they are immensely great – each of them is much greater than the whole material universe.

From the Astral Plane they look like stars: The Elemental Plane of Air sun-yellow, the Plane of Fire red, The Plane of Earth dark red and dying, The Plane of Water blue, the Positive Energy Plane burning electric white, and the Negative Energy Plane black as a black hole.

The elemental planes are interconnected. The marches where the elemental planes interconnect are called paraelemental planes (of salt, of ash etc). All elemental planes connect in the Elemental Chaos. Both paraelemental planes and the Elemental Chaos count as separate planes for the purpose of plane shift.

The Elemental Plane of Air The Elemental Plane of Air is an empty plane, consisting of sky above and sky below. The Elemental Plane of Air is the most comfortable and survivable of the Inner Planes, and it is the home of all manner of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane. While travelers without flight can survive easily here, they are at a disadvantage.

The Elemental Plane of Air has the following traits:

Subjective directional gravity. The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull, and can fly by “falling” in the chosen direction. It is also possible to "turn off" gravity. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on “weightless” planes.

Air dominant - consists mostly of open space, just a few bits of floating stone or other elements. It usually has a breathable atmosphere, though it may include clouds of acidic or toxic gas.

The Elemental Plane of Earth The Elemental Plane of Earth is a solid place made of rock, soil, and stone. An unwary and unprepared traveler may find himself entombed within this vast solidity of material and have his life crushed into nothingness, his powdered remains a warning to any foolish enough to follow.

Despite its solid, unyielding nature, the Elemental Plane of Earth is varied in its consistency, ranging from relatively soft soil to veins of heavier and more valuable metal.

The Elemental Plane of Earth has the following traits:

Normal gravity.

No breathable air.

Earth-dominant. Individuals without the ability to burrow are entombed in the earth and must dig their way out (5 feet per turn).

The Elemental Plane of Fire Everything is alight on the Elemental Plane of Fire. The ground is nothing more than great, evershifting plates of compressed flame. The air ripples with the heat of continual firestorms, and the most common liquid is magma, not water. The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without need for fuel or air, but flammables brought onto the plane are consumed readily.

The Elemental Plane of Fire has the following traits:

Normal gravity.

No breathable air.

Fire-dominant. Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to fire are soon immolated. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and those wearing unprotected flammable clothing catch on fire. In addition, individuals take 10

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points of fire damage every round they are on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes. Those that are made of water take 15 damage each round.

The Elemental Plane of Water The Elemental Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium.

The eternal oceans of this plane vary between ice cold and boiling hot, between saline and fresh. They are perpetually in motion, wracked by currents and tides. The plane’s permanent settlements form around bits of flotsam and jetsam suspended within this endless liquid. These settlements drift on the tides of the Elemental Plane of Water.

The Elemental Plane of Water has the following traits:

No breathable air.

No gravity.

Water-dominant. Visitors who can’t breathe water or reach a pocket of air will likely drown. Creatures of the fire subtype are extremely uncomfortable on water-dominant planes. Those made of fire take damage 4 each round.

The Negative Energy Plane To an observer, there’s little to see on the Negative Energy Plane. It is a dark, empty place, an eternal pit where a traveler can fall until the plane itself steals away all light and life. The vast, empty reaches suck the life out of travelers who cross them. It is a lonely, haunted plane, drained of color and filled with winds bearing the soft moans of those who died within. The Negative Energy Plane is the most hostile of the Inner Planes, and the most uncaring and intolerant of life. Only creatures immune to its life-draining energies can survive there.

The Negative Energy Plane has the following traits:

No breathable air.

Subjective directional gravity.

Major negative-dominant. Each round, you must make a Difficulty 25 Fortitude save or suffer 1 point physical drain. A creature who is slain by the drain becomes a wraith. The Death Ward feat protects a traveler from the damage and energy drain of a negative-dominant plane. Some areas within the plane have only the minor negative-dominant trait, and these islands tend to be inhabited.

Minor negative-dominant: living creatures take damage 2 each round. When they reach Dying condition, they crumble into ash.

Impeded healing magic: The Difficulty of power check for Cure and all similar rituals and items is increased to 20 (from 10). This affects wands, but does not affect potions and natural healing. Creatures which are healed by negative energy are not affected. This affects even characters protected from negative effects of the plane.

The Positive Energy Plane The Positive Energy Plane has no surface and is akin to the Elemental Plane of Air with its wide-open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which are not made to handle it. Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is force-fed into her. Then, her mortal frame unable to contain that power, she immolates as if she were a small planet caught at the edge of a supernova. Visits to the Positive Energy Plane are brief, and even then travelers must be heavily protected. The Positive Energy Plane has the following traits:

No breathable air.

Subjective directional gravity.

Major positive-dominant. A creature arriving on a major positive-dominant plane must make a Difficulty 15 Fortitude save to avoid being blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane grants fast healing as an extraordinary ability (you are completely healed after 3 minutes). However, a creature must

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make a Difficulty 20 Fortitude save each 3 minutes. Failing the saving throw results in the creature exploding in a riot of energy, killing it.

Minor positive: Some regions of the plane have the minor positive-dominant trait instead, and those islands tend to be inhabited. Minor positive trait grants all inhabitants Fast Healing.

The Low Astral The Low Astral is also called Dreamland, Faery or Otherworld. It shares some common traits of the Astral: eg the lack of need to eat and drink, and the lack of sun. It is psychically connected with Material. Each planet in Material has a corresponding piece of Low Astral, which is its more or less exact reflection. Usually, the terrain features are reflected quite precisely, but the works of civilisation are either wholly absent or show decayed and desolate. The Dreamland is filled with a dark forest where the Material World has fields, and the often travelled road from the Material is covered there with grass and lichens. The Dreamland is influenced also by the mental atmosphere prevailing in the corresponding material land. A country ruled by bloody tyranny will have rivers and rains of blood, with black clouds etc in the Low Astral. In such a realm, the Astral, which looks like the sunless bright sky illuminating the Dreamland, will be usually be covered by heavy dark clouds.

The Dreamlands have little enough human population, but are filled with dreamers. All those who dream appear somewhere within the Dreamlands. There are whole Dream-cities, some in places corresponding to the real cities, others in strange and impractical locations. The dreamers seldom appear within the cities corresponding to their own, but some even in dream are following their trade. The dream-merchants can offer many rare and valuable items, but it is inadvisable to try to take them by force. The dreamers, similarly to those who travel by astral projection, cannot be killed - if the dream-self is slain, the dreamer simply awakens from his nightmare and goes right back again to sleep. And when the dream-merchant disappears, so do all his unsold wares. But the things they sell become permanent and solid. The dream merchants are the only people willing to trade with astral forms created by the Astral Projection. When they accept gold from astral travelers, the gold carried by the material body of the traveler turns to lead, ashes or dry leaves.

Because of that function of the Dreamlands, it is impossible to dream in the Low Astral. As the result the elves, who as all fay come from Dreamlands, do not sleep but meditate instead. In addition to dreamers, elves and fay, Dreamlands are filled with monsters. Even the strangest and most impractical animal can exists in a dream, and in the realm when it is impossible to die from hunger the mantichore can hunt a hundred years for a man.

The psychic connection between the Low Astral and the material world goes in both directions. The changes in Dreamlands influence the emotions in the Material. Defeating evil presence in the Low Astral can lead to improvements in the Material World, causing better weather, more responsible people, even a revolution against a tyrant. This is by no means easy - the analog of the city ruled by a tyrant can be a fortress filled with giants, evil fay or undead, ruled by a demon.

Dreamlands are usually flat, and are greater than the corresponding material worlds, such that at the borders there are lands which have no analog in the material realm. When you reach the border of the world, you see an enormous cliff, and beyond that the silvery void of the Astral. Properly prepared ships can sail beyond the border of the world and travel through the Astral to other Dreamlands and even to the Astral realms. Dreamlands of different planets and different alternative realities usually are not linked together, although from time to time there appears a land-bridge or a strand of sea extending through the Astral.

The other way to voyage to the Astral from the Dreamland is to find a high enough mountain. High mountains reach beyond the polluted ether of the Low Astral into the cool winds of the Astral. Because of that, they can be visited by the gods. They had once danced on the peak of Hatheg-Kia, and to this day have their palaces on the Olympos. When returning from the Astral to the Dreamland, it is important to return to the edge of the world or the high mountains. Otherwise, unless the traveller can fly, he will fall burning like a falling star when the gravity of the land seize him.

The Greater Teleport ritual can be used to safely move from the Low to High Astral and the other way round (treat familiarity as “directly seen”), but it cannot be used to travel to a specific location within the High Astral – the distances are much too great.

The Ethereal Plane The Ethereal Plane is the shallow border, where the pure ether of the Astral is heavily mixed with matter, forming an interminable mist. It is not an independent plane, but rather a border between the Astral and the Material Planes, and because of that it is sometimes called the Border Ethereal. While on the Ethereal Plane, a creature is called ethereal.

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Such a situation usually doesn’t last long, since the Ethereal is fundamentally unstable and tends to eject creatures into the Material Plane. There are, however, a few creatures permanently dwelling in the Border Ethereal.

It is extremely rare for a creature to visit the Ethereal Plane, since there are no spells which can allow to move there. The plane shift spell moves the caster directly to the Low Astral and never to the Ethereal. Similarly, there are no gates, portals or similar leading to the Ethereal Plane. Only certain magic items, such as an armor of etherealness, make possible a shift to the Ethereal Plane. Such items work only on the Material Plane, since the Ethereal cannot be accessed from any other plane.

Unlike incorporeal creatures, ethereal creatures are not present on the Material Plane. Ethereal creatures are invisible, inaudible, insubstantial and scentless to creatures on the Material Plane. Even most supernatural attacks have no effect on them. Since ethereal creatures are not materially present, Notice checks, Scent, Blind-Fight, blindsense and blindsight don’t help locate them. The powers which allow to see invible creatures usually reveal ethereal creatures (Glitterdust spell is an exception to that rule).

An ethereal creature can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound. (An ethereal creature can’t see through a material wall, for instance.) An ethereal creature inside an object on the Material Plane cannot see. An ethereal creature can’t affect the Material Plane, not even with supernatural powers or abilities. An ethereal creature, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects. Ethereal creatures move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don’t block their passage. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take falling damage.

A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature, and a magic missile can strike one, provided the spellcaster can see the ethereal target. Gaze attacks and various defensive abjuration spells also extend from the Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Material Plane.

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Chapter IX: Magic

Basic rules You cannot select a favourite power, except for Psychic Shield. This power treats character level as caster level. Characters with no Caster level and no prerequisite feat use Charisma as the key ability, both for Psychic Shield and for powers gained from items. Actual Adepts can use their key ability, but in that case have to use their actual Caster level, not total Character level. When the supernatural power or ritual mention the level of the target, use its total character level, adding level adjustment. In case of monsters, use their Challenge Rating instead, if the possess it. Magic powers are acquired instead of feats. However, in order to choose a power you need to take first a power source feat. Each such feat enables you to take specific powers; some feats require that you take levels in the Adept role in order to gain powers.

Key Ability Each power source feat determines, which one of the mental attributes serves as your character's key ability: Intelligence, Wisdom or Charisma. This ability will be used to determine your character's potency with his powers.

Caster level Caster level is equal to the actual levels in the Adept role plus ½ (rounding down) of levels in other roles. As an exception, some powers, in particular Psychic Shield, uses total level as the Caster level. If a character has no levels in the Adept role and only one level in another role, he is treated as possessing an Caster level 0.

The reason for this change is simple: otherwise Adepts cannot be effectively multiclassed; that is, multiclassed Adepts are weaker than other roles. That is so because originally all roles progressed in saves, skills, attack bonus etc, but only Adept role increased the spellcasting power. Certain powers (eg Enhance Ability, Combat Sense) remained competitive, but it proved impossible to balance all. Moreover, it was difficult to convert D&D classes with full BAB and some spellcasting (Paladin, Ranger).

Power Bonus Your maximum Power Bonus is normally equal to your adept + your key ability + 3 (some feats or items may provide you with an additional bonus). If you use levels to improve your fatigue roll, they must be subtracted from all other uses, including your Power Bonus.

Max Power Bonus = Caster level + Key Ability + 3 + other modifiers

Whenever a power description directs you to make a power check, you make a roll modified by your Power Bonus.

Power Save Difficulty Whenever someone makes a saving throw against your powers, the Difficulty they need to succeed on is equal to 10 + half your Character level (round down) + your key ability.

Removed Powers and Feats Bliss (too weak, use Calm or Paralyze), Cure Blindness/Deafness, Cure Poison (removed as separate powers, can be used as part of the Cure Disease power – in order to strengthen the Cleric archetype), Enhance Other (it became part of Enhance Ability), Plane Shift (replaced with a ritual), Wind Walk (replaced with Fly – it was too fast at high levels), Scry (replaced with a ritual – it was much too powerful). Quicken Power feat is removed because it is impossible to balance – powers which are balanced as standard action, may be entirely unbalanced as free actions. Increased chance to suffer fatigue is not enough to balance this, especially as Conviction allows to bypass it during the most important fights. Moreover, since the importance of both more difficult fatigue save and quicker time to use power is highly dependent on the power in question, universal feat such as Quicken Power proved impossible to balanced.

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Power Save Difficulty = 10 + 1/2 Character level+ Key Ability

Powers with low save difficulty are either practically useless (if the opponent must make saves) or as good as others (if he does not have to make saves). If mixed role adepts are allowed to take powers requiring saves, such powers should be useful. For that reason, I considered it necessary to change save difficulty formula to total character level.

Using Powers Action Using a power takes a particular amount of time, given in the power’s description. Most powers require a standard or move action in combat. Others require a full action, a full-round action or longer. Powers are subject to the normal rules regarding actions.

Full Action Spells A spell with full action casting time takes effect, as any other full action, on the initiative count on which it is cast.

Power Checks Some powers call for a check using the bonus of the power. This is the same as any other type of check: a die roll plus the power bonus against a Difficulty. Sometimes, you can choose the difficulty to determine the effect of the power. Some powers do not require checks; they operate automatically. The power bonus or caster level usually determines its efectiveness in these cases.

Opposed power checks In some circumstances, an adept is called to make an opposed power check. Both adepts roll d20, adding their power bonus. The one with lower result fails, although the user of the failed powers still suffer fatigue, if any. (As with all opposed checks, when a tie happens, the character with the higher power bonus wins. If the power bonuses are the same, re-roll.) Adepts can choose to suffer a fatigue result, in addition to the normal fatigue of the power used, to gain a +5 bonus to their check. If both sides choose to suffer fatigue, no one receives this bonus. This takes no actual time; it happens as part of the check.

Taking 10 and Taking 20 An adept not rushed or under pressure can take 10 on a power check, unless the power’s description specifes otherwise. In case of non-fatiguing powers, if the check carries no penalty for failure, the adept can take 20 as well. When taking 20 a non-fatiguing power remains non-fatiguing. Taking 20 on a power check takes 20 times as long, just as with skills. It is not possible to take 20 with fatiguing powers. Additional notes on taking 10 and 20 with powers are included in the specifc power descriptions.

Fatigue Roll Some powers are fatiguing. Whenever you use a fatiguing power, you have to make a fatigue roll in order to avoid taking fatigue. A fatigue roll is a d20 roll against a Difficulty of 6.

Fatigue Roll: d20 vs Difficulty 6

If you fail your fatigue roll, your power manifests normally, but you must take a level of fatigue. Mark off the next highest level of fatigue on your character sheet and carry on, unless the one you just marked off is unconscious in which case the power does not manifest. When making power checks for fatiguing powers, use the natural roll as the fatigue roll.

Will save to avoid fatigue Some fatiguing powers, mainly those which provide benefits for you or your companions, do not use the Fatigue roll. Instead, they list Fatigue save Difficulty. This means you must make Will save against that difficulty or suffer a level of fatigue. A natural 1 on this roll means you suffer the level of fatigue regardless of your save bonus (this is an exception to the general rule that natural 1 on save roll does not mean a failed save).

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Modifiying Powers There exist some option which allow you to modify powers or power check by increasing the Fatigue difficulty. You can widen or empower powers without any additional feats. Wizards can use silent power, or take Still Spell power. Such options increase the difficulty of fatigue roll, or of will save to avoid fatigue. Some of them, such as Still Spell, can also be applied to nonfatiguing powers. In that case, instead of fatigue checks, Difficulty of power checks is increased by the amount stated in feat description. Empowering powers You can gain bonus to power checks, putting more of your energy and will behind them. For +1 bonus you add to a the power check, increase the fatigue Difficulty of using it by +2. You cannot empower a power by more than +5 bonus (for +10 to the fatigue Difficulty). Only fatiguing powers can be empowered.

Weaponlike powers Some ranged and melee spells – mostly those which shoot rays of various sorts – are similar to ranged or melee weapons, requiring attacks and causing damage. Both Elemental Ray and Disintegrate belong to this category. Weaponlike powers threaten deal damage + 3 on a critical hit, and +8 on an improved critical hit.

Add Size modifier to the damage of weaponlike spells. Such feats as Attack Specialisation can affect all weaponlike powers. Sneak Attack improves damage of such powers. Note however that Attack Specialisation is a combat style feat, and cannot be used together with the Combat Sense power – and adepts will prefer Combat Sense. Such feats apply even to powers cast using items, such as wands. It is possible to make finesse ranged attacks with weaponlike ranged spells in order to bypass armor, but you need the Precise Shot feat, as normal. Powers requiring melee attack rolls If you miss with a power requiring a melee attack roll, its use is forfeited. If you want to use it again next turn, you must make a new fatigue check and/or power check.

Power Descriptions Fatiguing If a power has the "Fatiguing" descriptor after the title, that means you have to make a Fatigue roll every time you use that power. If you fail the Fatigue roll but are not unconscious, the power still takes effect normally; you just have to mark off another level of fatigue. If you do fall unconscious, the power does not manifest. Some powers require fatigue roll not when using it, but when it expires – such powers lasts maximally 3 minutes.

Maintenance Some powers can be maintained for some time, assuming you remain able to keep them running. Such powers don't require much on your part. You must be able to spend a free action each round in order to maintain one power. If no maximum duration is listed, the power can be maintained indefinitely, as long as you remain able to take a free action each round. In order to maintain 2 powers, you must spend a standard action each turn. In order to maintain 3 powers, you must spend a full action each round.

If you fall unconscious, are stunned or dazed, these powers shut down immediately and their effects end. Spending a conviction point to avoid being dazed allows you to continue maintaining powers.

If the supernatural power with a listed duration does not mention maintenance, it does not need to be maintained.

Generally, you start maintaining powers next turn after casting them. Some powers, however, do not have listed casting time. In such a case, you do not need a special action to use them, but must start maintaining them immediately. Ie, if you have maintained no powers earlier, and want to use such a power, you spend a free action. If you maintained one power, you spend a move action. If you maintained two powers, you must spend a full action to use and maintain the third power. Concentration

Some powers are not so easy to maintain. A power with the "Concentration" descriptor requires more effort on your part to maintain. You must spend a standard action each round to maintain a Concentration power.

If you fall unconscious, are stunned or dazed, these powers shut down immediately and their effects end. Spending a conviction point to avoid being dazed allows you to continue concentrating on powers. You start concentrating on powers on the next turn after using them.

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Dispellable Some powers can be dispelled using the Ward power. Such powers are always clearly labelled. If the description does not mention it, the power cannot be dispelled.

Prerequisites Some powers require you to be able to use other powers. You must possess the prerequisite powers in order to take and to use this power. Wizards must have prerequisite powers prepared. In other cases, you must have a certain number of caster levels or character levels. You must have those levels in order to chose the power. Can be Widened Some powers, which normally affect a single target can be widened. You can widen a power only when its descriptions allows it. You affect an area with a radius 10+2×Caster Level in feet. The power affects all targets in the area normally. You must still meet any requirements for range, that the power requires. Targets save individually against the power's effects. The widened power's fatigue Difficulty increases by +5.

Distractions When you try to use a supernatural power and are distracted by taking damage or other adverse conditions, you suffer certain penalties to check. What checks suffer penalties depends on the type of power being used. Categories of powers - Powers which require Fatigue Will save and do not require Power Checks. Those are powers that provide bonuses, abilities or other benefits to friends, such as healing to you or your friends. When using such powers, DC of the Will save is increased by the indicated number. -Powers which require power checks and normal fatigue rolls. Targets can make saves. Those are mostly battlefield shaping powers (eg Black Tentacles, Grease, Force Shaping etc), and special attack powers, causing effects other than damage. When using such powers, DC of the power check, and also the target number of fatigue roll is increased by the indicated number. -powers which require normal Fatigue checks, but not power checks. Those are mostly simple attack powers, which cause damage depending on the Caster level. Targets can make save checks. When using such powers, the target number of natural fatigue roll is increased by the indicated number. -attack powers requiring an attack roll. Such powers require normal Fatigue rolls, but not power checks. They cause damage depending on the Caster level. Target cannot make saves. When using such powers, the target number of natural fatigue roll is increased by the indicated number. Attack rolls receive this number as penalty. If a given condition causes penalties to all attack rolls, use only the normal penalties. Situations and penalties If you are subject to a few such effects at the same time, the penalties do not stack; use the highest penalty. Situation Penalty Casting spell while taking continuous damage 2; damage must not be lower than Toughness-5 Bruised while casting 4 Injured or worse while casting supernatural power disrupted; action lost Affected by a distracting spell, On Fire 2 Violent motion 1 Extraordinarily violent motion 2 Entangled 2 Bound 4 Wrestling or Pinned 4

Taking continuous damage: you are subject to an effect which causes you to take damage each round. If damage is lower than your Toughness – 5, you do not suffer this penalty. Damaged while casting: you were damaged while casting a spell with the casting time of one full round or more. Alternatively, an enemy readied an action against you with the trigger “if he starts casting a spell” and damaged you during the resulting attack. In both cases, you suffer – 4 penalty if you are bruised. If you suffer any worse damage, the supernatural power is disrupted and your action is lost.

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Wrestling: you are grappled or grappling someone. Remember that Sorcerers and Wizards must have Still Spell feat even to attempt spellcasting while wrestling. Pinned: you are pinned by somebody. Affected by a distracting spell: You are distracted by a spell in some other way than damage. Eg you are entangled in a Web, or caught by Black Tentacles, etc. If a spell is both distracting and damaging, you suffer only the higher penalty. Violent motion: very rough vehicle ride, small boat in rapids, on deck of storm-tossed ship, on a mount making a double move. Extraordinarily violent motion: Earthquake, on a mount making an all-out move (eg on a galloping horse).

Familiarity Some powers are easier to use on more familiar subjects. For any power that mentions a familiarity modifier, determine the relationship between yourself and the target on the Familiarity table below and apply the appropriate modifier to the Difficulty of the power check. For example, using the Mind Touch power on a "Somewhat Familiar" target increases the difficulty of the power check to establish contact by +15.

Table 8: Familiarity with persons Familiarity Difficulty Definition

Present +0 A subject visible to the naked eye or in physical or mental contact with the adept.

Very Familiar +5 A subject currently seen or sensed through another power, a close friend or relative, an item made by you or owned and used for at least a year, a place where you spent at least a year's time

Familiar +10 A subject you have been acquainted with for at least three months, a casual friend.

Somewhat Familiar

+15 A subject you have been acquainted with for at least a week, reading someone else's memory of a familiar subject.

Casually Familiar

+20 A subject you have been acquainted with only briefly, reading someone else's memory of a somewhat familiar subject.

Slightly Familiar

+25 A subject you have only seen briefly or had described to you in detail.

Table 9: Familiarity with places Familiarity Difficulty Present 0 Very Familiar 5 Studied carefully 10 Seen casually 15 Reliable Description 20 Name and location 25

Unfamiliar -

“Present” is a place in which you are physically present at the moment. “Very familiar” is a place where you have been very often and where you feel at home, or that you can currently see (not being within it), “Studied carefully” is a place you know well, either because you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen at least once, possibly using magic, but with which you are not very familiar. “Reliable Description” - you have received a detailed and reliable description of this place, which included its location, characteristic orientation points, their direction and distances, and possibly some pictures. “Name and location” – you know only the name and the location of the area.

Using mental contact with the person who is familiar with the area moves you one row down the table. Eg if you are in mental contact with someone who is present in the place, you are treated as very familiar with it. If you

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are at the moment in mental contact with someone who is Very Familiar with the area, or you have used Mind Touch to receive a precise description and mental vision of it, you are treated as having studied carefully it, and so on.

Scrying – Common rules All scrying rituals and supernatural powers create an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 1 or higher can become vaguely conscious of the observation by the sensor by making a Difficulty 20 Intelligence check. The sensor can be dispelled as if it were an active spell. Lead sheeting fully surrounding either the target or you blocks a scrying spell, and you sense that the spell is so blocked. The same applies to a magical protection. You treat anyone seen thanks to scrying as very familiar (+5 penalty), which means some of your powers may affect him.

The act of scrying creates a psychic disturbance, which creatures with Intelligence 0 or better can sense. Any such creature under observation can make a Sense Motive, Notice or Second Sight check, opposed by your power check. Creatures which should be able to detect magic or supernatural can make power check even without the Second Sight power. Using Sense Motive or Notice skills allows to get an intense feeling of being watched. Adepts who succeed on an opposed power check see a glowing or shadowy image of you. You are also very familiar for any creature that senses you for the purposes of that creature’s powers, meaning some of its powers may affect you in return.

Teleportation-Common Rules All teleportation powers or rituals obey the following rules: Teleport Trace: Outgoing teleport rituals and powers leave a specific kind of magical aura, called a teleport trace. This aura persists at full power for about 1 hour in case of rituals and 1 minute in case of supernatural powers. Adepts possessing a Second Sight power sense it as a magical aura, according to general rules; it can be determined to be a teleport trace by making a Difficulty 15 Knowledge(supernatural) check. By making check with Difficulty 15+Caster level it is possible to determine the destination of the teleport- treat the familiarity of the destination as Present. This allows to teleport in pursuit or to scry the destination area.

The residues of the teleport trace can be detected for a much longer period of time, but this requires special equipment and lengthy rituals. The residues of the trace are not distinct enough to enable a teleportation in pursuit.

Illusions All illusion powers or rituals obey the following rules: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there or hear phantom noises. Illusions cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly.

Figments A figment spell creates a sensation which does not correspond to any reality – a sight of something nonexistent, similar to a holograph, a sound or a smell which is emitted by no creature, etc. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. It is not a personalized mental impression. Those effects – light, sound, smell, warmth etc are real, but very weak – they cannot cause any damage or other real results. Figments can never affect touch. Figments cannot make something seem to be something else. There are exceptions to this rule, however. Relatively flat and unmoving surfaces, such as walls and floors, can be changed, both by putting things on them, or by making imaginary doors or holes in them. That kind of simple alteration does not require glamers.

A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the figment produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like (or copy another sense exactly unless you have experienced it or learned it).

The fact that some effect is a figment is detected by Notice or Search skills, with difficulty 5+Power Bonus for light shaping, 10+Power Bonus for Light and Sound Shaping (or for Light shaping, if the object woudn’t make

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any sound normally), and 15+power bonus for Major Image. Powers which allow to detect magic show that the area containing a figment contains magic, but it is necessary to make successful Knowledge(supernatural) check with Difficulty 15+Power Bonus to discover that it is illusionary magic. Characters can also determine that something is a figment by pure reasoning, without noticing the differences. There are no saving throws against figments, since they do not directly affect the characters viewing them. Even if a figment is detected for what it is, it remains and can still serve as eg concealment. All figments can be dispelled.

Figments are created by the use of a few powers, often combined. To create silent figments it is necessary to possess Light Shaping. Adding Sound Shaping allows to create illusions with sound. Major Images power allows to create illusions with images, sounds, smells, thermal effects (not powerful enough to cause damage) and movement. All must be maintained. Regardless of the number of powers used, maintaining one figments is treated as maintaining one power. Figments can be also created by rituals; such figments can last a long time.

Figments can be used to create certain useful effects:

Concealment (dispellable, Maintenance, power check difficulty 15) eg mist, flying leaves, bushes, wall with arrow-slits: at least Light Shaping. Gives concealment to all in the area. If desired, it can allow to see outside the area without penalties (eg wall with arrowslits allows to look out the slits). Maintenance, Power check difficulty 16 for 20-foot radius area. You can increase the area by increasing power check difficulty +5 for each additional 10 feet. Area of the illusion is immobile, although the illusionary objects can move inside it.

Total Concealment (dispellable, maintentance, max 3 minutes; power check difficulty 18; min caster level 5) For example a wall without slits, a stone box, dense fog, smoke, blinding lights. Requires at least Light Shaping. It works against all visual senses, including darkvision and true sight. Total Concealment always works in both directions. Maintenance, max 3 minutes. Power check difficulty 18 for 20-foot radius area. You can increase the area by increasing power check difficulty +10 for each additional 10 feet. Area of the illusion is immobile, although the illusionary objects can move inside it.

Total Concealment affecting sight and hearing (dispellable, maintentance, max 3 minutes; power check difficulty 20; min caster level 7) It stops, in addition to sight, also hearing, blindsense and blindsight, at the same time giving concealment againt the same senses of other creatures: eg swarms of buzzing insects. It requires at least Light Shaping and Sound Shaping. Power check difficulty 20 for 20-foot radius area. You can increase the area by increasing power check difficulty +10 for each additional 10 feet. That kind of illusion is always immobile; if the target leaves the affected terrain, he can see and hear again. Adding the illusion of intelligible speech increases the difficulty by +2.

Total Concealment affecting all senses (dispellable, maintentance, max 3 minutes; power check difficulty 22; min caster level 9) This effect requires at least Major Image and affects all senses except touch. Eg a sandstorm. True Sight allows to discern that the effect is illusionary, but does not allow to see the reality beyond. Power check difficulty 20 for 20-foot radius area. You can increase the area by increasing power check difficulty +10 for each additional 10 feet. That kind of illusion is always immobile; if the target leaves the affected terrain, he can see and hear again. Adding the illusion of intelligible speech increases the difficulty by +2.

Illusionary Magical Effects (maintenance, dispellable, not fatiguing)

used to waste time or to demoralize: Major Image. This option can mimic all magical effects; it is not fatiguing. Knowledge(supernatural) test with Difficulty 15+Power Bonus is necessary to discover that the effect is only illusion. This kind of pseudo-magic is also easy to detect by reasoning, since it can cause no effects at all. An illusionary fireball can seem to blacken the floor and walls, but it cannot set a tree afire (this would require a glamer). It is possible to create illusionary terrain, objects or creatures beforehand, and have them be affected by pseudo-spells.

Illusionary opponents,

used to intimidate, or to waste time and actions. Light Shaping creates silent opponents. Notice or for creatures with Second Sight Knowledge(supernatural) test against Difficulty 5+Power Bonus is necessary to discover that the effect is only illusion. Sound shaping adds sound, Difficulty to discover illusion is 10+Power Bonus. Major Image has difficulty 15+Power Bonus. It is also easy to discover that the opponents are illusionary by reasoning, since they cannot cause any real effects. An illusionary opponent has no attack value (since it cannot, in fact, hit anything), and defense equal to Power Bonus+5. Hitting an figment allows to discover that it is unreal, since it offers no resistance

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to blade, arrows fly through it etc. You can also use reasoning to determine that an enemy is an illusion. If you throw a pebble at an illusionary elephant you will know that it is not real even if it manages to dodge it – since elephants rarely dodge pebbles. For that reason it is better to create illusion of ninjas etc.

Illusions of immaterial opponents (ghosts and the like) are particularly effective. Only hitting them with ghost touch weapon (which affects them each time) allows to discover that they are illusionary.

Other illusions used to distract opponents (dispellable, maintenance, Power check difficulty 14)

That kind of illusion is a bit translucent, so it cannot offer concealment to moving objects. It can however obscure immobile objects behind, so translucency is not easily observable. Requires at least Ligh Shaping. or Sound shaping for auditory elements. Maintenance, Power check difficulty 14 for 20-foot radius area. You can increase the area by increasing power check difficulty +5 for each additional 10 feet. Area of the illusion is immobile, although the illusionary objects can move inside it.

Illusions with intelligible speech (dispellable, maintentance, power check difficulty 18; min caster level 5) Similarly to the previous illusions, this cannot offer concealment to moving objects. Maintenance, Power check difficulty 18 for 20-foot radius area. You can increase the area by increasing power check difficulty +5 for each additional 10 feet.

Illusionary hazards and hiding hazards

Obstructing hazards, which can serve as traps, (eg an illusionary bridge, an illusionary floor covering a hole). Silent images are enough here, but even throwing a stone onto such a bridge reveals it to be an illusion. Incautions can make Reflex save against difficulty of power to avoid falling in the pit. Creating illusionary hazards to limit movement (eg an illusionary pit). Again silent images are enough, and merely throwing a pebble reveals it to be an illusion. Mindless creatures without an intelligent commander are nearly always taken in by figments (they make a notice check to detect figments with a -10 penalty). The way they reacts to figments depend on their type and their programming. Vermin rely mostly on smell (esp. those that have scent) and touch; they tend to try to touch barriers, pits etc. They also attack nearest foes first and can be easily distracted by capably moved figments of opponents. If they attack an opponent and it seems immaterial, they ignore it until it damages them. They avoid illusionary hazards, such as a wall of fire. Golems always try to touch, and if possible batter down barriers; they also push through hazards, trusting to their spell immunity and solid construction. They are vulnerable to masked pits, illusionary bridges etc. Mindless uncommanded undead are easily taken in by all figments; if however they detect a living foe, they try to push through all barriers to get at him; they can be easily destroyed by hidden hazards. Glamer: A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. Glamers combine ability of figments to fool the senses with mental effects. For that reason glamers are equally effective against intelligent and mindless opponents (whereas figments are particularly effective against mindless opponents, and phantasms do not affect them at all). Creatures encountering a glamer usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. Glamers can be combined with material constructions to create more convincing effects. Covering a pit with a few sticks and a tarp and putting an illusion on top is a lot more convincing that only an illusion. Such effects require some time to prepare and are usually done as rituals. A bridge of boards, plaster and paper-mache could withstand even a deliberate searching, if covered with a convincing glamer. Invisibility: This power spells render the subject truly invisible, or in case of weaker effects, blurred and distorted. It work by bending the light around the subject. Invisibility is not affected by the behaviour of the subject. It can be pierced only by See Invisibility or True Seeing effects. An invisible creature can be detected also with non-visual senses. Even if a blurred or invisible creature is observed thanks to See Invisible effects, it can still make Stealth checks as if it was in dim light (see the general rules on Stealth).

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Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells. Cloud Minds power creates a pattern forcing those who see it to ignore the caster.

Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all in their heads and not a fake picture or something that they actually see. Third parties viewing or studying the scene don't notice the phantasm. All phantasms are mind-affecting spells. Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. There are no saving throws against figments – the views are quite real, even if they do not correspond to any objects. A successful saving throw against an illusion reveals it to be false, but a phantasm remains as a translucent outline. A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

Converting D&D spells: A single power should grant effects of a few related spells. As an exception, very powerful spells can be converted into a separate power. Converted spells are Fatiguing, Converting spells into Fatigue save difficulty: We assume that a spell of one level lower than accessible to a D&D wizard (1st level spell on 3rd character level) can be used on average 4 times before the first failed fatigue save. In case of fatigue save, this means that Fatigue DC must equal average Will save bonus for the level two higher +6 (so that the save is failed on rolls of 1-5). Power bonus difficulties are calculated by assuming that the adept Empowers spell maximally (+5 to check). In that case, he should be able to ensure success at the level the spell first becomes available. Therefore difficulty equals power bonus+6. For powers with fixed effects power check difficulty is equal therefore to minimal level of spellcaster able to cast it plus maximal bonus from key ability (4 up to 8 level, 5 up to 11 level, 6 up to 14 level, 7 up to 17 level, 8 at 18 level, 9 at 19 level and 10 at 20 level), plus a balancing modifier (9).

Damage-dealing powers generally don’t require power check. Powers cause damage equals to caster level. If D&D spell uses a die other than d6, calculate the maximum possible damage and divide it by 6, rounding down. This is True20 damage.

Minimum level

Spell level

Fatigue Difficulty

Power check Difficulty

Difficulty-cleric only

1 1 13 14

3 2 14 16

5 3 15 18

7 4 17 20

9 5 19 22

11 6 21 25

13 7 23 28

15 8 26 31

17 9 30 34

Spells which daze the target, stun the target, or stop him from taking action or cause penalties to defense,

allow him to make a saving throw when the spell is cast, and at the end of each his turn. The saves during his turn are made as free actions. If he saves, he can take action without penalties during next turn.

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Power source feats If you want to possess powers, you must first take a power source feat (Sorcerer, Wizard, Cleric, Paladin, Ranger, Student of Magic). The first such feat taken by a character gives some usually some additional benefit. Taking second, third and more power source feats allows you to take powers associated with them, but gives no other benefits. Bard (General) The key ability is Charisma. When you take this feat, you gain a skill rank per level +3; in other words a maximum number of skill ranks for your level. The skill ranks must be used for a Perform skill. If before taking this feat you already had skill ranks in a Perform skill, you must end with maximum skill ranks in at least one Perform skill, and can spend the extra ranks as you wish. After you take this feat, whenever you gain a new level, you gain a skill rank which must be spend on a Perform skill – and at least one Perform skill must always have maximum number of ranks. You gain this benefit even if you do not take the Bard feat as the first power source feat.

In addition, the “Bard” feat, when taken as the first power source feat gives Cantrips power. When taken as a second or later power source feat, you do not gain this power for free and must spend an additional feat if you want to possess it.

Bards cast spells using Verbal Components. They must be able to speak freely to use their powers. They cannot cast spells without using verbal components. Bards can take the following powers, even when taking levels not in the Adept role: Arcane Sight, Blindness/Deafness, Calm, Cantrips, Charm, Cloud Minds, Combat Sense, Conjuration, Confusion, Cure Disease, Dominate, Enhance Ability, Enhance Senses, Heart Shaping, Invisibility, Light Shaping, Mage Armor, Major Image, Mind Touch, Paralysis, Project Image, Psychic Shield, Second Sight, Self-Shaping, Sense Minds, Sleep, Sound Burst, Sound Shaping, Suggestion, Summon Servitor, Supernatural Speed, Supernatural Weapon, Teleport, Ward, Wind Walking.

If a Bard has not learned any one of those powers he can still use it by expending a Conviction point. He must still fulfill all necessary prerequisites.

Bards can use Rituals as Wizards.

Cleric (Adept). The key ability is Wisdom. The “Cleric” feat gives *Positive Energy Shaping or *Negative Energy Shaping (depending on the alignment) power when taken as the first power source feat. You cannot gain the opposite power. If during play you change your alignment, you lose your Positive or Negative Energy Shaping power. When subsequently you begin to worship a deity of appropriate alignment, you gain new Shaping power.

Clerics cast spells using Verbal Components. They must be able to speak to cast their spells. They can cast spells without using verbal components, but this increases Difficulty of Fatigue checks by 2. Powers: Arcane Sight, Beast Link, Blindness/Deafness, Calm, Cold Shaping, Combat Sense, Cure Disease, Disintegrate, Dominate, Earth Shaping, Elemental Resistance, Elemental Attack, Enhance Ability, Enhance Senses, Fire Shaping, Fireball, Heart Reading, Heart Shaping, Imbue Life, Light Shaping, Mind Touch, Paralysis, Psychic Shield, Psychic Weapon, Second Sight, Shadow Shaping, Sleep, Sound Burst, Sound Shaping, Summon Servitor, Supernatural Attack, Ward, Water Shaping, Weather Shaping, Wind Shaping, Wind Walk. A Cleric can use any of those powers he has not learned by expending a Conviction point. He must still fulfil prerequisites.

Innate Magic (General) The key ability is Charisma. The “Innate Magic” feat gives you the Second Sense power as a bonus power if you haven’t taken any other power source feat before. You can take powers: Body Control, Combat Sense, Supernatural Attack, Second Sight, Psychic Shield (which is treated as a favoured power). You are able to use all magic items (q.v., eg wands, staffs and scrolls). The save difficulty against the wand or scroll is identical to your save difficulties.

Martial Artist (General). The key ability is Wisdom. The “Martial Artist” feat gives Body Control and Iron Fists powers when taken as the first power source feat.

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Martial Artists cast spells using Verbal and Somatic Components. They must be able to speak and gesture freely to cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They can cast spells without using verbal components, but this increases Difficulty of Fatigue checks by 2. They cannot use powers while wrestling or pinned – although they can maintain powers while doing it. Martial Artists, differently from Wizards, cannot take Still Spell feat. If they do take it (being at the same time Wizards, e.g.), they do not benefit from it with respect to powers taken as Martial Artist.

Martial Artists can take the following powers, even when taking levels not in the Adept role: Body Control, Combat Sense, Deflect Arrows, Enhance Ability (only self), Elemental Attack, Fire Shaping, Fireball, Iron Fists, Mage Armor, Psychic Shield, Sound Shaping, Soundburst, Stoneskin, Supernatural Attack, Supernatural Speed, Wind Walking.

If a Martial Artist has not learned any of those powers he can still use it by expending a Conviction point. He must still fulfill all necessary prerequisites.

Martial Artists can learn secret techniques, by spending necessary time and paying the cost.

Nonmagical Powers (General) Characters with this feats are able to use some of the powers without any magic – merely by concentration, determination and training. Such characters can select their key ability. “Nonmagical Powers” feat gives Combat Sense power if you haven’t taken any other power source feat before.

You can take following powers: Body Control, Combat Sense, Enhance Ability (only self), Iron Fists, Psychic Shield, even when taking levels in roles other than the Adept.

Paladin (Warrior) The key ability for Paladins is Charisma. The “Paladin” feat gives the Smite feat if you haven’t taken any other power source feat before.

Paladins can take the following powers, when taking either Adept or Warrior levels: Cure Disease, Body Control, Enhance Ability, Heart Reading, Light Shaping, Positive Energy Shaping, Psychic Shield, Second Sight, Supernatural Health, Supernatural Attack, Ward. Psychic Shield is a favoured power and uses the character level as the caster level. If a Paladin has not learned any of those powers he can still use it by expending a Conviction point. He must still fulfil prerequisites. They can also take the Familiar feat (only for their mounts, using their equivalent Caster level minus creature level + 1).

Ranger (Warrior) The key ability for Rangers is Wisdom. The “Ranger” feat gives Favourite Opponent as a bonus feat if you haven’t taken any other power source feat before. Rangers can take the following powers, when taking either Adept or Warrior levels: Beast Link, Body Control, Cure Disease, Elemental Resistance, Enhance Senses, Plant Shaping, Psychic Shield, Second Sight, Summon Servitor (only animals, magic beasts, etc), Supernatural Attack, Supernatural Speed, Psychic Shield is a favoured power and uses the character level as the caster level. A Ranger can use any of those powers he had not learned by expending a Conviction point. He must still fulfil prerequisites. They can also take the Familiar feat (only for their animal companions, using their equivalent Caster level minus creature level + 1)

Ritualist (General) You can perform rituals and craft magic items. Your key ability is Intelligence. In addition, when performing rituals and crafting magic items, your total character level counts as Caster level. If you have a power source feat which allows you to conduct rituals, you can use the key ability provided by that other feat and still treat your character level as caster level for purposes of rituals.

Sorcerer (Adept) The key ability is Charisma. The “Sorcerer” feat gives Cantrips power when taken as the first power source feat. A sorcerer uses Charisma instead of Wisdom as the modifier for the Will save, but only for fatigue checks when using powers (he has in fact two Will saves, one for fatigue checks and the other for other purposes. Should you take Lucky feat, you will use only Charisma for all saves, and both Will saves will be identical).

Sorcerers cast spells using Verbal and Somatic Components. They must be able to speak and gesture freely to cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They cannot use powers while wrestling or pinned. They can cast spells without using verbal components, but this increases Difficulty of Fatigue checks by 2. Sorcerers can take Still Spell feat. Still Spell feat allows to cast spell without Somatic Components, so they can eg wear armor without check penalty to power checks and fatigue checks and use powers when restrained.

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Powers: All, except Cure Disease, Imbue Life, Positive and Negative Energy Shaping. A Sorcerer can use any power from the above list which he had not learned by expending a Conviction point. He must still fulfil prerequisites. Sorcerers can use Rituals as Wizards and enchant magical items.

Student of Magic (General) The key ability for Student of Magic is Intelligence. The “Student of Magic” feat gives you either the Eidetic Memory feat as a bonus feat or Body Control as a bonus power if you haven’t taken any other power source feat before. You can take the following powers: Body Control, Combat Sense, Supernatural Attack and Psychic Shield (which is treated as a favoured power). You are able to use all magic items (eg wands, staffs and scrolls). The save difficulty against the wand or scroll is identical to your save difficulties. Additionately, you can conduct rituals as a Wizard and craft magic items.

Wizard (Adept) The key ability is Intelligence. The “Wizard” feat gives Cantrips power when taken as the first power source feat. A wizard uses Intelligence instead of Wisdom as the modifier for the Will save, but only for fatigue checks when using powers (he has in fact two Will saves, one for fatigue checks and the other for other purposes. Should you take Intellect Fortress feat both Will saves will use Intelligence and will be identical).

Wizards cast spells using Verbal and Somatic Components. They must be able to speak and gesture freely to cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They can cast spells without using verbal components, but this increases Difficulty of Fatigue checks by 2. They cannot use powers while wrestling or pinned – although they can maintain powers while doing it.

Wizards can take Still Spell feat. Still Spell allows to cast spell without Somatic Components, so they can eg wear armor without check penalty to power checks and fatigue checks, and use powers when restrained or wrestling. Powers: All, except Cure Disease, Imbue Life, Positive and Negative Energy Shaping. Wizards cannot spend Conviction to use powers they have not learned. When they take a power, however, they can inscribe a second power in their spellbook (reserve powers). They can spend an hour meditating in order to ready powers from spellbook (regardless of the number of powers being readied, it always takes 1 hour). For each reserve power readied, they must move one of their own powers to reserve, so the total number of powers they can cast remains constant. The readied reserve powers are treated in all aspects as other powers of wizard. In other words, a wizard possess a pool of powers (twice as much as he took power feats) from which he can select half as his readied powers. If a power requires another power as a prerequisite, the Wizard must have the prerequisite prepared. The prerequisite power cannot be unreadied as long as any powers requiring it are readied. A wizard can spend a Conviction point to shorten the necessary meditation to full round for each exchanged power.

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Chapter X: Supernatural Powers

Acid Conjuration You conjure an amount of acid and throw it at your target; it does its damage and disappears in a moment. Neither you nor your equipment can be damaged by this power, although your allies can. The acid is an unstable conjuration and cannot be saved for later.

Acid Splash (not fatiguing, full action, close range) You throw a small orb of acid at the target. You must succeed on a ranged attack to hit. The orb deals acid damage equal to your Caster Level+size modifier. This is treated as a weaponlike spell, with a critical hit causing +3 damage.

Acid Stream (not fatiguing, full action) Acid slowly streams down from your hand. You can inflict acid damage equal to your Caster Level+size modifier+3 on adjacent objects without the need to make an attack roll. This power is useless in combat, but you can use it to inflict coup de grace, in particular on foes vulnerable to acid.

Cone of Acid (fatiguing, standard action) Area: 15 ft. long Cone-shaped burst Saving Throw: Reflex You breathe a cone of acid. Any creature within the area takes acid damage equal to your caster level. Characters which fail save and take damage (at least the bruised condition) from the power are nauseated for one round (this condition ends in the next round just before the initiative count when it begun). If they are disabled they are in addition blinded. A successful Reflex save negates the damage. Characters with resistance or immunity to acid are never nauseated or blinded.

Acid Sphere Prerequisites: Caster level 9 Saving Throw: Reflex, Can be widened Range: Medium (100 ft. + 10 ft./level) You throw a smoking sphere of acid at your target. It immediately shatters, drenching it in acid. Targets which fail save target take damage equal to your caster level. If they suffer at least a bruise, they are nauseated for 1 round. If they are disabled they are in addition blinded. Characters which make save suffer damage equal to caster level-4 and are never nauseated. Characters with resistance or immunity to acid are never nauseated or blinded.

Arcane Sight Prerequisites: Caster level 10 Time: This power is always active.

See Invisibility Each turn as a free action you can decide to either see normally, or use ethereal sight, looking through the Ethereal plane instead of through the natural world. This has certain disadvantages, as the mists of the Ethereal obscure sight, and allow to see everything as if it were at best in dim light. All observed creatures can make Stealth checks without penalty.

When looking through the ethereal, you can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Cloud Minds power is not affected. Creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. This power allows to avoid the miss chance caused by Blur.

This power does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

Darkvision You can see up to 60 feet even in total darkness. Darkvision does not grant one the ability to see in magical darkness.

Beast Link Fatiguing, Maintenance, Mind Affecting Action: Full

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You can forge a mental connection with an animal, allowing you to perceive what it perceives, using its senses. Make a power check with a Difficulty of 10, modified by familiarity. If successful, you have mental contact with the animal, meaning you can perceive with the animal's senses and communicate with it mentally. The animal is not under your command, although you may be able to convince it, using your other skills and powers, to do things for you.

Black Tentacles Fatiguing, Prerequisites: Caster level 7,Can be widened Power Check Difficulty: 20 Range: 100 feet + 10 feet per caster level. Duration: Maintenance, max 3 min, Dispellable, Casting Time: full action Save: Fortitude This power conjures rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine the target creature, holding it fast and crushing it with great strength. The tentacles are immune to all types of damage.

The targeted creature must make a Fortitude save immediately and on its each next turn, as long as it is within the area of tentacles. If it fails save, it is entangled. If it already had been entangled by tentacles, it additionally suffers lethal magical bludgeoning damage equal to caster level-4. If it makes the save, it is free from entanglement. The targeted creatures can also free themselves from entanglement by making an opposed grapple check or escape artist check against the caster’s power check during their turn, as a standard action.

When the spell is widened, any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t entangled may move through the area at only half normal speed.

Blindness/Deafness Fatiguing, minimum caster level 3, Casting Time: full action Range medium (100 ft. + 10 ft./level) Saving Throw: Fortitude negates Power check difficulty: 16 You call upon the powers of unlife to render the subject blinded or deafened, as you choose. If the target fails the save, it is blinded or deafened for 3 minutes. It can make a save at the end of each turn to regain sight or hearing as a free action. If the subject fails the original save by 5 or more, it it blinded or deafened permanently (minions always suffer this result). This effect cannot be dispelled.

Blink Fatiguing, Prerequisites: Caster level 5, caster level 15-as a free action Time: up to 3 minutes, maintenance, dispellable. Fatigue save difficulty: 15 (standard action), 26 (free action)

You “blink” becoming in turns material and immaterial and invisible. You look as though you’re winking in and out of reality very quickly and at random. Attacks, including area attacks, have a 50% miss chance against you. The exception are supernatural powers that affect the mind or spirit, positive energy, negative energy, force effects, or attacks made with ghost touch weapons. Nondamaging magic effects affect you normally unless they require corporeal targets to function or they create a corporeal effect that incorporeal creatures would normally be unaffected by. (Percent rolls to avoid attacks, such as the above, or blur, or total concealment, do not stack. You can roll to avoid getting hit only once.) Even such powers, if they require an attack roll, have a 20% miss chance for concealment, except for area attacks and attacks made by an attacker who can see invisible.

You can make surprise attacks while blinking like an invisible creature. This does not apply if the target can see invisible. Blindsense, blindsight, scent, and tremorsense are all useless against incorporeal creatures and do not allow the creatures attacking you to avoid the miss chance.

Since you spend about half your time incorporeal, you can attack incorporeal creatures. You interact with incorporeal creatures roughly the same way you interact with material ones. The power protects you from involuntarily “melding” with solid substances. As the result you cannot move into solid objects; the power does not function as long as you are grappled, although you get the miss chance on the initial attempt to grab you.

You use this power as a standard action. If you have caster level 15 or more, you can use this power as a free action. It no longer needs to be maintained.

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Body Control Time: Body Control is a free action.

You have great mental control over your body. You can make a Body Control check for a number of different

tasks summarized on the following table. Most tasks are not fatiguing.

Task Power Check Difficulty Sleep normally despite difficult distractions 10 Slow breathing to half normal rate 10 Body awareness 10 Speed recovery 15 Slow breathing to one-quarter normal rate 15 Feign death 20 Overcome disease or poison Disease’s or Poison’s Save Difficulty

Task (Fatiguing uses) Fatigue Save Difficulty Ignore pain or injury 13 Resist fear 13 Willpower 13 Sleeping: You can sleep in difficult conditions, including bad weather, noise, buzzing insects, and so forth. Slow Breathing: You can deliberately slow your rate of breathing so that you consume less air, vital in situations where there is a limited amount of breathable air available. Body Awareness: 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. Speed Recovery: You can speed your natural healing process, gaining a recovery check in half the normal time, so long as you spend that time in a deep, healing trance. Feign Death: By exerting supreme control over your body, you can enter a deep trance almost indistinguishable from death. A Notice check with a Difficulty equal to your Power Bonus+10 is required to determine whether you are still alive. Effects that detect life still work on you. While in this state, you also suspend the effects of any disease or poison in your system for as long as you remain in the trance. Overcome Disease or Poison: By concentrating for a full round, you can substitute your Power check for your Fortitude saving throw against a disease or poison in your system. This usually means you can only use Body Control against the secondary effects of a disease or poison, unless it is slow acting and you are warned soon enough to use Body Control to resist the initial effects (in the Narrator’s judgment). Ignore Pain or Injury: Fatiguing, You can ignore the effects of pain or injury while awake or asleep. If you choose, nothing can wake you. Using the Body Control power to ignore the efects of injury only applies to the −2 penalty to checks, attacks and saves that comes from the wounded condition. All other efects of injury still apply. Resist Fear: Fatiguing. You can override your body’s natural response to fear. You gain a new saving throw against any fear effect, with a +4 bonus. Willpower-Fatiguing: You can continue to act while disabled without your condition worsening to dying. You still suffer additional damage normally.

This power has been changed mostly by shortening the time to use it from full action to free action. To balance it, more beneficial applications of this power have become fatiguing. As the result, the power should be useful in combat.

Calm Prerequisite: Min. Caster Level 2 Mind-Affecting, Fatiguing, Can be dispelled Casting Time: Full action, Duration: Maintenance (max 3 minutes), Range: Medium (100 ft. + 10 ft./level), Can be widened Saving Throw: Will negates You can drain intense emotion from others, calming them. The target must make a Will saving throw or be drained of all extremes of emotion. The subject is calm and incapable of taking violent action (although it can defend itself)

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or doing anything else destructive. It also ends any fear effects, and the Rage ability. As long as the power lasts, the subject cannot be affected by fear effects or Rage.

Any aggressive action or damage against the subject breaks the effect. A successful Will save means the subject continues to act normally.

This power opposes powers relying on emotion, such as Heart Shaping and Confusion. If a target is already affected by such a power, make an opposed power check.

Cantrips Full Action This power allows you to cause a number of different simple, although useful, magical effect. Those simple spells are taught to all students of magic.

Deal Damage (not fatiguing) Range: Close, Full Action You must succeed at a ranged attack throw to hit your opponent. If you do, you inflict one of the following kinds of damage with no save. The damage equals Caster Level+size modifier. This is treated as a weaponlike spell, with the critical hit causing +3 damage. Acid Splash: You shoot a small orb of acid at the target. The orb deals acid damage. Ray of Frost: A ray of freezing air and ice projects from your pointing finger. The ray deals cold damage. Disrupt Undead: You direct a ray of positive energy. You must make a ranged attack to hit, and if the ray hits an undead creature, it deals damage to it. Ghosts and other immaterial creatures do not have the 50% chance to avoid this attack. Mage Hand: You throw a small object at your opponent. It deals bludgeoning damage.

Daze (fatiguing, full action) Range: Close Saving Throw: Will negates This enchantment clouds the mind of a creature so that it takes no actions. The creature must make a Will saving throw or be dazed for 1 round, taking no action, but defending normally. A dazed subject is not stunned, so attackers get no special advantage against it.

Flare (fatiguing, full action) Range: Close Saving Throw: Fortitude negates This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is blinded for 1 round, unless it makes a successful Fortitude save.

Dancing Lights (not fatiguing, full action) Duration: maintenance, dispellable Range: Medium (100 ft. + 10 ft./level) Effect Power Check Difficulty One light 5 2 lights 10 3 lights 15 4 lights 20 Humanoid shape 25 Humanoid shape and four lights 30 Two humanoid shapes 35 to vary the shape of lights or to give a specific shape to the humanoid figure

+5 to difficulty

Depending on the version selected, you create lights that resemble lanterns or torches (and cast that amount of light, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius), or glowing spheres of light (which look like will-o’-wisps), or a faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.

Ventriloquism (not fatiguing, standard action) Range: Close

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Effect: Intelligible sound, usually speech Duration: Concentration or Maintenance Saving Throw: Will disbelief Power check difficulty= 12 (Concentration) or 15 (Maintenance) You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. Anyone who hears the sound and makes a successful save knows you are making it. You can try to use the ventriloquism without concentration. This requires Power check with Difficulty 15.

Mage Hand (not fatiguing,standard action) Range: Close Target: One nonmagical, unattended object weighing up to 5 lb. Duration: Concentration You point your finger at an object and can lift it and move it at will from a distance. You do this as a part of the standard action necessary to use or to concentrate on this power. You can propel the object a distance of 5 feet times your caster level, though the effect ends if the distance between you and the object ever exceeds the range.

Prestidigitation (not fatiguing, standard action) Range: 10 ft. Target, Effect, or Area: See text Duration: 1 hour Power check difficulty 15 or more at Narrator's discretion Prestidigitations are minor tricks that novice spellcasters use for practice. The effects are minor and have severe limitations. A prestidigitation can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Mending (standard action) Range: 10 ft. Target: One object of up to 1 lb. Duration: Instantaneous Fatigue Will save difficulty 10 Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell cannot affect creatures (including constructs).

Charm Fatiguing, Mind Affecting, Maintenance, Can be dispelled, Full action Target: One creature, can be widened. Power Check Difficulty= 12+Target's Level or CR. If the target isn't a humanoid, Difficulty is never less than 20. Saving Throw: Will negates. This power makes a creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do (Retries are not allowed.) It won’t do anything which conflicts with its deeply held ideals or beliefs. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

If used during combat, the target stops attacking you and your targets. It does not help you attack its old allies, nor them to attack you. It will heal both you, your allies, and his old allies (if it was originally friendly to them). It is entitled to a Will save at the end of each of its turns, as long as combat lasts.

After combat, a charmed creature will try to persuade its allies not to kill or harm you if you are taken prisoner, but will not defend you by force. It can be persuaded to help you escape, depending on its ideals or beliefs.

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Cloudkill Fatiguing, Prerequisites: Caster level 9 Range: Medium (100 ft. + 10 ft./level) Effect: Cloud spreads in 20-ft. radius, 20 ft. high Full Action, Duration: maintenance, max 10 minutes Saving Throw: Fortitude partial; see text Power check difficulty: 22 This power generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. As with fog cloud, wind disperses the cloud.

A living creature must make a Fortitude save on your turn each round while in the cloud. If it fails, it takes lethal poison damage – a bruise if it failed by less than 5, if failed by 5 – injury, failed by 10 – disabled, failed by 15 – killed instantly. Cloudkill always deals lethal damage to Regenerating creatures. Holding one’s breath and poison resistance doesn’t help, but creatures immune to poison are unaffected by the spell. Minions failing the Fortitude save always suffer the worst result and are instantly killed.

Alternate Effect: Incendiary Cloud (required caster level 15) Saving Throw: Fortitude partial; see text Power check difficulty: 31 This use of cloudkill power creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal fire damage equal to caster level – 2 to everything within the cloud on your turn each round. All targets can make Fortitude saves to take damage equal to caster level - 6.

As with the cloudkill effect, the smoke moves away from you at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. If you move the point of origin beyond the range, the cloud dissipates

Cloud Minds Fatiguing, Mind Affecting, Standard Action Prerequisites: caster level 3, to widen caster level 5. Target: You, when widened an area with radius equal to twice your level. Duration: maintenance, max 1 hour Saving Throw: Will negates You cover yourself with a mind-affecting pattern. You make yourself completely undetectable to all creatures seeing the pattern, (no matter what sense they are using, even See Invisible and True Seeing powers) by erasing all awareness of your presence from their minds. They see you physically but remain unaware of you mentally. This supernatural power has the following effects:

When you enter an area under effect of this power, creatures with CR or level equal to or higher to you are entitled to a save. All other creatures are affected automatically. You can also use this power while you are seen by other creatures. In this case creatures with CR or level equal to you are entitled to a save. In addition, all creatures of lower CR which can see you and are within 30 feet are entitled to a save. All creatures which threaten you (can attack you hand to hand) succeed automatically at the save. All other creatures are affected automatically.

If a creature makes the save, it notices you. You are not entitled to a Stealth check – the failed psychic attack alerts the creature. You are invisible and inaudible to any subjects failing a Will save. They cannot detect your presence by any means. The subjects remain unaware of your actions, provided you do not make any attacks or cause any obvious changes in the subjects’ environment, and do not behave in a threatening manner.

If you take an action creating a noticeable change in the subjects' environment they immediately gain a saving throw. Examples of noticeable changes are: moving a visible object (you can make Sleight of Hand check to remove small unattended objects), opening doors and unlocking doors.

The same applies if you are behaving in a threatening manner or preparing to attack. In those cases all subjects, regardless of their CR, are entitled to saves. If a creatures able to see or perceive you warns others it does not grant them new saves.

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Attacking someone makes you visible to all without a need for saves. The same applies when you create a sustained and obvious change in the subject’s environment, such as moving a large or attended object the subject can see (you can use Sleight of Hand to steal small attended objects; if you fail you are seen without a save), destroying objects, raising portcullis, opening barred doors, or making loud sounds.

If the subject has the Psychic Shield power, it is entitled to an opposed power check only when it can attempt a Will save. If it loses the opposed check once, it cannot attempt it again against the same casting of the power.

Mindless creatures are not affected by this power at all. You can make Stealth check to avoid being noticed by them.

When you have caster level 5 or higher, by widening the power, you can affect any willing creatures you want within the radius equal to twice your level. This confers invisibility and inaudibility upon all allied willing creatures within radius, including you. Those affected can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the radius around you (note that this area moves together with you) becomes visible, but creatures moving into the area after the spell is cast do not become invisible.

Cold Shaping

Freeze (Fatiguing, Maintenance, Action: Full) You can freeze things with the power of your mind. With a Difficulty 15 Cold Shaping check, you can lower the temperature of an area about a foot across. You can freeze roughly a gallon of water into solid ice in a round. For every 2 points your check exceeds the Difficulty, you affect an additional cubic foot (or gallon of liquid).

You can also decrease the size and damage potential of a fire by 1 point and 1 square foot for every 2 points your Cold Shaping check exceeds Difficulty 10. A fire reduced to a size or damage potential of 0 or less goes out. This requires a Cold Shaping check with Difficulty 12 for a normal square foot flame. If the fire is not extinguished, the reduction in the fire requires maintenance.

Ray of Frost (not fatiguing, full action, close range) A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged attack to hit. TThe ray deals cold damage equal to your Caster Level+size modifier. This is treated as a weaponlike spell, with a critical hit causing +3 damage.

Cone of cold (fatiguing, standard action) Area: 15 ft. long Cone-shaped burst Saving Throw: Reflex Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing cold damage equal to caster level to creatures which fail Reflex save. Creatures which take damage (at least the bruised condition) from the power are entangled and cannot move for one round (this condition ends in the next round just before the initiative count when it begun). A successful Reflex save negates the damage. Characters with resistance or immunity to cold are never entangled.

Combat Sense Combat Style power Fatiguing (test after the power ends), Maintenance, Cannot be dispelled Casting Time: Maintenance Duration: The bonus lasts for 30 rounds (3 minutes) per use. You can improve your ability in combat by sensing the fow of events around you. This power grants you a bonus to you Attack Bonus and Defense. The bonus depends on your Power bonus and is shown in the table below. You use combat sense as a free action, but must start to maintain it on the turn you use it. (Ie, if you already maintain one power, you must spend a standard action).

You can use only one Combat Style feat or power at the same time. If you possess mutliple such feats or powers, you must select one you one to use, although you can freely change that selection at any moment. In addition the bonus to defense from Combat Sense does not stack with the bonus provided by the Defense Focus feat.

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Power Bonus Bonus

4-7 1

8-10 2

11-13 3

14-16 4

17-19 5

20-22 6

23-25 7

26-28 8

29-31 9

32- 10

Confusion Prerequisites: caster level 7 Fatiguing, Mind Affecting, Maintenance, Dispellable, Action: Full Power check difficulty: 20 Target: One creature, can be widened Range: Medium (100 ft. + 10 ft./level) Duration: Maintenance, 3 min max Saving Throw: Will negates This spell causes the target to become confused, making it unable to independently determine what it will do. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round. d20/Behavior 1-2/Attack caster with melee or ranged weapons (or move toward caster if attack is not possible). 3-5/Act normally. 6-10/Do nothing but babble incoherently. 11-14/Flee from user at top possible speed. 15-20/Attack nearest creature (for this purpose, a familiar does not count). A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.

Conjuration Fatiguing, Maintenance, Dispellable, Full Action You can manipulate reality to create a simulated magical matter, which you can use to confuse and obstruct your enemies. Magic holds the creation together, and when the spell ends, the conjured matter vanishes without a trace. All applications of this power have no effect on incorporeal creatures. When the target uses the blink power, it has a 50% chance to avoid being affected. If it remains in the area of effect, roll each round. Applications:

Grease Range: 100 feet + 10 feet per caster level. Target or Area: One object, Can be widened.. Duration: Maintenance, max 3 min. Saving Throw: Reflex, See text Power check difficulty: 14

A grease spell covers a solid surface with a layer of salve of slipperiness (superlubricant), which completely negates friction.

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This spell can be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. The grapple defense of a creature wearing greased armor or clothing is never lower than 15+level. It can be cast at the feet of a creature. It must immediately make a successful Reflex save; if it succeeds it the spell misses it, if it fails it is affected and falls prone. It must make a Reflex save at the beginning of each following turn. Failure means it cannot move in that turn, and additionally falls prone if it is standing. Until the beginning of its next turn, it is unguarded. If it succeeds it is not affected by the spell this turn. If the power is widened, it affects an area with radius of 10+caster level×2 in feet. Any creature in the area when the spell is cast must make a successful Reflex save or fall. In the following rounds any creature in the area is treated as if affected by Grease. Creatures leaving the area are not longer affected.

Web (min caster level 3) Range: 100 feet + 10 feet per caster level. Effect: Web covering one character; can be widened Duration: Maintenance, max 3 min. Saving Throw: Reflex negates and Fortitude ends, see text Power check difficulty: 16 Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. If the web is cast at a single creature, it can be anchored to the ground, wall or something similar. The anchor must be within 3 feet of target.

The widened web has a radius of 10+2×Caster Level in feet. It must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears.

The target, or, if widened, anyone in the effect’s area when the spell is cast must make a Reflex save. On a failed save, the target is entangled. If the web is anchored the entangled creatures cannot move. The entangled creature can break loose by spending 1 full round and making a Fortitude save or an Escape Artist check opposed by a power check of the caster. Even if the save succeeds, the web covering an area counts as very heavy obstruction to movement - divide speed by 4 while in the web. The creatures that enter the area after the spell is cast do not need to save, but still treat the area as very heavy obstruction.

Web provides cover for creatures caught in it, but only against ranged, not melee attacks. Web also provides cover for creatures on the opposite side of it. The strands of a web spell are flammable. Any fire can set the webs alight and burn them away in one full round. All creatures within flaming webs take fire damage from the flames equal to the caster level of the caster – 4 (Reflex save to avoid damage).

Glitterdust (min caster level 3) Range: 100 feet + 10 feet per caster level. Area: a creature; can be Widened. Duration: Maintenance, max 3 min Saving Throw: Will negates (blinding only) Power check difficulty: 16 A cloud of golden particles covers the targeted creature, causing it to become blinded and visibly outlining it. The dust cannot be removed and continues to sparkle until it fades. Creatures naturally invisible and creatures affected by the Invisibility are seen automatically. Cloud the Mind power is not affected. Ethereal creatures are not affected. Invisible creatures which became incorporeal after becoming covered with Glitterdust, for example those using Blink power, continue to be affected. Blinded creatures can make a Will save at the end of each turn to regain sight as a free action. Any creature covered by the dust takes a -40 penalty on Stealth checks (only to hide, not to move silently).

Widened Glitterdust covers everyone and everything in the area. Creatures leaving the area continue to be affected, and creatures entering area are not affected.

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Cure Disease Fatiguing Range: Touch, Time: full-round action Special: When using this power, you must make Will save with the indicated difficulty or suffer a level of fatigue. For each use of this power in a day, the save difficulty is increased by +4. This penalty is cumulative, but is removed at the beginning of a new day.

Stabilize (not fatiguing, a standard action, touch range) You target a dying creature. That creature is automatically stabilized.

Delay Poison (required character level 3, fatigue save difficulty 14) The subject becomes temporarily immune to poison. Duration of the power equals caster level. Any poison in its system or any poison to which it is exposed during the power’s duration does not affect the subject until that time has expired. Delay poison does not cure any damage that poison may have already done.

Remove Paralysis (required character level 3, fatigue save difficulty 14) You can free a creature from the effects of any temporary paralysis or related magic, including a ghoul’s touch, the Nauseated or Slowed conditions caused by supernatural powers. This does not require an opposed power check. The spell does not restore ability scores reduced by penalties, damage, or drain.

Remove Blindness/Deafness (required character level 5, fatigue save difficulty 15) If a subject is both blind and deaf, curing both requires two castings of this spell.

Remove Disease (required character level 5, fatigue save difficulty 15) Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Remove Curse (required character level 5, fatigue save difficulty 15) You instantaneously remove all curses from an object or a creature (without an opposed power check). This does not remove the curse from a cursed shield, weapon, or suit of armor, although it enables the creature afflicted with any such cursed item to remove and get rid of it.

Break Enchantment (required character level 9, always costs a fatigue level) This use frees subject from enchantments and transmutations (without an opposed power check). Break enchantment can reverse even an instantaneous effect.

Neutralize Poison (required character level 7, fatigue save difficulty 17) You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as point damage, temporary ability damage, or effects that don’t go away on their own. The creature is immune to any poison it is exposed to for 10 minutes after the casting of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.

Restoration (required character level 7, fatigue save difficulty 17) This use removes either all mental weakening or physical weakening, or energy drain from the subject. Your choice if the target suffers from more than one condition.

Deflect Arrows Time: This power is always active.

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You can bat arrows and similar ranged weapons (such as thrown objects) out of the air. You must have at least one hand free to use this power. Once per round, when you would normally be hit with a ranged weapon, you may defect it as a reaction so you take no damage from it. You must be aware of the attack and not surprised. You can deflect even bullets, energy rays evoked by powers and similar ranged attacks. If the attacker beats your Defense by 5 or more, you cannot deflect the attack. When you gain caster level 4, you may catch the weapon instead of just deflecting it (this does not apply to energy rays, but you can catch bullets). Thrown weapons can be kept for later use.

Disintegrate Fatiguing, Prerequisites: caster level 11. Range: Medium (100 ft. + 10 ft./level) A thin, green ray springs from your pointing finger. You must make a successful ranged attack to hit. Disintegrate has damage bonus equal to your caster level+2+Size modifier. This is treated as a weaponlike spell, with the critical hit causing +3 damage.

Disintegrate is not affected by any elemental resistance. It always causes lethal damage to regenerating targets. Any creature reduced to the Dying condition by this spell is entirely disintegrated, leaving behind only a trace of fine dust. The magical equipment belonging to the disintegrated creature is unaffected, but mundane treasures are disintegrated along with it. Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as a wall of force. You must make an opposed power check, with the caster of Disintegrate getting + 5 bonus. If you succeed, the object is destroyed.

Dominate Fatiguing, Concentration, Mind-Affecting Prerequisites: caster level 9 Action: Dominate is a full-round action. Range: Close (25 ft. + 5 ft./2 levels) Target: One creature You can mentally control another creature's actions. The target makes a Will saving throw. If the save fails, you control the target's actions while you concentrate. You can force the subject to perform any action you wish, within the limits of his abilities. You receive via your mental link full sensory input as interpreted by the mind of the subject, though it can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the nature of action. A successful save breaks your control.

Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

Earth Shaping Fatiguing Action: Move Earth takes from 10 minutes or more, depending on the size of the area. Stonecrafting depends on the project in question. Soften Earth and Earthquake are full actions.

You can shape and move earth and stone. An Earth Shaping check can have one of the following effects:

Move Earth (Difficulty 10) You move dirt (soil, clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting sand dunes, and so forth. However, in no event can rock formations be collapsed or moved. The area to be affected determines the time required and the Difficulty. A 150-foot by 150-foot square (up to 10 feet deep), takes 10 minutes and is Difficulty 10. Each additional such square adds 10 minutes and +5 Difficulty. Earth Shaping does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and topography. This effect cannot be used for tunneling and is too slow to trap or bury creatures unless they are helpless the entire time the earth is moved.

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Soften Earth (Difficulty 10) All natural, undressed earth or stone softens. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the Toughness or resilience of the ground at that spot. Each +5 increase in Difficulty affects another 10-foot square. Dressed or worked stone cannot be affected. Earth and stone creatures are not affected either.

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 move through the mud at half speed. Loose dirt is not as troublesome, but all creatures in the area move at only half their normal speed and can't run or charge. Stone softened into clay does not hinder movement, but does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While this power does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.

A moderate amount of damage can be dealt to a structure by softening the ground beneath it, causing it to settle. However, most sturdy structures are only damaged by this, and not destroyed.

Stonecrafting (Difficulty 10) You can mold stone into any shape you wish. You can affect 10 cubic feet of stone. Each additional cubic foot increases the Difficulty by 1 (so at Difficulty 30 you can affect 30 cubic feet). You perform tasks involving stone in minutes instead of the hours needed normally. A tasks which normally takes 24 hours, would therefore take 24 minutes.

Earthquake (Difficulty 30) An intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. An adept suffers a distraction penalty to any powers used that round. The earthquake affects all terrain, vegetation, structures, and creatures in an area with a radius of adept level times 10 feet. The specific effects depend on the nature of the terrain. * Cave, Cavern, or Tunnel: The roof collapses, inflicting +16 damage to any creature caught under the cave-in (Difficulty 15 Reflex save for damage 12) and pinning them beneath the rubble. * Cliffs: Cliffs crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in its path suffers +16 damage (Difficulty 15 Reflex save for damage 12) and is pinned beneath the rubble. * Open Ground: Each creature standing in the area must make a Difficulty 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25 percent chance to fall into one (Difficulty 20 Reflex save to avoid a fissure). On the round after the quake, all fissures grind shut, crushing and killing any creatures trapped within them. * Structure: Any wooden or masonry structure standing on open ground is destroyed. Heavier stone buildings are damaged. Anyone caught inside a collapsing structure takes +16 damage (Difficulty 15 Reflex save for damage 12) and is pinned beneath the rubble. * River, Lake, or Marsh: Fissures open underneath the water, draining it away from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Anyone in the area must make a Difficulty 15 Reflex save or sink down in the mud and quicksand. At the end of the round, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. * Pinned beneath Rubble: Any creature pinned beneath rubble takes +2 non-lethal damage per minute. Unconscious characters make a Difficulty 15 Constitution check each minute to avoid +2 lethal damage.

Elemental Attack (energy type) You can take this power multiple times. Each time you take it, select one kind of energy damage: acid, cold, electricity, fire, sonic, or positive or negative energy. Each application of this power will use that energy type.

Positive Energy weapon can target only an undead creature or a supernatural creature with the vice subtype. An undead creature is unaffected by the Negative Energy weapon; it is neither damaged nor healed. Ghosts and other immaterial creatures do not have the 50% chance to avoid Positive Energy and Negative Energy attacks.

Elemental Ray Fatiguing, Time: Full action. Range: Medium 100 feet + 10 feet per caster level.

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A ray of elemental energy springs from your hand. Your Elemental Ray is a normal ranged attack, exept it does not suffer penalties for range increments. Damage is equal to your caster level+5+Size modifier. This is treated as a weaponlike spell, with the critical hit causing +3 damage.

Elemental Weapon Fatiguing Time: free action. Duration: up to 3 minutes You can imbue a melee weapon you wield with damaging elemental energy, without harming either the weapon or yourself. The weapon does the amount of damage indicated on the table below, in addition to its normal damage. It can also gain special abilities, based on Power Rank. The elemental weapons at higher power ranks posssess all special abilities of lower ranks.

All of the damage caused by the weapon, both the normal damage and the bonus damage from power, is an energy damage. If the weapon is a magical weapon, it is treated as a masterwork weapon for the duration of the power. All of its enchantments are replaced by the bonuses from the Elemental Weapon power.

Elemental Burst – instead of using the weapon normally, you can cause the elemental aura surrounding your weapon to explode forward, engulfing an adjacent opponent and causing damage equal to your Power Rank. You do not make an attack roll; the opponent makes Reflex save to avoid damage. When using this option you cannot inflict critical damage. Before each attack, you can decide whether to use the weapon normally or to use the elemental burst.

Elemental Resistance (energy type) You can take this power multiple times. Each time you take it, select one kind of energy damage: acid, cold, electricity, fire, or sonic. You gain resistance +4 to the chosen energy type – all damage caused by this kind of energy is lowered by 4. You cannot have resistances to both fire and cold.

Enhance Ability One character can receive at one time only one of the following enhancements:

Enhance Ability Time: standard action Target: Creature touched or yourself. This effect cannot be Widened. Fatiguing, Concentration, max 3 minutes As a standard action you can enhance ability of a touched creature or of yourself for 30 rounds (3 minutes). The amount of the bonus depends on the character level of the caster. The bonus can be added to either Dexterity or Strength. If desired, you can split the bonus between Strength and Dexterity. Only one creature can be enhanced at the same time by one adept.

Character Level Bonus Fatigue save Difficulty 1 +3 14 8 +4 16

14 +5 18

16 +6 20

Caster level

Bonus Damage

Other Bonuses

1 0 weapon causes elemental damage

2 1

3 2

4 3

6 4

8 5

10 6

12 7

14 8 Elemental Burst

16 9

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Enhance Self (minimum character level 8) Time: always on, not fatiguing, no maintenance You can improve your Strength or Dexterity. After a 15 minute long meditation, you can gain an enhancement bonus. The amount of the bonus depends on the character level of the caster. The bonus can be added to either Dexterity or Strength. If desired, you can split a bonus of +2 or greater between Strength and Dexterity. You can end the effect as a free action.

Character Level Bonus 8 +1 14 +2

16 +3

Centering Meditation (minimum character level 12) Time: always on, not fatiguing, no maintenance After a 15 minute long meditation, you receive + 1 bonus to your key ability (Intelligence, Wisdom or Charisma). At character level 19 your ability bonus increases to +2.

The bonus is permanent and similarly to other bonuses from Enhance Ability doesn’t requires maintenance, but as long as you benefit from it, you cannot benefit from any other ability bonus. You cannot use benefit from other applications of Enhance Ability, or from items with similar effects. Bonus to Intelligence doesn’t grant additional skills, although it increases skills based on Intelligence. You can end the effect as a free action.

Enhance Senses required character level 3, Fatiguing Target: Creature touched

Darkvision required character level 3, Fatigue Difficulty 14. Duration: 1 hour The subject gains the ability to see 60 feet even in total darkness. Darkvision does not grant one the ability to see in magical darkness.

Scent required character level 3 Fatigue Difficulty 14. Duration: 1 hour The subject can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents can be detected at longer ranges. The subject detects a creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the subject can pinpoint that source. Incorporeal and ethereal creatures cannot be scented.

A subject trained in Survival can follow tracks by smell, making a Survival check to find or follow a track. The typical Difficulty for a fresh trail is 10. The Difficulty increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the Difficulty increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival Difficulty to track becomes 20 rather than 10.

See Invisibility required character level 5 Fatigue Difficulty 15 Duration: 1 hour The subject gains ethereal sight, looking through the Ethereal plane instead of through the natural world. This has certain disadvantages, as the mist of the Ethereal obscure sight, and allow him to see everything as if it were at best in dim light. All observed creatures can make Stealth checks without penalty.

The subject can see any objects or beings that are invisible within the range of vision, as well as any that are ethereal, as if they were normally visible. Naturally invisible or ethereal creatures, and also creatures affected by the Invisibility power are seen automatically. Cloud the Mind power is not affected. Creatures are visible as translucent

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shapes, allowing easily to discern the difference between visible, invisible, and ethereal creatures. This power allows to avoid the miss chance caused by Blur. This power does not reveal the method used to obtain invisibility. It does not reveal illusions or enable to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

Tremorsense required character level 7 Fatigue difficulty 17 Duration: 1 hour The subject gains the ability to automatically pinpoint the location of any object or creature within 30 that is in contact with the ground. The subject must itself be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for the subject to detect them. The subject cannot be an incorporeal or ethereal creature, and cannot detect incorporeal and ethereal creatures.

Fire Shaping Fatiguing You can mentally start and control fires. You can make a Fire Shaping check to ignite a fire, to increase the size of an existing fire, or to create light but not heat.

Ignite Fire (Fatigue save difficulty 13, full action) You can set any flammable object in your line of sight on fire as a full action. People in adventurer gear do not qualify as “flammable objects”, although more flimsy street clothes are flammable. Another examples of flammable objects are straw, paper, cloth, parchment, thin wood: everything you can set afire with matches after a bit of trying.

If you try to set fire to a man in flammable clothing, he is entitled to a Reflex saving throw. If the throw is failed the target is On Fire (q.v.). You can use this power to light candles (up to a dozen candles in a 5-foot square with a single skill check), torches, hearth fires, and so forth.

Burning Finger (not fatiguing, standard action) You can light small fires by touching things with your finger. This is useless in combat.

Light (not fatiguing, move action, concentration) You can create a glowing spot of supernatural fire that sheds light but no heat, illuminating a 20-foot radius. This requires a move action and a Difficulty 5 power check check. You can increase the radius of the illumination by increasing the Difficulty of the check; each +5 Difficulty increases the radius of the illumination by 10 feet. The point of light moves where you direct it within your line of sight, as a move action. Creating light is not fatiguing.

Burning Hands (Casting time: 1 standard action, Area: 15 ft. cone-shaped burst, saving throw: reflex) A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes fire damage equal to your caster level. Making the Reflex save allows them to avoid any damage. Creatures which are at least bruised by this power are set On Fire. Flammable materials burn if the flames touch them.

Fireball Prerequisites: caster level 5 Casting Time: full action Range: Long (400 ft. + 40 ft./level) Saving Throw: Reflex half Fatiguing, Can be widened You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged attack, or else the bead strikes the barrier and detonates prematurely. A fireball is an explosion of flame that detonates with a low roar and deals damage equal to your caster level. Target or targets can make a Reflex saving throw. If successful, the blast only inflicts damage equal to caster level-4. Targets which fail the save and are at least bruised by this power are set on fire. Creatures with fire resistance or immunity to fire are never set on fire.

A widened fireball, in addition to the damage to creatures, sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage

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caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Fog Shaping Fatiguing, Maintenance. Prerequisite: caster level 3 Applications:

Fog Cloud Range: Medium (100 ft. + 10 ft. level) Effect: Fog 20 ft. high spreads in 20 ft radius Duration: maintentance, max 1 hour Difficulty: 16 A bank of fog billows out from the point you designate. You can increase the radius by increasing power check difficulty by +5 for each additional 10 feet. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater.

Stinking Cloud (mimum caster level 5) Duration: maintentance, max 3 minutes Difficulty: 18 Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated (Fortitude Save negates). This condition lasts as long as the creature is in the cloud and for 3 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. Incorporeal creatures are not affected.

Solid Fog (minimum caster level 7) Duration: maintentance, max 1 hour Save: Fortitude Difficulty: 20 This effect functions like the fog cloud version of this power, but in addition to obscuring sight, the solid fog is extremely thick. Any creature caught in it must make a Fortitude save at the beginning of its round. If it fails the save, it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty on all melee attacks and -1 penalty to melee damage. Even if it makes the save, the solid fog counts as very heavy obstruction to movement - divide speed by 4 while in the fog.

The vapors prevent efective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 2. Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Acid fog (minimum caster level 11) Duration: maintentance, max 3 minutes Difficulty: 25 Save: Fortitude Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. When you cast the spell, the fog deals acid damage equal to caster level-4 (Fortitude save negates), to each creature and object within it. Each creature which fails the Fortitude save at the beginning of its round suffers the same damage in addition to limitation to movement. Incorporeal creatures do not suffer acid damage.

Force Shaping Fatiguing You can manipulate the raw magical force. The force affect incorporeal or ethereal creatures. Applications:

Magic Missile Range: 100 feet + 10 feet per caster level. Save: Reflex negates

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A missile of magical energy darts forth from your fingertip and strikes its target, dealing damage equal to 4+ ½ caster level (rounding down). At caster level 12 the damage becomes caster level-2. This power cannot be Widened. Inanimate objects are not damaged by the spell. Ghosts and other incorporeal or ethereal creatures do not have the 50% chance to avoid this attack.

Magic Missile Barrage (requires caster level 3) Range: 100 feet + 10 feet per caster level. Targets: Two or more creatures no two of which can be more than 20 ft. apart Save: Reflex negates You send out a salvo of magic missiles, each dealing damage 4. Number of missiles equals ½ caster level + 1 (rounding down). Each missile must be directed at a different creatures, no two of which can be more than 20 ft. apart. This power cannot be Widened. Inanimate objects are not damaged by the spell. Ghosts and other incorporeal or ethereal creatures do not have the 50% chance to avoid this attack.

Resilient Sphere (requires caster level 8) Range: Close (25 ft. + 5 ft./2 levels) Effect: 1-ft.-diameter/caster level sphere, centered around a creature Duration: maintenance, max 3 min Saving Throw: Reflex negates Power check difficulty: 23 A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation or a rod of negation. It can also be dispelled by focused Ward power.

The sphere is invulnerable to brute force, but it contains microscopic vulnerable points. The character imprisoned in the sphere can attack it with a magic weapon, unarmed attack or natural weapon counting as magic weapon (eg of a creature with Damage resistance/magic). The character makes an attack check- he cannot use feats and other abilities which allow to increase attack bonus at the cost of other characteristics. It is opposed by the Power check of the caster, which receives +5 bonus. If the caster is defeated, the sphere disappears.These effects destroy the sphere without harm to the subject.

Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The power provides breathable and safe air if it was used while the subject was under water, in a poisonous cloud, in an airless void, or similar. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within. This sphere is effective against immaterial or ethereal creatures, which cannot pass in or out of it. Any magical effects cannot pass form outside into, or from inside out of the sphere.

Telekinetic Sphere (requires caster level 16) Range: Close (25 ft. + 5 ft./2 levels) Effect: 1-ft.-diameter/level sphere, centered around creatures or objects Duration: maintenance, max 3 min Power check difficulty: 34 Saving Throw: Reflex negates (object) This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless.

Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell’s duration expires, or you begin concentrating again. If you cease concentrating, you can resume concentrating on your next turn or any later turn during the spell’s duration.

The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

You can move the sphere telekinetically even if you are in it.

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Force Structures Prerequisites: Caster level 9 Fatiguing, no maintenance

Wall of Force Fatiguing Range: 5 feet per power rank. Duration: 3 min or until dismissed Power check difficulty: 25,+1 per each additional 10-foot square of wall, +2 if the wall is not vertical, +2 per each Force Structure active in the radius of 1000 feet. Save: Reflex partial – see text A wall of force spell creates an invisible wall of force. The caster can form the wall into a flat, not necessarily vertical plane whose area is up to ten 10- foot squares. A vertical wall must rest on the floor or hang from a ceiling; a non-vertical plane must be supported from at least two sides. It can rest on other Walls of Force. You can get more squares by increasing the power check difficulty. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

A creature adjacent to the Wall of Force can make a Reflex save when it is created; a success allows it to move to the other side before the wall forms.

The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most powers. It cannot be dispelled by focused Ward power. However a rod of cancellation, rod of negation and a sphere of annihilation immediately destroy it.

The wall is invulnerable to brute force, but it contains microscopic vulnerable points. A character attacking the wall with a magic weapon, unarmed attack or natural weapon, if any of those counts as magic weapon (eg in case of a creature with Damage resistance/magic) can make an attack at such a weak point, trying to destabilize the wall. The character makes an attack roll- he cannot use feats and other abilities which allow to increase attack bonus at the cost of other characteristics. It is opposed by the Power check of the caster, who receives +5 bonus. If the caster is defeated, the wall disappears.

Breath weapons, powers and spells cannot pass through the wall in either direction, although teleport, and similar effects can bypass the barrier. Powers cast before the wall of force appeared can be maintained through it. It blocks immaterial and ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.

Dismissing the Wall of Force takes a standard action.

Forcecage (required caster level 13) Range: Close (5 feer per power rank) Effect: Barred cage (20-ft. cube) or windowless cell (10-ft. cube) Duration: 3 hours, dismissable Power check difficulty: 31, +2 per each Force Structure active in the radius of 1000 feet. Saving Throw: Reflex allows the target to escape the cage before it forms, This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice). Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Creatures can make a Reflex save to escape from the Forcecage before it forms, if there is place on the other side of the nearest wall. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

Like a wall of force spell, a forcecage it is immune to damage of all kinds, and it is unaffected by most powers. It cannot be dispelled by focused Ward power. However a rod of cancellation, rod of negation and a sphere of annihilation immediately destroy it. The cage is invulnerable to brute force, but it contains microscopic vulnerable points. The character imprisoned in the cube can attack such a weak point with a magic weapon, unarmed attack or natural weapon, if any of those counts as magic weapon (eg of a creature with Damage resistance/magic) trying to destabilize the cage. The character makes an attack roll- he cannot use feats and other abilities which allow to increase attack bonus at the cost of other characteristics. It is opposed by the Power check of the caster, which receives +5 bonus. If the caster is defeated, the forcecage disappears.

Dismissing the Forcecage takes a standard action.

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Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid

walls of force form its six sides. Breath weapons, powers and spells cannot pass through the wall in either direction, although teleport, and similar effects can bypass the barrier. Powers cast before the forcecube appeared can be maintained through it. It blocks immaterial and ethereal creatures as well as material ones. Gaze attacks can operate through a forcecage. Windowless Cell does not provide breathable air, and if it was enlosed a portion of a poisonous cloud, the cloud continues to affect the creatures imprisoned in the cell.

Freezing Sphere Prerequisites: caster level 5 Fatiguing, can be widened, Casting Time: Full action Range: Long (400 ft. + 40 ft./level) Saving Throw: Reflex Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes, dealing cold damage equal to caster level to each creature in the area. This power can be widened. Targets which fail save target take damage equal to your caster level. If they suffer at least a bruise, they are are entangled and cannot move for one round (this condition ends in the next round just before the initiative count when it begun). Characters which make save suffer damage equal to caster level-4 and are not entangled. Characters with resistance or immunity to cold are never entangled.

If the widened freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over the affected area. This ice lasts for 3 minutes (longer in cold weather). Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.

Heart Reading Mind Affecting, Fatiguing, Standard Action, Concentration Using this power never requires noticeable verbal or somatic components (even if it is used by a wizard). Using it is not noticeable unless the target possesses the Psychic Shield or Second Sight feats. If a subject succeeds on a save, you cannot use this power again on it for 3 minutes. If you use this spell in an hour after the subject made a save, even a subject without a Psychic Shield or Second Sight powers will sense that you use this power on it.

Empathy You can sense and read the emotions of others. The target gets a Will save to resist. If the target's save fails, you get a general idea of his emotions and mood (not precise thoughts). In particular, you learn what is his attitude towards you and other persons present. You also learn about his alignment; in particular whether he is extraordinarily saintly or corrupt. This does not detect everyday levels of evil, only creatures dedicated to unholy deities etc.

Discern Lies (minimum caster level 4) You use this spell on one subject, a creature of Intelligence -3 or higher, who must be within range. The subject gets a Will save; you know it succeeded or failed. In addition to all effects of empathy, you know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. You do not detect half-truths, lies of omission, or things the creature believes are true (even if they are not). Each round, you may concentrate on a different subject.

Heart Shaping Mind-Affecting, Fatiguing, Maintenance (max 3 minutes), Prerequisite: Min. Caster Level 7 Casting Time: Full action

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Range: Medium (100 ft. + 10 ft./level), Can be widened Saving Throw: Will negates This spell arouses a single emotion of the caster's choice in the subject. The caster can choose any one of the following emotions. He also chooses the object of the emotion, deciding what the target loves, hates, fears, and so forth. If a target is already under an opposed emotion caused by another adept, make an opposed power check to determine which emotion will prevail. This applies also to the targets affected by the Calm power.

Fear The enchanted creature is shaken, suffering a –2 penalty on attack rolls, saving throws, skill checks, and ability checks rolls.

Failure by 5 or more means the subject is in addition Frightened. During his next turns he flees from the source of the fear (specified by the user) as quickly as possible; if unable to flee, he is shaken, but can act normally.

Failure by 10 or more means the target is in addition Panicked. A panicked character flees as fast as possible or cowers, dazed, if unable to get away. A panicked character defends normally but cannot attack.

The creatures affected by this power are entitled to a save at the end of each turn to end it. Minions which fail the save are always panicked and cannot make saves to end the power.

Emotion (fear) opposes emotion (rage) and emotion (hope).

Friendship (Mind-Affecting, Fatiguing, free action) This spell never requires noticeable verbal or somatic components (even if performed by a wizard). Using this option is not noticeable unless the target possesses the Psychic Shield or Second Sight feats.

You can use this power to influence the initial reaction of an encountered character; if he fails Will save, it is treated as a successful Diplomacy test and improves the attitude by one.

In addition, the attitude of a target which failed the save is treated as as being one level better for as long as this spell operates. Emotion (friendship)opposes emotion (hate) .

Hate (Mind-Affecting, Fatiguing, free action) This spell never requires noticeable verbal or somatic components (even if performed by a wizard). Using this option is not noticeable unless the target possesses the Psychic Shield or Second Sight feats. The enchanted creatures react more negatively toward the specified target. Their attitude is treated as one level worse (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). Emotion (hate) opposes emotion (friendship).

Hope The enchanted creature is fearless; a caster of a mind-affecting power causing fear or similar effects must win an opposed power check in order to affect the enchanted creature. Emotion (hope) opposes Emotion (fear).

Rage The enchanted creatures gains benefits of the Rage feat. They are compelled to fight heedless of danger. Emotion (rage) does not stack with the Rage feat or with itself. The enchanted creatures do not suffer fatigue. The Emotion (rage) opposes emotion (despair).

Imbue Life Fatiguing, Prerequisite: Character level 9 Range: Touch Time: Standard Action

Stabilize (not fatiguing, a standard action, touch range) You target a dying creature. That creature is automatically stabilized.

Resuscitation (Automatically fail fatigue save) As a standard action you revive a creature which has died no longer than 2 turns ago. As this power stops the creature from fully dying, it affects creatures which normally cannot be resurrected, such as constructs and outsiders. It can even affect undead if you have also the Necromancy power. The subject’s condition becomes “unconscious” and “disabled” (from which the subject may heal normally). Mental and physical weakening, if above 5 points, is reduced to 4 points each. Any ability scores damaged to -5 increase to -4. All spells and similar effects on the subject end at the moment of death. Normal poison and normal disease are cured in the process, but magical diseases and

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curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the resuscitated creature must be whole. Otherwise, missing parts are still missing when the creature comes back to life.

Heal (Automatically fail fatigue save) You channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: Mental & Psychical Weakening, blinded, confused, dazed, dazzled, deafened, diseased, insanity, nauseated, sickened, stunned, and poisoned, also slowed and paralyzed. It removes all lethal and nonlethal damage. This use of power does not remove fatigue or remove Energy Drain. Undead are affected as if by Harm – use all rules of that power, including Fatigue save difficulty.

Regenerate (Fatigue save difficulty 24) Time: 3 full rounds The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes d20 rounds otherwise.

Regenerate also cures one lethal damage condition and eliminates all nonlethal damage the subject has taken, except for the collateral damage caused by remaining lethal damage. It has no effect on nonliving creatures (including undead).

Mass Heal (Requires character level 17, automatically fail fatigue save) The spell affects a circle centered on you, with a radius equal to twice your Caster level in feet. You can freely select which creatures in that area are affected and which are not. Except for that, it functions exactly like Heal. All undead in the area can be affected as if by Harm.

Invisibility Fatiguing, duration 3 minutes, can be dispelled, standard action

Blur (20% miss chance) 18 minimum caster level 3

Blur (50% miss chance) 22 minimum caster level 5

Invisibility 28 Minimum caster level 7

Blur: The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility effect and a true seeing spell counteract the blur effect. The miss chance does not stack with other sources concealment, invisibility etc. Invisibility: The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The effect doesn’t end if the subject attacks. Even if a invisible creature is observed thanks to See Invisible effects, it can still make Stealth checks as if it was in dim light (see the general rules on Stealth).

Iron Hands Time: This power is always active. You trained your hands until they became as hard as weapons. As long as your hands are empty, they count as masterwork weapons, with damage equal to half of key ability (rounding down). You add your Strength to damage, as normal. You gain also +1 bonus to attacks with your hands. Those bonuses are treated as equipment bonuses, and stack with bonuses from feats and powers. Because your hands are treated as weapons, you do not need Improved Strike feat to cause lethal damage with them. You unarmed attacks with feet, elbows etc do not count as weapons and do not benefit from this power.

Light Shaping Fatiguing, time to cast: full action, can be dispelled, long range You can mentally control light.

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Figments (maintenance) You can create realistic three-dimensional images. The illusion is entirely silent. For particulars see the general rules on illusion and figments.

Dancing Lights (not fatiguing) See Cantrips.

Light (fatigue save difficulty 13, no maintenance, lasts 1 hour, range touch) This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. The effect lasts for an hour, adding each 10 minutes to duration increases Difficulty by 1.

Daylight (lasts 1 hour, fatigue save difficulty 16, no maintenance, minimum caster level 5, range touch) The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. When daylight is cast within area of any darkness effect, make opposed power checks; the losing effect is dispelled.

The effect lasts for an hour, adding each 10 minutes to duration increases Difficulty by 1.

Blinding Light (Maintenance, Fortitude negates) This effect creates a point of light directly in the eyes of the target. That creature is blinded for as long as you maintain the effect, unless it makes a successful Fortitude save.

Mage Armor Time: This power is always active. You learn to surround yourself with an invisible but tangible field of force. You receive +2 toughness bonus as long as you don't wear armor. The bonus does not apply if you are unable to take free actions. You automatically restore Mage Armor as a free action as soon as you can take free actions. This bonus is treated as armor bonus, except that it doesn’t cause armor check penalty. You can still benefit from items granting magic armor bonus (Amulet of Natural Armor, Bracers of Defence).

Major Image Prerequisites: Light Shaping or Shadow Shaping,, Sound Shaping full action, dispellable

Figments See the description of figments. The illusions you create can consist of both images and sound.

Illusionary Magic (not fatiguing, requires the same action as the spell which are to be simulated) Illusionary Magical Effects, used to waste time or to demoralize. This effect can mimic all magical effects; it is not fatiguing. Knowledge(supernatural) test with Difficulty 15+Power Bonus is necessary to discover that the effect is only illusion. This kind of pseudo-magic is also easy to detect by reasoning, since it cannot seem to affect real objects. An illusionary fireball cannot seem to blacken the floor and walls, or to set a tree afire - this would require a glamer. It is possible to create illusionary terrain, objects or creatures beforehand, and have them be affected by pseudo-spells.

You receive +5 bonus to power check difficulty. The Difficulty of power check equals: - the power check diffficulty of simulated power, if available. - if the simulated power has no specific power check DC, the DC is based on the caster level at which you seem to use the power. DC equals 1.5×Caster level+10.

Manipulate Object Fatiguing, Maintenance up to 3 minutes, move action .

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You can manipulate objects at a distance as if with a pair of invisible, intangible hands. To make use of an object with this power, make a power check and compare to this table to see if you can lift it.

Difficulty Mass

10 2 lb.

15 5 lb.

20 10 lb.

You cannot use an object heavier than 10 pounds with Manipulate Object. You can't perform tasks at all if you can't see your target, since your power has no sense of touch. Remotely Wielding Weapons: An adept can wield a weapon using Manipulate Object. Picking up the weapon is a move action. Attacking with it is a standard action. Concealment is determined by the attacker and defender's positions, not the weapon's, while cover is determined by the defender and weapon's positions. The attacker makes a normal attack roll, and adds his Intelligence score to the attack roll, rather than Dexterity. The weapon deals its normal damage with no modification for Strength (as if wielded by a Str 0 attacker).

Attempts to disarm the remote wielder by knocking the weapon out of his supernatural "grasp" are resolved against a Difficulty of the wielder's effective power bonus, if the wielder's Manipulate Object bonus is greater than his Maneuver Difficulty.

Mind Touch Mind Affecting

Mental Contact (full action, not fatiguing, maintenance, cannot be dispelled) Try Again: You can retry Mind Touch freely, but retries on the same subject within an hour's time are fatiguing. You can establish contact with another mind, if the target is in line of sight, and within the long range. The mental contact persists even if the target leaves the line of sight or moves beyond the range. You can also establish mind contact with adepts who scry on you, independently from range.

An unwilling subject gets a Will saving throw to avoid contact. If the save is successful, no contact is made. If the subject has a Psychic Shield, you have to make a opposed power check to overcome it. If a friendly mental contact turns hostile, the subject can make a Will saving throw and/or Psychic Shield check to break contact. Once the subject has failed an attempt to eject the intruder from her mind, she can't break the contact. If you do not want the subject to know you are making mental contact, you can make a separate opposed Mind Touch check against the subject's Sense Motive, Second Sight, or Psychic Shield check (whichever has the highest bonus). If you win, the subject is unaware of your attempt. If the subject wins, she is aware of your attempt (whether you succeed or fail in actually establishing contact).

While you are in mental contact with another being, the two of you can communicate at the rate of normal speech, hearing each other's thoughts. You can also send a single visual image each round instead of speaking. Both you and the subject can choose to lie or omit information; you're "speaking" to each other mentally, not reading each other's thoughts. Mind Touch is two-way, meaning you are in mental contact with the subject for purposes of her powers and vice versa.

Mentally Aiding Others (not fatiguing) While in mental contact with another character, you can use the aid action (a standard action) to grant that character a +2 bonus on Will saving throws or +4 on any skill check where your skill rank is equal to or greater than the subject's.

Deathcry If a creature you are in mental contact with dies, you must make a Will saving throw or Psychic Shield check (Difficulty 20 in both cases) to avoid being dazed for 1 round by the psychic feedback and trauma. Since mental contact is a two-way phenomenon, this applies to any creature in mental contact with another, including all the creatures involved in a Telepathic Bond. A creature can deliberately avoid letting out a deathcry when it dies by making a Will saving throw (Difficulty 20).

Psychic Blast (fatiguing, full action)

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You can focus your power to psychically assault a target’s mind. You can attack opponents who are in line of sight, and within the long range, or in mental contact with you. You can also target adepts who are scrying on you. The target makes a Will saving throw against your save Difficulty. If the target fails, it suffers a non-lethal Bruise; if it fails by 5, an Injury, if by 10 it is Disabled, and if by 15 it falls unconscious. In addition, if the subject fails save, you can decide to continue or establish mental contact. If the target saves successfully, it can decide to break mental contact. If it has the Mind Touch power, it can decide to start mental contact with you. In both cases there is no additional save.

Telepathic Bond (Fatiguing, full action) Minimum character level 9, Fatigue Save Difficulty: 19+2 per additional participant Duration: No maintenance, one hour, cannot be dispelled This power targets the caster and one other creature; the caster can include additonal participants by increasing the DC of fatigue save. The caster must be near to or in mental contact with all other particants. All participants must be willing and have Intelligence of at least -4. Willingness can be caused by long-term mind-influencing magic, but not by powers such as Dominate.

Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. They are like one mind, each instantly aware of everything that the other thinks and experiences and able to share information instantly. Creatures in the bond cannot deliberately lie to or deceive each other. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

The mental contact established by this power does not need to be maintained afterwards. You can lengthen the duration by recasting this power before it expires.

Mental Grapple has been removed, since it duplicates (often in much more powerful way) such powers as Pain. You can use those powers to attain similar results.

Move Object Prerequisite: Caster level 9 Fatiguing, Concentration up to 3 minutes, Standard action. Range: Medium (100 ft. + 10 ft./level)

Mage Hand (standard action, not fatiguing) Range: Close Target: One nonmagical, unattended object weighing up to 5 lb. Duration: Concentration You point your finger at an object and can lift it and move it at will from a distance. You do this as a part of the standard action necessary to use or to concentrate on this power. You can propel the object a distance of 5 feet times your caster level, though the effect ends if the distance between you and the object ever exceeds the range.

Mage Hand Strike (full action, not fatiguing) Range: Close You throw a small object at your opponent. It deals bludgeoning damage. You must succeed at a ranged attack throw to hit your opponent. The damage equals Caster Level+size modifier. This is treated as a weaponlike spell, with the critical hit causing +3 damage.

Telekinesis (fatiguing, standard action, concentration, dispellable) You can move objects with the power of your thoughts. You can move an object in your line of sight up to 20 feet per round, vertically, horizontally, or in combination. You do this as a part of the standard action necessary to use or to concentrate on this power. A creature can negate the effect on an object it possesses with a successful Fortitude save. The Difficulty of the power check is based on the mass of the object you want to move. If you want to move another object, you must use the power again. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops, and the spell ends. If you want to move another object, you must use the power again.

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If two adepts vie for control of an object, use opposed power checks. The winner controls the object for that round.

Mass Difficulty

20 lb. 10

50 lb. 15

100 lb. 20

250 lb. 25

500 lb. 30

1000 lb. 35

2000 lb. 40

Telekinetic Strike (fatiguing, Full Action) As a full action, you can hurl objects at opponents. It can be an object moved earlier with Telekinesis, or one picked up directly with this power. If picking up objects heavier than 20 lb, you must make a power check as per Telekinesis If you are using an object picked up earlier with the Telekinesis spell, you do not need to make a power check. A creature can negate the effect on an object it possesses with a successful Fortitude save. Striking with and object ends the Move Object power. Hitting the target requires a ranged attack roll. If the striking object is a stone weighting at least 20 lb., damage to target is equal to your caster level+3+your size modifier. Striking with smaller or less hard objects causes lesser damage.

Telekinesis - Creatures (fatiguing, standard action, concentration, dispellable) You can use Move Object to move a creature. Make a power check depending on its weight. The creature is entitled to a Fortitude check. If it fails, you can move it as per Telekinesis rules. Instead of moving it, you can rotate it in the spot so that it will end prone. You cannot move and rotate a creature in the same round.

As long as you concentrate on this power, you must make fatigue checks each turn. The creature remains entangled and cannot move. If you have lifted it up, it remains suspended in the air. It is entitled to a Fortitude save at the beginning of its turn to end this effect. Alternatively, you can let it go at the end or beginning of your turn – in that case, it can suffer falling damage.

Throwing Creatures (fatiguing, full action) Make a power check depending on the weight of the creature. The creature is entitled to a Fortitude check. If it fails, you can throw the creature up to 20 feet far; it suffers damage equal to your caster level+your size modifier and falls prone at the end. The damage is lesser if it hits anything else than stone walls or floor - soft ground, bog etc. If your power check allows you to pick up an object weighting twice as much as the creature, you can throw it up to 50 feet far.

You can throw a creature at another target. Make an attack roll. If you hit, both the creature and the target suffer damage equal to your caster level+your size modifier.

Negative Energy Shaping. You can shape negative energy, which is deadly to living and sustains undead. You have also a limited amount of control over positive energy.

Rebuke Undead (Fatiguing) Range: 60 feet, when widened a circle centered on you within a radius equal to twice your level. Duration: 3 min

As a standard action, you can channel negative energy, which can allow you to subdue or halt undead. You can target one creature in the 60 feet range. If you widen the power, it affects all undead in the radius equal to twice your Caster level. Affected intelligent undead must make a Will save. A mindless undead creature gets no saving throw and suffers the worst possible result. Regardless whether the save succeeds or fail, the creature cannot be rebuked again in the same encounter (for 3 minutes), and succeeds all following saves automatically.

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If the targeted creature fails the save, it is subdued. It cannot attack or oppose in any way you and your allies. If you or one of your allies targets with a spell, attacks or prepares to attack a subdued creature, the effect is broken. Accidentally targeting an undead again with Rebuke Undead again does not end the effect, since it cannot affect the creature.

If it fails the save by 5, it is halted – rendered immobile for the duration of the spell. The target is paralyzed: helpless and unable to move or take any actions. A winged creature who is paralyzed cannot flap its wings and falls and a swimmer can’t swim. The effect is broken if the halted creatures are attacked or take damage from a hostile source. Attacks or damage dealt by their allies cannot end the effect.

Curse Weapon Difficulty:17 Casting Time: A standard action

A touched weapon or up to 50 projectiles count as vice-aligned for the purposes of bypassing damage reduction. The effect lasts 10 minutes.

Black Hand (fatiguing, standard action) You imbue your touch with negative energy. You deal negative energy damage equal to your caster level +5+Size modifier. This is a weaponlike spell – you deal +3 critical damage on a critical hit. This attack is ineffective against undead and other creatures immune to negative energy.

Stabilize (not fatiguing, a standard action, touch range) You target a dying creature. That creature is automatically stabilized.

Paralyze Prerequisite: Caster level 3 Fatiguing, Mind Affecting, Dispellable, Maintenance, max 3 minutes. Action: Full action Range: medium (100 ft. + 10 ft./level) Saving Throw: Will (staged) You need caster level 9 in order to affect a non humanoid target. You need caster level 13 or more in order to widen this power. You can reduce a target’s speed and reaction time, or even paralyze them completely. The target makes a Will saving throw. If the save fails, the target is nauseated. Nauseated characters can only take a single move action each round, meaning they are unable to attack (or take other standard actions) or move all out (or take other full-round actions). Nauseated characters are Unguarded.

If the save fails by 5 or more, the target is paralyzed: helpless and unable to move or take any actions. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

The target makes a new Will save at the end of each its turn to overcome the effect. If that save fails, its results decide the effects of the power until the end of target’s next turn. Minions always suffer the worst possible result and do not get to make additional saves.

Phase Fatiguing, Prerequisites: Caster level 15 Duration: 3 min, no maintenance, dispellable Fatigue check difficulty: 26 Action: Standard You can shift yourself “out of phase” with the material world, becoming incorporeal (See rules for incorporeal creatures). You are not invisible. You are unaffected by the material world, able to pass through solid objects and creatures and move in any direction, including up or down, at your normal movement speed, although you cannot see when your eyes are within solid matter. As an incorporeal creature you do not leave footprints, have no scent, and make noise only intentionally. You are undetectable by Blindsight, Blindsense and Tremorsense. Any equipment you are wearing or carrying is also incorporeal. Your armor and magical items affect you normally. You cannot use this power together with Blink.

You can be harmed only by other incorporeal creatures, by magic weapons, or by powers, spell-like effects, or supernatural effects. You are immune to all nonmagical attack forms. You are not burned by normal fires, affected by natural cold, or harmed by mundane acids.

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Even when hit by magic powers, or magic weapons, you have a 50% chance (11 or better on d20) to ignore any damage from a corporeal source (except for supernatural powers that affect the mind or spirit, positive energy, negative energy, force effects, or attacks made with ghost touch weapons). Nondamaging magic effects affect you normally unless they require corporeal targets to function or they create a corporeal effect that incorporeal creatures would normally be unaffected by. (Percent rolls to avoid attacks, such as the above, or blur, or total concealment, or blink, do not stack. You can roll to avoid getting hit only once.)

Incorporeal creatures can attack you normally. Similarly, when you attack incorporeal creatures they don’t get a chance to ignore damage.

You cannot touch or affect material world. You can attack corporeal targets only with Ghost Touch weapons and supernatural powers.

If the power’s duration ends while you are inside a material object, you are shunted into the nearest open space and must make a Toughness saving throw against +1 damage per 5 feet you travel in this manner. You can also renew your power’s duration with a new fatigue save (including the modifier for repeated power use).

Positive Energy Shaping Fatiguing, This power allow the clerics and priests to wield positive energy.

Stabilize (not fatiguing, a standard action, touch range) You target a dying creature. That creature is automatically stabilized.

Turn Undead Casting Time: A full action Range: 60 feet, when widened a circle centered on you within a radius equal to twice your level. Duration: 3 min As a standard action, you can channel positive energy, which can drive off, damage or destroy undead and supernatural creatures with the vice subtype (fiends).

You can target one creature in the 60 feet range. If you widen the power, it affects all undead or fiends in the circular area with you as the centre and radius equal to twice your Caster level. Affected undead or fiends must make a Will save. Regardless whether the save succeeds or fail, the creature cannot be turned again in the same encounter (for 3 minutes), and succeeds all following saves automatically. If the targeted creature fails the save, it suffers a bruise. If it fails by 5 or more, it suffers a wound. If it fails save by 10, it is disabled, and if by 15, it is immediately destroyed. A minion who fails the save suffers automatically the worst possible result.

Additionately, if the creature fails the save, it flees from you by the best and fastest means available to it for about 3 minutes. If the affected creature cannot flee, it cowers, unable to act. Any attack against it counts as a surprise attack, but instantly ends the effect. Creature freed in that manner cannot be turned again during the same encounter.

Bless Water Difficulty:15 Casting Time: 10 minutes Duration: Instantaneous (cannot be dispelled) You imbue all water in a container (no more than one flask or pint) with positive energy, turning it into holy water.

Bless Weapon Difficulty:17 Casting Time: A full action A touched weapon or up to 50 projectiles count as virtue-aligned for the purposes of bypassing damage reduction. The effect lasts 10 minutes.

Black Hand (fatiguing, standard action) You imbue your touch with negative energy. You deal negative energy damage equal to your caster level +5+Size modifier. This is a weaponlike spell – you deal +3 critical damage on a critical hit. This attack is ineffective against undead and other creatures immune to negative energy.

Plant Shaping Fatiguing You can shape living plants and, to a degree, dead wood and other plant materials.

Plant Healing( Fatiguing, full action)

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You can heal injured or diseased plants. This requires you to touch the plant and make a Difficulty 15 Plant Shaping check. If you succeed, the plant is restored to health after 3 minutes. Plants must be living and reasonably intact in order for this power to heal them.

Plant Growth (fatiguing, full action) You can promote rapid growth in plants, causing an area to become filled in 3 minutes with thick undergrowth (see Hampered Movement). This affects a radius equal to your power bonus times 20 feet. Finally, you can use plant growth to enrich the same area, increasing the yield and growth of crops there by 50 percent for the season.

Woodcrafting You can use Plant Shaping like a Craft skill to shape objects out of wood. This takes minutes instead of the hours of a normal task. See the Craft skill for details.

Entangle (Dispellable, Full Action) Power check difficulty: 16 Range: long (400 ft. + 40 ft./level) Duration: Maintenance, max 3 min. This spell causes tall grass, weeds, and other plants to wrap around the target. The widened Entangle has a radius of 10+2×Caster Level in feet. The target, or, if widened, anyone in the effect’s area when the spell is cast must make a Reflex save. On a failed save, the target is entangled and cannot move. The entangled creature can break loose by spending 1 full round and making a Fortitude save or an Escape Artist check opposed by the power check of the caster. Even if the save succeeds, the affected area counts as very heavy obstruction to movement - divide speed by 4. The creatures that enter the area after the spell is cast do not need to save, but still treat the area as very heavy obstruction.

Project Image Figment, Fatiguing, Maintenance. Prerequisites: caster level 13 Range: Medium (100 ft. + 10 ft./level) Full action, Duration: Maintenance, max 30 rounds (3 minutes) Saving Throw: Will disbelief (if interacted with) Power check difficulty: 30 You create a quasi-real, illusory version of yourself. The projected image has the same qualities as if it was created using Major Image power. It looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).

You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any ranged power you cast can originate from the projected image instead of from you. Projected image cannot make melee attacks or use any powers on itself except for illusionary ones. The powers affect other targets normally, despite originating from the projected image.

You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use any power that breaks your line of effect, even momentarily (eg Teleport), the spell ends.

The fact that the projected image is a figment is detected by a Notice test, with difficulty 15+power bonus. Powers which allow to detect magic show that the projected image is magical, but it is necessary to make successful Knowledge(supernatural) check with Difficulty 15+Power Bonus to discover that it is illusionary magic.

You can attempt to use this power only once per encounter (once per 3 minutes).

Psychic Shield Not Fatiguing; Action: Using Psychic Shield as a defense is a reaction; raising or lowering your shield is a free action When using this power use character level instead of caster level. Characters with no prerequisite feat use Charisma as the key ability. Adepts can use their key ability, but in that case have to use their actual Caster level, not total Character level. You can shield your mind from psychic influences. When you are the target of a Mind-Affecting power, you can make an opposed power check (using your character level in place of the caster level) to determine whether the power affects you. If your check result is higher, the power fails. If the attacker's result is higher, the power affects you normally, but you still get your normal saving throw.

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You may choose to voluntarily lower your Psychic Shield as a free action, and can raise it again as a free action. Otherwise, your shield is always active, even if you are unconscious or sleeping. Shields and Maintained Powers: Once a power has overcome your Psychic Shield, it continues to affect you as long as the user maintains it. You're still entitled to your normal saving throws, if any, but your shield no longer protects you from that power. Once the attacker needs to make a new power check, however, your shield comes into play again and must be overcome again. For powers requiring mental contact, so long as the other adept remains in mental contact with you (inside your shield), he can use those powers freely without worrying about your shield.

Psychic Weapon Fatiguing Casting Time: 1 move action Duration: 3 minutes You can create a melee weapon out of psychic energy. Take a move action to create the psychic weapon in your hand. The appearance of the weapon is up to you; its effects are the same regardless, except that the psychic weapon is considered a precision or power weapon, depending on the shape you gave it. You must decide this when evoking the psychic weapon.

You wield a psychic weapon like a normal melee weapon, except you are automatically considered trained with it. If your psychic weapon is somehow knocked from your grasp or sundered it disappears; you can recreate it by taking a move action to do so. You cannot throw the psychic weapon.

The psychic weapon inflicts damage indicated in the table below. Add not only your Strength, but also half of your key ability for Psychic Weapon (rounding down) to the weapon’s damage. You can create a one handed or two-handed weapon. A two handed weapon inflict damage increased by +1. The damage indicated applies to caster of Medium size. Add normal bonuses or penalties to damage for other sizes. You can score a critical hit with your Psychic Weapon, inflicting +3 damage (+8 for an improved critical).

Psychic Weapon causes normal physical damage, affecting even objects and non-intelligent creatures. It affects, however, immaterial creatures as a ghost touch weapon. The psychic weapon is treated as a force weapon, and bypasses damage resistance and resistances to energy as such a weapon.

Caster level Damage Other Bonuses

1-2 3

3-7 4

8-9 5

10-11 6

12-13 7

14-15 8 Mental Attack

16 and higher 9

Mental Attack– you can mentally direct your weapon to attack your opponent. The weapon strikes without an attack roll, but the opponent can make a Will save to avoid being hit. If the Will save fails, the opponent receives damage equal to your Power Rank. When using this option you cannot inflict critical damage. You can also use the weapon normally, if you prefer. Before each attack, you can decide whether to use your psychic weapon normally or to use the mental attack. When the opponent has the Psychic Shield power and you are using this option, you must win an opposed power check in order to affect him. Even if you win, he still can make the Will save.

Second Sight Always active

Sense Powers: Whenever supernatural powers are used in your line of sight, or you are in mental contact with the caster or the target, you can identify the powers used. Make Knowledge(supernatural) check with Difficulty 10 + caster level to identify the power used. To discover that the effect is an illusion, you generally need to make Knowledge(supernatural) test with Difficulty 15+Power Bonus.

Sense Mind Touch You make a Second Sight check against the other adept’s Mind Touch check to know when someone is trying to secretly get into mental contact with you. If you win the check, you sense the attempt, but you might not be able to avoid it (depending on the results of your Psychic Shield check and Will save).

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Detect Auras You can sense magical items or continuing effects powers at range of 120 feet. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks your ability to detect magic.

Second Sight is treated as a special sense. Because of that, the creature affected by powers or bearing items can make Stealth checks, opposed by your Notice skill. Since the second sight is an imprecise sense (see the chapter on Stealth), you treat the creature as at least in concealment for purpose of Stealth checks difficulty.

If the items or creatures bearing the auras are in line of sight and noticed by you, you can make Knowledge(supernatural) skill checks to determine the general type of magic involved in each magic item. (Make one check per aura; Difficulty 15 + caster level.) If you exceeds Difficulty on Knowledge(Supernatural) test by 5 or more, you magically divine the item’s function, its means of activation and the number of charges remaining.

If the items, areas or creatures affected by an ongoing power are in line of sight, you can make Knowledge(supernatural) skill check with Difficulty 15+caster level to identify the power.

You can pin-point invisible creatures (Cloud the Mind power is not affected) by detecting the aura of powers affecting them if they gained invisibility from item or spell. You do not need to make Knowledge(supernatural) checks. If the creature uses stealth, you must make notice checks. However, even a pin-pointed invisible creature has total cover, which gives it 50% miss chance, and allows to make surprise attacks.

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine its caster level.

Detect Scrying When someone tries to scry you, you can make Second Sight check, opposed by his power check. If you succeed, you see a glowing or shadowy image of the scryer. You treat him as very familiar (+5 penalty), which means your powers may affect him in return.

Self-Shaping Prerequisite: Caster level 4 Fatiguing, Action: Self-Shaping is a full action. You can reshape your body to assume the form of another creature. The new form must be a humanoid or animal, unexceptional for its type, with Challenge Rating no higher than your total level -2. At caster level 7, you can change into other types of creatures. The new form may be of the same type as your original or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. If you change into a creature other than a humanoid or animal, its CR cannot be higher than you character level – 3.

You are changed wholly into the new form, and use its standard stat-block –even for the mental and supernatural abilities. You retain none of your abilities and powers. You do retain your alignment, personality and goals, and will continue to act as normally within the limits of your new intelligence and abilities. No matter what form you assume, the amount of lethal &nonlethal damage and other detrimental effects does not change. Second Sight allows to discern that the new shape is assumed due to magic, but does not reveal the original shape. True Sight does reveal it.

If you are slain or knocked unconscious while using this ability, you revert to your original form. You can freely designate the new form's cosmetic qualities (such as hair color, hair texture, and skin color, for

example) within the normal ranges for a creature of that type. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but must fall within the norms for the new form's species. You are effectively disguised as an average member of that species. If you use this ability to create a disguise, you get a +10 bonus on your Disguise check. This bonus does not apply against creatures with Second Sight; your disguise is wholly ineffective against creatures with True Sight.

Your equipment is not affected by the transformation. Any clothing or equipment that cannot be worn by your new form drops off. Likewise, when you return to your normal form, you have only what you are carrying or wearing. This usually leaves you naked if you were in animal form. At the Narrator's discretion, some supernatural items may disappear into your changed form, reappearing when you assume your normal form.

It requires a full-round action to undergo a transformation, during which you can do nothing else. The transformation lasts for one hour per caster level, but you can make an additional fatigue save to maintain a form for another period.

Assuming a shape of a creature with an Intelligence of -5 or -4 t poses an additional danger: each hour you must make a Will saving throw (Difficulty 15) using - as a singular exception - your original save or lose a point of your original Intelligence. If your original Intelligence score drops to the natural level for that species, you become that creature in mind, as well as body. The effect of your Self-Shaping becomes permanent, and your normal identity

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is lost. You remain trapped until someone else achieves a Difficulty 30 Mind Touch to reach and reawaken your normal self, allowing you to return to normal form.

Sense Minds Action: Sense Minds is a move action.

You can determine the presence and location of other minds. Make a Difficulty 15 Sense Minds check to sense the presence of any creature with an Intelligence score within 30 feet of you. For every factor of 10 you extend your sensing radius, the Difficulty increases by 5.

Difficulty Radius

15 30 feet

20 300 feet

25 3,000 feet (about one-half mile)

30 30,000 feet (about 5 miles)

35 300,000 feet (about 50 miles)

40 3,000,000 feet (about 500 miles)

With a successful check, you sense the presence of other minds, their approximate number, their general type

(animal, humanoid, and so forth), and their approximate location. The larger the number of minds, the more general the information tends to be. Psychic Shield opposes Sense Minds. A Psychic Shield check greater than your Sense Minds check allows a creature to go unnoticed.

You can focus your attempt to Sense Minds on a particular place you can see, such as a building or island within range, for example, or even a planet seen from the bridge of a spaceship.

Shadow Shaping Fatiguing, time to cast: full action, can be dispelled, long range You can mentally control shadows.

Figments (maintenance) You can create realistic three-dimensional images. The illusion is entirely silent. For particulars see the general rules on illusion and figments.

Darkness (Maintenance, Fortitude negates) This effect creates a spot of darkness directly in the eyes of the target. That creature is blinded for as long as you maintain the effect, unless it makes a successful Fortitude save.

Shadows (Maintenance, power check difficulty 15) You can fill an area out to a 20-foot radius with shadows, making it darker and more difficult to see. It lowers light level to dim (if it is higher), and creates concealment for all in the area. When it is cast within area of any light effect, make opposed power checks; the losing effect is dispelled. Light effects must win a opposed power check to work, dispelling shadows. Even creatures that can normally see in such conditions (such as with darkvision) have the miss chance in an area shrouded in magical shadows. You can increase the area by increasing power check difficulty +5 for each additional 10 feet.

Sphere of Darkness (maintentance, max 3 minutes; power check difficulty 18; min caster level 3) This effect causes total, impenetrable darkness in the area out to a 20-foot radius and confers total concealment. Night Vision and Darkvision is useless. Neither normal nor magical light work. When it is cast within area of any light effect, make opposed power checks; the losing effect is dispelled. Light effects must win a opposed power check to work, dispelling shadows. You can increase the area by increasing power check difficulty +10 for each additional 10 feet.

Sleep Fatiguing, Mind-affecting, Can be widened Range: Medium (100 ft. + 10 ft./level)

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Action: Sleep is a full action. Saving Throw: Will negates You can psychically put a target into a deep sleep. The target gets a Will saving throw. Success negates the effect. If the save fails, the target is non-lethally bruised. If it fails by 5 or more, the target is injured, and if it fails by 10 or more, the subject falls into a deep sleep. If an injured target is injured again by this power, it is not disabled, but falls asleep instead. Sleeping targets make saves to wake once per 3 minutes. Sleeping creatures are helpless. Slapping or any damage awakens them, but normal noise does not. Awakening the creature requires a standard action. Sleep does not target unconscious creatures. Constructs or True Undead creatures are staggered, not caused to sleep by this spell – they never sleep.

Sound Burst min caster level 3, can be widened Casting Time: full action Range: Close (25 ft. + 5 ft./2 levels). At caster level 10 the range becomes Medium (100 ft. + 10 ft./level) Saving Throw: Fortitude You blast the target with a sonic cacophony. It takes damage equal to your caster level. Characters which fail save and take damage from this power are deafened for 3 minutes. Characters which make save suffer damage equal to caster level-4 and are not deafened. Characters with resistance or immunity to sound are never deafened. In order to penetrate the Silence effect of Sound Shaping power the caster must win an opposed power check; in that case Silence is dispelled.

Sound Shaping Fatiguing You can mentally control sound and sonic energy. You can make a Sound Shaping check to deafen opponents, make an area of silence around yourself, or mimic nearly any sound imagineable. You can deal sonic damage when using the Elemental Blast power in conjunction with Sound Shaping.

Ghost sound (Maintenance, dispellable) Casting Time: full action You can mimic any sound you can imagine. Producing intelligible speech requires Difficulty 16 power check. Listeners must succeed on a Notice check opposed by your Sound Shaping check to detect the fact that sound seems unnatural and artificial.

Figments (maintenance, dispellable) Casting Time: full action You can use sound shaping together with light shaping to create realistic illusions with sound effects. For particulars see the general rules on illusion and figments.

Silence Aura (fatigue difficulty 14, Maintenance, dispellable) Casting Time: full action You create an area around yourself with a radius in feet equal to 20 feet. Anything within this radius makes no sound and automatically succeeds at any Stealth check related to moving silently. This use of the Sound Shaping power requires maintenance. It is possible to detect the presence of that effect by the lack of expeced sounds. This requires, first that there is some ambient sound. If the ambient sound is loud, the presence of Silence is obvious and does not requires a check. If it is low, it is necessary to succeed on a check with Difficulty Power Bonus+10, with all normal penalties to Notice checks applicable.

Silence (min caster level 3, difficulty 16, maintenance, dispellable) Casting Time: full action Range: Long (400 ft. + 40 ft./level) Area: 20-ft.-radius emanation centered on a point in space Upon the casting of this spell, complete silence prevails in the affected area. You can increase the area by increasing power check difficulty +5 for each additional 10 feet. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. This blocks hearing, blindsense and blindsight. The spell is cast on a point in space, and the effect is stationary. It provides a defense against sonic or language-based attacks. Sound based powers can overcome Silence by winning an opposed power check; in that case Silence is dispelled.

Shout

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Casting Time: standard action Area: Cone-shaped burst 15 ft. long Saving Throw: Fortitude You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area takes sonic damage equal to your caster level. Characters which fail save and take damage from the power are deafened for 3 minutes. A successful save negates the damage and the deafness. In order to penetrate Silence you must win an opposed power check; in that case Silence is dispelled. Characters with resistance or immunity to sound are never deafened.

Stoneskin Prerequisites: Mage Armor, caster level 7 Time: This power is always active. Your skin becomes as hard as stone. Mage Armor bonus to Toughness increases to 4. As your skin becomes nearly as heavy and inflexible as an armor, you need a lot of strength to move with any agility. Your Dexterity cannot be higher than Strenght +2. If it is higher, it is treated as equal to Strength +2 for purposes of Attack and Defence. When used for other purposes, Dexterity retains its value.

Suggestion Fatiguing, Mind Affecting Action: Suggestion is a full-round action. It lasts for 30 minutes per caster level. You can implant suggestions into the minds of others. The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking a creature to shoot or stab itself, immolate itself, or do some other obviously harmful act automatically fails. However, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter.

If the target's Will saving throw fails, the suggested course of action is followed for up to 30 minutes per power rank, or until the course of action is complete, whichever comes first. You can also specify conditions that trigger a particular course of action, in which case the duration is counted from when the triggering event occurs. A very reasonable suggestion may impose a saving throw penalty of -1 or -2, at the Narrator's discretion. Try Again: No. You can attempt to affect the same character after some time has passed, but not in the same scene.

Summon Servitor Casting Time: full round Duration: maintenance, can be dispelled This spell summons a creature or creatures. It appears where you designate at the beginning of your next turn and acts immediately, on your turn. It is imbued with the knowledge of your allies and your opponents – at the time of casting. It attacks the nearest opponent to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions, as a move action. A single move action can be used to give the same order to a group of creatures. By giving an order you always inform the monster which are your friends and which are the enemies.

Summoned creature is not truly real; it is a magical simulacrum and its disappears without a trace at the end of three minutes, or when disabled, dying, dead, or unconscious. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

You can summon either a single monster, or a pack of them.

Summon Guardian (maintenance) You summon a single monster, with Challenge Rating up to your caster level – 2. If you have caster level 1, you can summon a CR 1/3 creature. If you have caster level 2, you can summon a CR ½ creature. The monster is ordinary, with no conviction.

Summon Single Monster (maintenance, max 3 min) You summon a single monster, with Challenge Rating up to your caster level – 1. If you have caster level 1, you can summon a CR ½ creature. The monster is ordinary, with no conviction.

Summon Pack (maintenance, max 3 min, min caster level 4)

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You summon a horde of monsters – 4 monsters with Challenge Rating up to your Caster Level – 3. All monsters must be the same. Monsters you summon are minions. At caster level 10 you summon up to 5 monsters, and Caster Level 15- up to 6. You can summon more monsters of lower level, according to the Challenge Rating equivalency rules (2 monsters count as a single monster of CR +2).

Supernatural Attack Time: This power is always active. You can imbue any weapon you wield with supernatural power. If your unarmed attacks are lethal, they are also imbued with that power. The weapon is considered magical or supernatural for overcoming the defenses of creatures vulnerable to such weapons. You must personally wield the weapon for it to gain this benefit, but your ranged and thrown weapons benefit normally, as long as you make the attacks.

In addition, such attacks are more effective than normal. You gain the magic bonus damage to such attacks, according to the table above. You do not add this bonus to magic bonus to damage provided by the weapon – you use only the higher of them. All other abilities of the magic weapon work as normal. This is a magic bonus and it stacks with bonuses from feats.

Level Bonus Magic Damage 1-2 +0 3-8 +1 9-12 +2 13-15 +3 16-17 +4 18-20 +5

Supernatural Health Prerequisites: Character level 3 Time: This power is always active. You gain immunity to all diseases, including supernatural and magical diseases. At character level 11 you gain additionally immunity to all poisons.

Supernatural Speed Fatigue Difficulty 12, Action: free You can move at great speed in short bursts. A single use of this power lasts for 1 round (6 seconds). When you use this power, you can run as a full round action. Do not use the normal rules for running fatigue. You can move a distance equal to your movement speed multiplied by your caster level. You can instead gain the jump movement mode for a single round (see the description of movement modes), with the maximum jump distance determined by your Athletics modifier. Long Jump distance can never be greater than your speed (modified by Supernatural Speed), and High Jump distance can never be greater than one quarter your speed. Athletics modifier

Long Jump Distance

High Jump Distance

0 or less 15 feet 3 feet 1 20 feet 5 feet 5 25 feet 6 feet 10 30 feet 7 feet 15 40 feet 10 feet 20 60 feet 15 feet 25 80 feet 20 feet 30 100 feet 25 feet

Teleport Fatiguing; Prerequisites: caster level 7

Dimensional Anchor (Min Caster level 7, Difficulty: 20) Range: Medium (100 ft. + 10 ft./level) Save: Reflex Duration: maintenance, max 10 min, dispellable

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A green ray springs from your outstretched hand and unerringly flashes towards the target. Any creature which does not manage to dodge it is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include blink, teleport, dimension door, phase, and similar abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Dimension Door (Min Caster level 7, Difficulty: 20+3 for each additional Medium creature) Range: Long (400 ft. + 40 ft./level) Target: You and touched objects or other touched willing creatures As a standard action you instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring two additional willing Medium or smaller creatures (carrying gear or objects up to its maximum load) or equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. You can tranport more creatures, increasing Difficulty by 3 for each medium creature.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take damage 2 (ignoring armor) and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet you all take instead damage 10 (ignoring armor) and the spell simply fails. See also the general rules for teleport spells about the teleport trace.

Dimensional Lock (Difficulty 31, required caster level 15) Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius emanation centered on a point in space Duration: Maintenance, Dispellable You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Maze (Difficulty 31, required caster level 15) Range: Close Target: One creature (cannot be widened) Save: Will, but not Mind Affecting. You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a Difficulty 20 Intelligence check to escape the labyrinth as a full-round action. Find the Path allows to leave the maze as a full-round action without the check. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave. This power does not need to be maintained.

On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a Word of Recall or Refuge allows it to exit to whatever place is designated in that spell.

Time Shaping Fatiguing, full action

Preservation (Difficulty 10): This effect can be used to indefinitely preserve one pound of food or other perishable substance per caster level.

Slow (Difficulty 18, required caster level 5): Range: Close (25 ft. + 5 ft./2 levels) Duration: 3 minutes (30 rounds), dispellable, Save: Fortitude A single creature is caused to move and attack at a drastically slowed rate for 3 minutes (30 rounds). A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round

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actions). Additionally, it takes a –2 penalty on attack rolls, Defense, and Reflex saves. Slowed creatures jump half as far as normal. Multiple slow effects don’t stack.

Gentle Repose (Difficulty 16) You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Time spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like. The effect persists until the magic is removed (such as by a successful dispel magic).

Temporal Stasis (required caster level 15) Duration: Permanent, can be dispelled. Standard action Save: Fortitude You must succeed on a melee attack. You deal non-lethal damage equal to your caster level +6+Size modifier. This is a weaponlike spell – you deal +3 critical damage on a critical hit. If the subject would normally be disabled, you place it into a state of suspended animation instead. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic).

Time Stop Fatiguing, Difficulty 34, prerequisites: caster level 17, full action This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for an additional 10 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, you cannot cast any spells, use supernatural powers, or activate items which function as supernatural powers. Other creatures are invulnerable to your attacks. You cannot move or harm items held, carried, or worn by a creature stuck in normal time. You cannot attach any items to your opponents, so you cannot bind them; you are however free to place traps around them.

You can damage any object that is not in in another creature’s possession. Any items you can carry are affected by the temporal acceleration while you hold them. This applies also to the doors and similar objects, which can be opened or closed. As soon as you let them go, they become frozen in normal time again. This allows you to suspend items above your enemies, so they will fall down on them once the apparent time starts moving. The enemies get Reflex saving throw. You are undetectable while the time stop lasts. You can use this effect only once per 3 minutes.

True Seeing required character level 11 Fatiguing, Power check Difficulty 25. Duration: Concentration, max 3 min. You see through normal and magical darkness, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, and can see into the Ethereal Plane (but not into extradimensional spaces). You can additionally notice secret doors hidden by magic, see through illusions, and see the true form of polymorphed, changed, or transmuted things. The range of true seeing conferred is 120 feet. True Seeing has no effect on the Cloud Minds power.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate natural concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

The disadvantage of True Seeing is that the overwhelming amount of visual information makes it at times difficult to notice the exact thing you are looking for. You see the world as if in dim light, and all observed creatures can make Stealth checks without penalty.

Vampiric Touch Fatiguing, min caster level 5, Range Touch, time standard action, target: living creature If you hit your target, you deal negative energy damage equal to your caster level +5+Size modifier. This is a weaponlike spell – you deal +3 critical damage on a critical hit. If you cause damage you heal one damage condition equal or lesser to that caused by you (eg if you cause a wound, you can heal a wound, an injury, or a bruise). You do

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not heal damage when attacking creatures smaller than you by two or more size categories, or with Challenge Rating or level lower than yours by 3 or more.

Water Shaping Fatiguing, Casting Time: full action You can shape and direct the flow of water.

Splash You can cause as much as 10 gallons of water per caster level to leap in an arc, up to close range long (25 ft. + 5 ft./2 levels). Both the body of water and the target must be within long range (400 ft. + 40 ft./level) from you. Hitting a creature with this water arc requires a ranged attack roll. The target suffers nonlethal damage equal to your Caster Level+Size Modifier. This is treated as a weaponlike spell, with the critical hit causing +3 damage. If the target is bruised, it falls down prone and is moved 5 feet by the water arc. If the target is injured, it is moved 10 feet, and when it is staggered, it is moved 15 feet. Fire based creatures suffer lethal damage when hit by the water arc. The splash also douses flames with a lesser damage bonus.

Water Breathing (min caster level 5) Range: touch, Fatigue Difficulty: 15, Duration: 12 hours, dispellable The target creature can breathe water freely. The spell does not make the creature unable to breathe air.

Water Walk (min caster level 5) Range: touch, Fatigue Difficulty: 15, Duration: 6 hours, dispellable The target creature can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subject is partially or wholly submerged in the liquid), the subject is borne toward the surface at 60 feet per round until it can stand on it.

Shape Flow (maintenance, dispellable) You can direct the flow of currents, increasing or decreasing the speed of water vessels. The maximum increase or decrease of speed depends on your Caster Level. You can select lower change, lowering the DC of Fatigue save. At caster level 18 you can stop water vessels entirely or double their speed.

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Caster level Maximum Speed change Fatigue Difficulty 1 10% 14 2 20% 15 4 30% 16 6 40% 18 8 50% 20 10 60% 22 12 70% 24 14 80% 28 16 90% 32 18 100% 34 When one caster wants to lower and another to increase the speed of the same vessel, they make an opposed power check.

Lower Water (min caster level 7, maintenance, dispellable) This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a circular depression with diameter up to Caster Level×20 feet. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.

Raise Water (min caster level 7, maintenance, dispellable) This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

Ward Time: Standard Action

Interference (Concentration) You can create interference with other supernatural powers. You can affect an area around you with a radius equal to twice your caster level in feet. All your allies (as defined by you) are protected against hostile powers. Any adept wishing to target a creature affected by your Ward must make an opposed check against you to successfully use any powers. Powers with results less than yours fail; although, the users of the failed powers still suffers fatigue, if any. Interference does not dispel existing powers. When you have Interference activated, you cannot use Extra Actions to use powers, even the Dispel application of Ward.

Dispel You focus your Ward on one power affecting one object or creature. Make an opposed power check against the adept or adepts who cast the power. If you win, the targeted power turns off, although the user can re-activate it normally. If you lose, you must spend a fatigue level in order to try again the same day. You can dispel only powers in the description of which it is specifically mentioned that they can be dispelled. Enhance Ability, Invisibility and Combat Senses cannot be dispelled by Ward.

In both cases, Ward uses the general rules on opposed power checks. Both adepts roll d20, adding their power bonus. The one with lower result fails, although the user of the failed powers still suffer fatigue, if any. (As with all opposed checks, when a tie happens, the character with the higher power bonus wins. If the power bonuses are the same, re-roll.) Adepts can choose to suffer a fatigue result, in addition to the normal fatigue of the power used, to gain a +5 bonus to their check. If both sides choose to suffer fatigue, no one receives this bonus. This takes no actual time; it happens as part of the check.

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Wind Shaping Fatiguing

Control Winds Prerequisite: Caster level 9 Effect: 40 ft./Caster level radius cylinder 40 ft. high Range 40 ft./caster level Duration: Maintenance, max 10 minutes/Caster Level, can be dispelled. Saving Throw: Fortitude negates You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, using the power again. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

Calming or lowering strength of natural winds requires a check with the same DC as necessary to create such a wind. Altering a wind created by another adept requires an opposed power check.

Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. Creatures blown back on the ground are knocked prone and rolled 2d20 feet back and suffer indicated damage. Creatures in the air are blown back 5d20 feet back and do not suffer damage. Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area. • A downdraft blows from the center outward in equal strength in all directions. • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. • A rotation causes the winds to circle the center in clockwise or counterclockwise fashion. • A blast simply causes the winds to blow in one direction across the entire area from one side to the other. Wind Strength: You make a power check with a Difficulty depending on the strength of wind to be summoned. When affecting winds up to severe wind strength, you can increase the Difficulty by 5, increasing duration from 10 minutes to an hour per caster level. • 13 - Moderate Wind: A steady wind with a 50 percent chance of extinguishing small, unprotected flames, such as candles. • 16 - Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and Notice checks for sounds. Strong winds knock down Tiny and smaller creatures. Flying creatures are blown backwards. • 19 - Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as in lanterns) to dance wildly and have a 50 percent chance of extinguishing them. Ranged weapon attacks and Notice checks are at a –4 penalty. Severe winds blow Tiny and smaller creatures back and knock down Small creatures, causing damage 2. Medium creatures are unable to move forward against the force of the wind. Creatures blown back suffer damage 2. • 22- Windstorm: Powerful enough to bring down branches, if not whole trees, windstorms automatically extinguish unprotected flames and have a 75 percent chance of blowing out protected ones. Ranged weapon attacks are impossible. Notice checks to listen are at a –8 penalty due to the howling wind. Windstorms blow away Small and smaller creatures, knock down Medium ones, causing damage 4, and check the forward movement of Large creatures. Creatures blown back suffer damage 4. • 26- Hurricane-Force Wind: Only under open sky or in large tunnels with enough supply of air. All flames are extinguished. Ranged attacks are impossible. Notice checks to listen are impossible; all anyone can hear is the roaring of the wind. Hurricane-force winds often fell trees. These winds blow away Medium and smaller creatures, knock down Large ones, causing damage 6, and check Huge creatures. Creatures blown back suffer damage 6. • 32 -Tornado: You can use this option only to calm natural or adept-caused tornado.

Whirlwind Prerequisite: Caster level 15 Effect: 40 ft./Caster level radius cylinder many hundreds of yards high Duration: Concentration, max 10 minutes, can be dispelled. Saving Throw: Fortitude negates Power check difficulty: 32

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The indicated area is filled with wind. Actual funnel of the tornado is 10 ft. wide at base, 50 ft. where it joins the cloud, and hundreds of yards tall. You can create an area of calm air at the center of the winds, if you wish. Each round on your turn, a creature in the windy area must make a Fortitude save or suffer the effect. Tornado must have circular shape and can be created only under open sky. The caster must Concentrate for two turns after casting (during first turn the wind has strength of Windstorm, second turn, Hurricane). All flames are extinguished. All ranged attacks are impossible, as are Notice checks to hear anything. Instead of being blown away, Large and smaller creatures who fail their Fortitude saves are sucked toward the tornado, suffering damage 6. When subjects come in contact with the actual funnel cloud, are picked up and whirled around, taking damage 10 per round. They make Fortitude save at the end of each round; if they succeed they are violently expelled, and suffer falling damage 10. All flying creatures are also sucked toward tornado, but suffer no damage in the process. Flying creatures contact the funnel on your next round after entering windy area. Huge creatures are knocked down, suffering damage 8, and Gargantuan creatures are checked and unable to move forward. A tornado uproots trees, destroys buildings, and causes other similar forms of devastation. While a tornado's rotational speed can be as great as 300 miles per hour, the funnel itself can moves forward no faster than 250 feet per round. It moves only as you direct it, which you can do as a part of the standard action necessary to concentrate on this power. The cyclone always moves during your turn .

After the duration ends you can cast the spell again to continue it - in that case you don't need Concentration to build up the wind, as it is already at speed.

Gaseous Form Prerequisite: Caster Level 5. Casting Time: full action Target: Willing corporeal creature touched, can be widened. Duration: Maintenance, max 20 min Power Check Difficulty: 18 If the spell is widened, it affects all willing creatures with a radius 10+2×Caster Level in feet, which the caster wants to be affected. The subject and all its gear become insubstantial, misty, and translucent. It becomes immune to critical hits, poison and most physical harm. It can be attacked by elemental attacks and supernatural powers, but gains Damage Resistance 6/area which is effective against them. Area attacks and supernatural powers affecting mind or spirit affect it normally. It is invulnerable to all other attacks. It can’t attack or use other powers while in gaseous form. The subject also loses supernatural abilities while in gaseous form.

A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. It loses the benefit of material armor, but is protected by the Magic Armor power, supernatural armor and supernatural armor bonus. Eg a subject wearing a +5 plate armor would not receive +6 armor bonus from the plate armor, but would receive +5 supernatural bonus.

Wind Walk Fatiguing

Feather Fall Casting Time: reaction, during your next turn you lose move action Range: Close (25 ft. + 5 ft./2 levels) Duration: Concentration, until landing Fatigue Difficulty=12+ Number of Medium creatures affected. The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. You can cast this spell even when it isn’t your turn; you can do this only once before your turn, and you lose a move action during next turn.

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This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Levitate (min. caster level 3) Casting Time: 1 standard action Range: Personal or close (25 ft. + 5 ft./2 levels) Target: you or one willing creature or one object (total weight up to 100 lb./level) Duration: Maintenance, max 10 min Fatigue Difficulty=14 Levitate allows you to move yourself, another creature, or an object up and down as you wish. You can maintain only one Levitate effect at a time. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round. This requires no separate action; you do it as a part of the standard action used to cast the spell, or as part of the maintenance. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

Flight (Fatiguing, Maintenance, dispellable, min caster level 5) Casting Time: 1 standard action Duration: Maintenance, max 10 minutes. Fatigue Difficulty: 15 You can fly with good maneuverability at a speed of 60 feet. You can charge but not run, and you cannot carry aloft more weight than your maximum load, plus any armor you wear.

Should the power expire while you are still aloft, the magic fails slowly. You float downward 60 feet per round for 4 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking damage. Since dispelling a spell effectively ends it, you also descend in this way if the spell is dispelled.

Permanent Flight (caster level 17, no maintenance, dispellable) As flight, except it is no longer fatiguing, does not require maintenance and has unlimited duration.

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Chapter XI: Magic Rituals

Basic Rules A ritual always requires some form of spoken incantation, usually accompanied by gestures. Most also require certain material components such as incense, a circle containing mystic symbols, or expensive jewels. Magic rituals are different from normal rituals since they must be cast by an adept and require power checks.

Each ritual has a required character level (not caster level). Characters of lower level cannot use the ritual. As an exception, Narrator can allow characters of lower level to use this ritual, due to special one-time beneficient astrological configuration of stars and planets, a unique spell component found as a result of a quest, one-time help from some supernatural creature, miracle etc.

Rituals must be either discovered, learned from another caster or invented during the game. Narrator decides in which way a ritual may be invented, and what are the required time and costs. Often the character will automatically receive one new ritual of the highest level that he or she may cast upon acquiring a new level in the Adept role.

Rituals, no matter how gained, must be researched and inscribed in a spellbook in order to be used. Researching and inscribing the ritual costs 50 gp plus 50 gp per minimum caster level. Researching a ritual takes from 1 day to one month. Once you researched the ritual you can transcribe it to a new spellbooks as many times as you like, but only if you still have the original spellbook. Transcribing the ritual to a new spellbook costs 10 gp plus 10 per minimum caster level. A blank spellbook costs 100 gp and has 100 blank pages. The cost is that high, because spellbooks are water-resistant, fire-resistant, and extremely difficult to destroy.

You can learn a ritual from another ritualist. The going rate for teaching a ritual is 50 gp plus 50 gp per minimum character level – in addition to the normal costs of researching and transcribing a ritual. Researching a ritual with a teacher takes only a few hours.

A ritualist can use the ritual from a found spellbook without transcribing it into his own. He must research it as normal – this costs 40 gp plus 40 gp per minimum caster level.

A ritualist can also use the ritual from a found spellbook without researching it. He must decipher and try understand it before each use. This takes at least 3 minutes and requires a successful Knowledge (Arcana) check against the Difficulty for casting the ritual. The check is made by the Narrator in secret. The ritualist cannot take 10 or 20 on this check. If the check fails, make Knowledge (Arcana) check again. If the second check fails, the ritual has no effect, if it succeeds, it has the worst possible effect.

The typical price you can get when selling spellbooks with rituals depends on the number of rituals. You get 50 gp per ritual, plus 50 gp per minimum caster level.

Performing rituals When performing the ritual, the Narrator makes a power check with a given Difficulty for a ritualist, keeping the results hidden (as the result it is impossible to use Conviction to reroll that check). The ritualist must make a fatigue check. After the ritual, you know whether it succeeded or failed – except when the power check was failed by the amount specified in the ritual description and a special result happened.

Most rituals require material components. The material components are consumed regardless whether the ritual succeeds or fails. If the ritual requires a focus, it is not consumed.

The ritualist may empower his power bonus, at the same time increasing fatigue difficulty. A ritualist can also take longer to cast a ritual in order to lower the Difficulty. By taking five time as long, the ritualist can lower Difficulty by 5. This requires 4 additional fatigue checks (5 in total). By taking ten times as long, he can lower Difficulty by 10. This requires nine additional fatigue checks (10 in total). A ritualist can also take 20 to power check by taking 20 times as long. This requires 20 fatigue checks in total.

Lengthened rituals can be conducted together with co-ritualists. The only requirement is that they must have minimal character level; they do not need to have any feats or to know ritual – they are instructed in the tasks to be performed by the chief ritualist. The fatigue checks are shared as equally as possible between all ritualists; if equal sharing is not possible, the chief ritualist must have make greater than average number of fatigue checks. For example, when a chief ritualists with 3 co-ritualists is conducting a ritual lengthened 5 times, each of co-ritualists makes one fatigue check, and the chief ritualist 2 fatigue checks.

If the chief ritualist falls unconscious during the ritual, the worst possible outcome happens. If the ritualist is attacked or disturbed during ritual, he must make a power check. Failure means that the

ritual has been disrupted. Unless it is wound down safely, the worst possible outcome happens.

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When you want to wind down safely a ritual, (because it has been disrupted or because you don’t have time to finish it) you must make a fatigue check as a standard action. The Narrator makes for you a power check against an unmodified power check difficulty (you can use the Empower option). If the power check fails, the results are identical to the failure of ritual. If the check succeeds, you manage to wind down ritual safely.

Rituals which can be dispelled are indicated in texts.

Typical cost to perform a ritual per level

Minimum character level

Spell level Cost of components

Difficulty Difficulty-cleric only rituals

1 1 5 17 15

3 2 25 19 16

5 3 50 21 18

7 4 100 23 20

9 5 200 25 22

11 6 300 28 24

13 7 500 31 26

15 8 1000 34 28

17 9 2000 38 30

Descriptions of rituals

Alarm Level: 1: Range: Close (25 ft. + 5 ft./2 levels) Duration: As per table, can be dispelled. Casting Time: 10 minutes Components: Golden bell and silver wire, together worth at least 5 gp, or 500 gp for a permanent alarm Power check Difficulty 17 Failure: If you fail the power check by 5 or more, during the intended duration of the effect you hear only lound tinnitus and are effectively deafened. This effect can be eliminated only by Remove Curse, not by Cure Deafness. Success: Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. The spell uses multiple detection methods and cannot be bypassed merely by being silenced, invisible, etc. The Stealth difficulty to bypass it equals your power bonus+30. If the intruder is incorporeal, the difficulty is lowered to your power bonus+15. For incorporeal, invisible and silenced creatures the difficulty equals power bonus+10. Ethereal or astral creatures do not trigger the alarm. Sometimes, especially when alarm serves as a trigger of a trap, a character may wish to deliberately set if off, without entering the warded area himself. Any living or undead creature, or fast moving object of at least the specified size will serve to set it off. The caster generally sets the mimum size at Tiny, to avoid it being set off by insects, falling leaves and the like.

It is also possible to set Alarm to ignoring objects. In that case, it will be set off by any living or undead creature, but will ignore constructs, machines and thrown rocks. In that case, Alarm will be set off by a freshly killed and still warm corpse being moved or thrown within its area. The corpse shoud be no older than 10 minutes. Alarm will be set off also by living plants of requisite mass, but not by wood.

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Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Alarm can be made permanent, but this costs 500 gp and requires a power check with difficulty 25. Power check Difficulty Maximum Radius Duration

17 20 feet 4 hours 21 40 feet 10 hours 25 60 feet 18 hours 25 60 feet permanent

Cure Level: 1 (Spell level 1) Casting Time: 3 min (for non-lethal damage or for bruised only), 30 min (for disabled or wounded), Material Component: Ointments worth 1 silver piece, Power check Difficulty 15, or 10 for a cleric, +2 for every healing or resurrecting ritual performed the same day You cannot use this ritual on dying characters unless they become stabilized first. Failure: The target remains damaged. Success: You remove all bruised conditions, and additionately the highest damage condition from the target. The time necessary to perform the ritual depends on the seriousness of the damage which is to be removed.

Detect Poison Level: 1 (Spell level 1) Casting Time: 2 rounds Material Component: Alchemical Reagents worth 1 silver piece. Power check Difficulty 15 Failure: If you fail, your all subsequent attempts to check the same target will fail automatically until next day. Success: You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a Difficulty 20 Wisdom check. A character with the Craft skill may try a Difficulty 20 Craft check if the Wisdom check fails, or may try the Craft check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Floating Disk Level: 1 (Spell level 1) Range: Close (25 ft. + 5 ft./2 levels) Effect: 3-ft.-disk of force, can carry 100 pounds of weight per rank Duration: 8 hours, can be dispelled by Ward. Material Component: A bit of mercury worth 1 silver piece. Difficulty: 17 or 21 Casting Time: 10 min, Failure: If you fail by 5 or more, you and all creatures within 10 feet suffer force damage 4. Success: You create a slightly concave, circular plane of force that follows you about and carries loads for you. You can have only one disk at a time. It glows a color of your choosing. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per rank minus 3. The disk floats approximately 3 feet above the ground at all times and remains level. The disk cannot move over water surface, although it can move 3 feet over the bottom.

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It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

By increasing the Difficulty of the ritual to 21, you can improve the abilities of the disk. You may ride on the disk, which moves at speed 20, but cannot hustle or run. The disk can move over water or other liquid. Should it happen to be higher than 3 feet from the ground (eg moving over the edge of a precipice) it doesn’t wink out, but floats downward at speed 60 feet per round.

Unseen Servant Level: 1 (Spell level 1) Range: Close (25 ft. + 5 ft./2 levels) Effect: One invisible, mindless, shapeless servant Casting Time: 3 min Duration: 1 hour/caster level Material Component: A small animal, like a mouse or a rabbit, which is killed as part of the ritual and devoured by the servant. It can be replaced by a gold figurine worth 10 gp. Difficulty: 15, or see text. DC is increased by 5 for every Unseen Servant you already command. Failure: If you fail by 5 or more, you cannot use that or any other spell, power or ritual which summons or conjures creatures for a day. Success: You conjure an unseen servant - an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It can’t perform any task that requires a skill check with a Difficulty higher than 10 or that requires a check using a skill that can’t be used untrained. It automatically succeeds on all skill checks it can perform.

The servant cannot attack in any way; it is never allowed an attack roll. It has Toughness 9. It cannot be killed or attacked directly, but it dissipates if it takes any damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

Its speed is 15 feet. It has an effective Strength of -4 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. The abilities of the servant can be increased by increasing Difficulty of the ritual.

Difficulty Strength Weight Carried Weight Dragged 15 –4 20 lb. 100 lb. 25 +0 100 lb. 500 lb. 31 +2 175 lb. 875 lb. 37 +4 300 lb. 1,500 lb.

Augury Level: 3 (spell level 2) Casting Time: 3 minute Power check difficulty: 15+half caster level (rounding down) Material Component: Incense worth at least 25 gp. It is consumed regardless of the success of the spell. Focus: A set of marked sticks, bones, or similar tokens of at least 100 gp value. Special: if the ritualist is not a priest, the difficulty is increased by +4 An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. If the question is straightforward you receive a bonus to roll, and if it is vague a penalty. You cannot lenghten the ritual to improve the chances of succeeding at augury. On the natural roll of 1 or 2 the augury always fails.

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Failure: If the spell fails, you get the “nothing” result. A caster who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. If you fail by 5 or more, your question is deemed impertinent. No divination spell you cast will anwer that question, until you manage to placate your deity. Success: If the augury succeeds, you get one of four results: * Weal (if the action will probably bring good results). * Woe (for bad results). * Weal and woe (for both). * Nothing (for actions that don’t have especially good or bad results).

The augury can foresee the future for only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

Divinations can irrevocably announce the future only if it is already fixed – in other words, if the given event will certainly occur. Usually, this is not the case. There are various possible futures, even if the majority of them have very low probability. In such a case, the divination announces the most probable future. It is therefore possible that the foreseen event will not come to pass, especially if the adventurers will behave in an atypical way. On rare occasions, a divination may be blocked by an act of certain deities or forces.

Additionately, each divination estimates the future from the point of view of the creature who answers. In case of priests, Augury is answered by their deity, so the results which the deity regards as pleasing will register as “Weal”. (Eg a bloody, even lost battle will be regarded as “Weal” by an evil god of mad slaughter.) The deity does not answer with its own interest in mind – it merely assumes that all share its estimation of what is good.

Arcane Lock Level: 3 (spell level 2) Casting Time: 2 rounds Range: Touch Target: The door, chest, or portal touched, Duration: Permanent (can be dispelled by Ward) Material Component: Gold dust worth 25 gp. The gold dust is consumed regardless whether the ritual succeeds or fails. Difficulty: 17 Failure: If you fail by 5 or more, you cannot use that or any other spell, power or ritual which allows opening or closing for a full day. You are aware of that result. Success: An arcane lock spell cast upon a door, chest, or portal magically locks it. It can be opened with Disable Device skill, Difficulty being equal to 10 + your power bonus (if the check fails, it cannot be tried again unless the skill increases). You can freely pass your own arcane lock without affecting it. (A knock spell does not remove an arcane lock; it only suppresses the effect for ten minutes.) If arcane lock is cast on a door that already has a conventional lock, add +5 to the Disable Device Difficulty of the existing lock or use the arcane lock Difficulty, whichever is higher. Add 10 to the normal Difficulty to break open a door or portal affected by this spell.

Knock Level: 3 (spell level 2) Range: Medium (100 ft. + 10 ft./level) Target: One door, box, or chest Casting Time: 3 min Power check difficulty: Difficulty of Disable Device check. Failure: If you fail by 5 or more, you will fail automatically at all later attempts to open that door until it is opened by someone else. You are aware of that result.

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Success: The knock spell opens stuck, barred, locked, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for ten minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like.

When the doors are closed with non-magical locks, and the Difficulty to force them open is lower than the Difficulty to unlock them, the spell attempts to force them open. You must make a power check against the Difficulty to force open the door. Doors open or shatter with a tremendous thunderclap. A notice check to hear it has the difficulty lower than zero: -10 Difficulty.

Magic Mouth Illusion (Glamer) Level: 3 (spell level 2) Target: One creature or object Casting Time: 10 min+time to speak a message Power check difficulty: 19, +1 for each additional 15 feet of range,+5 to make it permanent, Duration: Lasts until discharged, can be dispelled. Material Component: A small bit of honeycomb and jade dust worth 10 gp, or 1000 gp of jade if permanent Failure: If the ritualist fails the ritual check by 5 or more, the magic mouth appears somewhere on his body and screams loudly random words for the next 24 hours. It can be only removed by Remove Curse. Success: This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature.

The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement (Stealth Difficulty 20) or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, or class except by external garb.

The range limit of a trigger is 45 feet. You can increase the range by increasing the difficulty of ritual by +1 for each additional 15 feet. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

Magic mouth can be made permanent. This increases the cost to 1000 gp and the difficulty by +5. The permanent magic mouth acts as many times as it is triggered, but it can still be dispelled.

Regeneration, Lesser Level: 3 (spell level 2) Difficulty: 21, or 16 for a cleric, +2 for every healing or resurrecting ritual performed the same day Casting Time: 1 day Material Component: Ointments worth 100 gp. Failure: If the ritualist fails the ritual check by 5 or more, he cannot perform that ritual for a month. He is aware of that result. Success: The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 minute if the fresh severed members are present and touching the creature. It takes 1 month otherwise.

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Restoration, Lesser Level: 3 (spell level 2) Difficulty: 21, or 16 for a cleric, +2 for every healing or resurrecting ritual performed the same day Time: 3 minutes Range: Touch Material Component: Ointments worth at least 25 gp. They are consumed regardless of the success of the spell. Failure: If you fail, you must expend a level of fatigue to use that ritual again during the same day. You are aware of that result. Success: This ritual dispels any magical effects reducing one of the subject’s ability scores (without an opposed power check). It can alternatively cure all temporary damage to a single ability score (your choice if more than one is damaged). It can remove all mental weakening or physical weakening (chose one). It does not restore permanent ability drain.

Rope Trick Level: 3 (spell level 2) Casting Time: 10 minutes Target: One touched piece of rope from 5 ft. to 30 ft. long Difficulty: 15+the number of hours Rope Trick lasts+the number of extra medium creatures Material Component: Incense worth 25 gp. The incense is consumed regardless whether the ritual succeeds or fails. Failure: If the ritualist fails the ritual check by 5 or more, it seems to function, but each creature entering the extradimentional space falls out of it after a round as a heap of dismembered parts. If the ritualist falls unconscious during the ritual or the ritual is disrupted, his body climbs the rope with the above-mentioned result. Success: When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of medium size). Creatures of small size and smaller count as half, of large size as two medium creatures; huge creatures count as four and so on. You can increase the space, but this increases the power check difficulty. Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot by 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

Anything inside the extradimensional space drops out when the spell ends. The same happens when the effect is dispelled, which can be done by targetting the window.

Spider Climb Level: 3 (spell level 2) Duration: maintenance Material Component: Unguents worth 10 gp. Casting Time: 3 min Difficulty: 18. Failure: If you fail the ritual check by 5 or more, the target adheres to the floor instead of the walls and ceiling. It gains no benefits at climbing, and for the next hour needs to “climb” to crawl across flat floor. All rules of Climb skill apply, Difficulty of Climb checks equals 15, even if the floor is smooth or slippery. Success: The spell is maintained by the subject, not the caster. The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb

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in this manner. The subject gains a climb speed of 20 feet; furthermore, Difficulty of Climb checks to traverse a vertical surface (even smooth or slippery) is never greater than 15, and for a horizontal surface like a ceiling equals 20. The subject can always take 10 on Climb checks. A spider climbing creature can retain its parry bonus to defense while climbing, as usually, by increasing difficulty of Climb checks by 5. It doesn't have to make Climb checks after taking damage. It cannot, however, use the run action while climbing.

Magic Circle Level: Caster level 5 (spell level 3) Casting Time: 20 minutes Area: marked circle, max 20 feet diameter Duration: Maintenance Saving Throw: Will, +5 to save difficulty Difficulty: 20 Material Component: A little powdered silver with which you trace a circle on the floor or ground, worth 1 gold piece. The silver is lost after casting the ritual. You draw a special diagram with silver (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to prepare the magic circle. Failure: If you fail the ritual check by 5 or more, the ritual seems to work. It is impossible to ascertain that the ritual didn’t work until a creature not under your control attempts to cross the circle or someone tries to cast spell through the circle against your will. Otherways you immediately know whether the ritual failed. If you fall unconscious during casting you can attract a spirit or a fiend which can attack or try to possess you. Success: After casting the ritual all creatures within the circle are protected against spells, and summoned creatures, undead, and creatures with vice and virtue subtypes cannot enter the area.

When you, or your ally within the barrier, are a target of any power, the attacker must make a power check using the attacking power against the result of your power check made when conducting ritual + 5. If your check result is higher, the power fails. If the attacker’s result is higher, the power affects you normally, but you still get a normal saving throw. Normal rules for opposed power checks apply.

The ritual prevents entering the circle by summoned creatures, undead, and creatures with vice and virtue subtypes. Any such creature must make a Will save against the save difficulty +5 to pass the barrier. A creature that fails the save cannot cross the boundary so long as the protection is maintained, nor can it make melee attacks against anything within the bounds of the barrier. Ranged attacks or use of powers don't require making the Will save.

If you or any of your allies protected by the ritual crosses the circle or makes a melee attack across it it is immediately broken. You can use your powers against any creature or attack it with ranged weapons from within a circle without breaking it.

The circle is immediately nullified if anything disturbs the diagram. However, creatures affected by magic circle must make the Will save (against the difficulty +5) to disturb the diagram either directly or indirectly. The diagram can be disturbed as a free action by an adjacent creature, or by a ranged attack with Difficulty 13 (Fine size). It cannot be disturbed by magic, with the exception of objects thrown using magic, eg power Move Object.

Nondetection Abjuration Level: 5 (spell level 3) Power Check Difficulty= 20 for a day, 25 for a week, 30 for a month, 35 for a year, 40 for 100 years. Special: If other nondetection effects cast by the ritualist are active, he receives +1 penalty to Difficulty for each. Casting Time-30 minutes Duration – depending on Difficulty Material Component: A pinch of diamond dust worth 50 gp for a day, 100 gp for a week, 200 gp for a month, 500 gp for a year, and 1000 gp for 100 years. Failure: If you fail the ritual power check by 5 or more, you will not be able to cast non-detection on the targeted creature or object for a year. You are aware of that result.

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Success: The warded creature or object becomes difficult to detect by divination spells and powers, such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a Will saving throw. This applies even if the divination was attempted originally against some other target, but it focused also on the item or person in question. Eg if someone scried someone in a crowd with you (under your Nondetection) in the background, he would not need to make opposed power check. If he, however, noticed you and tried to focus on you, he would need to make a Will save.

The ritual does not affect any spells or abilities used to detect invisible or ethereal creatures. If you cast nondetection on yourself or on an item currently in your possession, you gain +5 bonus to

power check. If cast on a creature, nondetection wards the creature’s gear as well as the creature itself. Assume each high level principal opponent (10 level or more) is under Nondetection cast by the

opponent himself, a likely allied adept or by a hired specialist. In particular, all dragons of sufficiently high level cast nondetection on themselves and their hoards.

Water Breathing Transmutation Range: Touch Level: 5 (spell level 3) Target: Living creatures touched Duration: 1 hour or more, no maintenance; see text Power Check Difficulty: 20 ( 10 hour), 22 (20 hours), 24 (40 hours), 26 (80 hours), 28 (240 hours) Casting Time-3 minutes Material Component: Unguents worth 10 gp per creature. Failure: If you fail the ritual power check by 5 or more, the ritualist (but not other creatures) is able to breath neither in air nor in water. You also cannot speak. See the rules for suffocation. You must perform the ritual again, this time successfully, to regain the ability to breath. This takes only 5 rounds. This ritual is entirely silent and can be performed even under water. Success: The transmuted creatures can breathe water freely and speak under water. The spell does not make creatures unable to breathe air. Divide the duration (10 hours) evenly among all the creatures transmuted. You can increase the duration of the effect by increasing the difficulty of the ritual. Difficulty 22 gives 20 hours, Difficulty 24 - 40 hours, Difficulty 26 - 80 hours, Difficulty 28 - 240 hours.

Clairaudience/Clairvoyance Divination (Scrying) Level: 5 (spell level 3) Casting Time: 10 minutes Effect: Magical sensor Duration: Concentration, max 10 min. Difficulty: 18+ Distance penalty Material Component: Incense worth 25 gp. The incense is consumed regardless whether the ritual succeeds or fails. Distance Penalty Penalty Range 0 100 feet 2 1,000 feet 4 1 mile 6 5 miles 8 20 miles 10 200 miles 12 2,000 miles

Same continent 14 Same planet

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Failure: If you fail by 5 or more, you cannot use that or any other spells, powers or rituals which allows scrying, remote viewing, or similar for a full day. Success: Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one (the other side of a door, a window or a wall) . Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

The vision lasts for as long as you concentrate, but your ordinary senses are overridden, so you are unaware of what is happening near you while you are observing events elsewhere. A subject observed is considered present in terms of familiarity, but not in your actual line of sight.

Clairvoyance follows the standard rules of scrying. The sensor can be dispelled as if it were an active spell. Lead sheeting stops the sensor. The act of scrying creates a psychic disturbance, which creatures with Intelligence 0 or better can sense. Any such creature under observation can make a Sense Motive, Notice or Second Sight check, opposed by your power check. Creatures which should be able to detect magic or supernatural can make power check even without the Second Sight power. Using Sense Motive or Notice skills allows to get the intense feeling of being watched. Using Second Sight allows to see a glowing or shadowy image of you. You also have a present familiarity for any creature that senses you for the purposes of that creature’s powers, meaning they may afect you in return.

Flesh Shaping 5 (spell level 3) Material Component: Ointments worth 50 gp, or 100 gp for extensive alterations to shape. Difficulty: see below

You can shape and mold flesh as if it were clay in your hands. The subject must be either willing or helpless for the entire duration of your work (and you can use Flesh Shaping on yourself). You make Flesh Shaping checks to alter a subject's physical features. You cannot change body mass or size, other than a few feet more or less in height by resizing the subject's bones. You can sculpt physical features largely at will. The Difficulty and time required for Flesh Shaping is shown in the table.

Difficulty Time Task

15 1 min. Alter facial features or other minor cosmetic features.

20 10 min. Alter extensive cosmetic features or overall shape.

30 1 hr. Extensive alterations to shape, duplicating exact appearance.

Treat your Flesh Shaping check result like a Disguise check for purposes of determining if someone notices the change. Among other things, Flesh Shaping can provide alterations in eye, hair, and skin color, even creating tattoo-like patterns of pigmentation in the skin. It can greatly enhance or diminish physical appearance and attractiveness as well. Any alterations made with Flesh Shaping are permanent, unless reversed through this power or the Cure power. If another adept tries to reverse the changes, he must win an opposed power check. Otherwise, he can try to restore the original appearance by shaping the flesh, working from picture, memory or description.

Ghost Touch 5 (spell level 3) Casting Time: 2 rounds

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Range: Close (25 ft. + 5 ft./2 levels) Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: maintenance, no longer than 1 hour Difficulty: 21, 18 for a cleric Material Component: Incense worth 50 gp. The incense is consumed regardless whether the ritual succeeds or fails. Failure: If you fail by 5 or more, you cannot perform this ritual again the same day. Success: You give to a weapon or 50 projectiles a power to reliably affect incorporeal beings. A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time, and deals normal damage against corporeal opponents. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. It cannot bypass armor, however.

The weapon or projectiles must be possessed by a character. This character must maintain the effect. Wherever he loses the weapon or ceases to maintain the effect the weapon loses the ghost-touch ability.

Phantom Steed Level: 5 (spell level 3) Casting Time: 10 minutes Range: Touch Effect: One mount Duration: Maintenance Difficulty 20 Material Component: Incense worth 25 gp per mount. The incense is consumed regardless whether the ritual succeeds or fails. Failure: If you fail by 5 or more, you are attacked by a Nightmare. Success: You conjure a phantom steed - a large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount has a Defence of 8 and Toughness 5. If it suffers Disabled result the phantom steed disappears. A phantom steed has a speed of 100 feet. It can bear its rider’s weight plus up to 50 pounds.

By increasing the Difficulty by 2, you can summon 2 mounts. By increasing it by 4, you summon 4 mounts, by 6 – 8 mounts etc.

You can give certain powers to those mounts by increasing the check difficulty. A mount’s abilities include those of lower difficulties. Power check difficulty

Effect

23

A phantom steed has a speed of 140 feet. It can bear its rider’s weight plus up to 70 pounds. The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

25 The mount has a speed of 200 feet. It can bear its rider’s weight plus up to 100 pounds. It can ride over water without difficulty or decrease in speed.

27 The mount has a speed of 240 feet. It can bear its rider’s weight plus up to 120 pounds. It can ride in the air for a round, after which it falls to the ground.

30 The mount has a speed of 300 feet. It can bear its rider’s weight plus up to 150 pounds. It can fly at its speed (average maneuverability).

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Speak with Dead Level: 5 (spell level 3) Casting Time: 10 minutes Range: 10 ft. Target: One dead creature Duration: Maintenance, no longer than 10 minutes Saving Throw: Difficulty 20+2 per additional question Material Component: Unguents and herbs worth 100 gp. The unguents are consumed regardless whether the ritual succeeds or fails. Failure: If you fail by 5 or more, the body animates as an undead and attacks you. Success: You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask three questions; each additional question you wish to ask increases difficulty by 2. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature was or would be hostile or unfriendly to you, the corpse gets a Will save to resist the spell as if it were alive.

If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.

This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can’t even remember being questioned. This spell does not affect a corpse that has been turned into an undead creature.

Cure Critical Wounds Level: 7 (Spell level 4) Casting Time: 3 min, Material Component: Ointments worth 50 gp Power check Difficulty 20,+ 2 for every healing or resurrecting ritual performed the same day Failure: The target remains damaged. Success: You remove all damage conditions from the target.

Divination Divination Level: 7 (spell level 4) Casting Time: 10 minutes Power check difficulty: 18+half caster level (rounding down) Special requirement: you must be a priest Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 200 gp. You cannot lenghten the ritual to improve the chances of succeeding at divination. On the natural roll of 1 or 2 the divination always fails. As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time. Failure: If you fail by 5 or more, your question is deemed impertinent. No divination spell you cast will answer that question, until you manage to placate your deity. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work. Success: Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice

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can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful.

Divinations can irrevocably announce the future only if it is already fixed – in other words, if the given event will certainly occur. Usually, this is not the case. There are various possible futures, even if the majority of them have very low probability. In such a case, the divination announces the most probable future. It is therefore possible that the foreseen event will not come to pass, especially if the adventurers will behave in an atypical way. On rare occasions, a divination may be blocked by an act of certain deities or forces. For example, high level characters have generally some planar patrons protecting them. Because of that, any answers regarding creatures and characters of greater character level than the caster tend to be cryptic and fragmentary.

Additionately, each divination estimates the future from the point of view of the creature who answers. The deity does not answer with its own interest in mind – it merely assumes that all share its estimation of what is good.

Scrying Divination (Scrying) Level: 7 (spell level 4) Casting Time: 1 hour Duration: 10 minutes, for each hour more add + 1 to difficulty Material Component: Alchemical substances worth at least 100 gp. Power check difficulty: 13+Familiarity penalty The difficulty of the power check depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, the difficulty of the check is increased by +5. In addition you can lengthen the duration of scrying by increasing the difficulty of the check. For each +1 by which you increase the difficulty, the scrying lasts 1 hour longer. If you have a picture or other likeness of the subject, you can treat him as somewhat familiar (+15 penalty). If you have his possession or a garment, you treat him as familiar (+10) penalty. If you have his body part, lock of hair, bit of nail etc, you treat him as very familiar (+5 penalty). If you are in mental contact with the subject, you treat him as present (+0 penalty). Failure: If the power check fails or the subject makes successfully the Will save, you can’t attempt to scry on that target again for at least 24 hours. If you fail power check by 5 or more, you cannot during that time use any other items, spells, powers or rituals which allow scrying, remote viewing, or similar. Success: The subject must make a Will save (the Psychic Shield power cannot be used). If the subject succeeds on a Will save, the scrying attempt simply fails, but you know the cause. If the save fails, you can see and hear the subject, which may be at any distance. and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. If you have a possession or garment of the subject, it receives - 2 penalty to the will save. If you have a body party, lock of hair, bit of nail or similar, the penalty is increased to -5.

This ritual obey all general rules of scrying (q.v.).

Commune Level: 9 (spell level 5) Casting Time: 30 minutes Difficulty: 22 Special requirement: you must be a cleric Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 500 gp. It is consumed regardless of the success of the spell. Failure: If you fail by 5 or more, your question is answered by a hostile entity. Success: You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. You are allowed one such question per character level. The answer given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The spell, at best, provides

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information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go of to do anything else, the spell ends. The deities dislike frequent interruptions, and often refuse to answer questions more often than eg once per day or per week. Narrator can even restrict the use of commune to once per adventure. On rare occasions, this divination may be blocked by an act of certain deities or forces. For example, high level characters have generally some planar patrons protecting them. Because of that, any answers regarding creatures and characters of greater character level than the caster tend to be cryptic and fragmentary.

Contact Other Plane Level: 9 (spell level 5) Casting Time: 10 minutes Duration: Concentration, 1 round per two Caster levels Material Component: Alchemical substances worth at least 200 gp. Difficulty: See table Special: The caster must be an arcane caster (Wizard or Sorcerer) You cannot lenghten the ritual to improve the chances of succeeding. Multiple questions about the same topic by the same caster or his associates directed towards the same entity yield the same answer each time. Lower and equal level entities refuse to answer questions answered earlier by other entities. Higher level entities can answer the questions answered earlier by lower level entities, but can also become irritated and break contact. Failure: If the check fails, your Intelligence and Charisma scores each fall to -1 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. Success: You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.) The entities usually refuse to answer question directly related to characters and creatures of level higher than indicated in the table, because high level character have generally some planar patrons protecting them.

You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.

Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.

Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)

On rare occasions, this divination may be blocked by an act of certain deities or forces.

Being Contacted Difficulty and duration

True Answer

Don’t Know Lie

Random Answer

Max level

Elemental (Water, Fire, Earth or Air) 19/1 week 01–34 35–62 63–83 84–100 11

(appropriate) (19/1 week) (01–68) (69–75) (76–98) (99–100) 11

Undead Spirit 21/1 week 01–39 40–65 66–86 87–100 12

Astral Hero 23/1 week 01–44 45–67 68–88 89–100 13

Demideity 25/2 weeks 01–49 50–70 71–91 92–100 14

Lesser deity 28/3 weeks 01–60 61–75 76–95 96–100 16

Intermediate deity 31/4 weeks 01–73 74–81 82–98 99–100 18

Greater deity 34/5 weeks 01–88 89–90 91–99 100 n/a

(The entries in parentheses are for questions that pertain to the appropriate Element.) Results of a Successful Contact: d% is rolled for the result shown on the table:

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True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly. Don’t Know: The entity tells you that it doesn’t know. Lie: The entity intentionally lies to you. Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.

Domination, Permanent Enchantment (Compulsion) [Mind-Affecting] Level: 9 (spell level 5) Casting Time: 1 hour Duration: Permanent – can be dispelled by focused Ward, or Remove Curse Difficulty: 19+subject’s level (add level adjustment, use CR instead in case of monsters which have it) Material Component: Narcotic incense worth at least 200 gp for a subject of 6 level, +100 gp per additional level. This ritual allows you to permanently control a subject, but in order to attempt it you must first establish your control using other means, eg the Dominate power, or persuade the subject to voluntarily agree to it. You can conduct this ritual while concentrating on Dominate, or alternatively the subject can be dominated by someone else. Charming the subject is not enough to qualify for this ritual. The subject does not get a save and does not need it, since it can stop the ritual by simply opposing it mentally. Dominated subjects of course are unable to do this. If the subject is dominated by someone else, you can designate as the master yourself or the current controller. You can perform this ritual only on subjects which are at least 3 levels lower than you. (Use total level, including level adjustment, and in case of monsters – Challenge Rating). In addition, creatures which are not subject to mind-affecting spells cannot be controlled by this power. A permanent domination can be dispelled by focused Ward. In such a case, the formerly dominated subject usually immediately attacks his master, or, if this is impracticable, becomes his implacable enemy, eg searching out his opponents and providing them with the information about the master. Only subjects which voluntarily underwent the ritual are an exception to this rule. Undead are usually immune to this ritual, but if you have Necromancy power, you can dominate them. Failure: If you fail by 5 or more, you are dominated by the subject of the ritual instead. This is not apparent to the bystanders and observers of the ritual. Success: You can control the actions of the subject through a telepathic link that you establish with its mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against Difficulty 15 (rather than 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

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Greater Teleport Level: 9 (spell level 5) Casting Time: 1 hour Power check difficulty: 15 +3 per additional creature+Familiarity modifier+energy penalty Failure: If you fail by 5 or more you teleport into the ground or wall. You and all characters teleporting with you are slain instantly. If your failure is caused solely by the energy penalty or other special penalties, you may be shifted instead to an area not affected by them and arrive more or less safely. Succces: This spell transports you in 3 rounds to a designated destination, which may be as distant as 2000 miles. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring three additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

You can take an additional medium creatures; for each additional medium creature increase power check difficulty by 3.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. You use the modifiers for familiarity with places (see general magic rules).

Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. When you attempt to teleport to areas associated with powerful personalities without their permission, you suffer a special energy penalty. This applies when you teleport directly inside their tower, castle, home, lair, personal dungeon etc. This area must be directly associated with them and strongly barred against entrance. Publicly accessible areas and areas you managed to breach already, (unless re-secured) can be teleported to without penalty. The energy penalty equals the level of the personality minus 10. (It follows that personalites below 11 level are too weak to cause any difficulties.)

When you teleport to a false destination, you and others teleporting with you generally receive damage 4 and return to the starting area. “False destination” is a place that does not truly exist or that no longer exists as such or has been so completely altered as to no longer be familiar to you. Sometimes you can travel instead to an area that’s visually or thematically similar to the target area.

Teleporting characters or objects disappear instantly, but teleportation takes 3 rounds. During this time, characters at the destination of the teleport can make a Notice check with Difficulty 15 to notice the characteristic discharges of static electricity. That Notice check, as usual, suffers a penalty for distance between the observing character and the Teleport target. If the check succeeds, the character is aware of the incoming teleport. This generally gives them 3 rounds in which to prepare. The teleporting creatures arrive each on its initiative count immediately before its next turn.

This ritual obeys all general rules of teleports and leaves a teleport trace.

Hallow Difficulty:21 Casting Time: 24 hours Area: 40-ft. radius from the touched point Duration: Instantaneous (cannot be dispelled) Level: 9 (spell level 5) Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 500 gp per rank of the power to be included in the hallowed area. Special requirement: Only a virtue-aligned priest (which generally means an Adept with the Positive Energy Shaping power) can hallow an area. Failure: If you fail by 5 or more, you have displeased your patron. You cannot use Positive Energy Shaping and powers or rituals depending on it (including Hallow) for a year or until you atone. Success: Hallowing makes a particular site, building, or structure a holy site. Hallowing an area has four major effects:

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• First, the site or structure is permanently affected as if by the Magic Circle. This effect does not work against virtue-aligned creatures.

• Second, all checks to turn undead (Positive Energy Shaping) gain a +4 bonus. • Third, any dead body interred in a hallowed site cannot be turned into an undead creature. • Finally, you may choose to fix a single power effect to the hallowed site. The spell effect lasts for one

year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith, creatures who adhere to another faith or vice-aligned creatures (effect for vice-aligned applies also to undead). At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again. Powers that may be tied to a hallowed site include heart shaping, truth-reading, second sight, enhance

senses, light shaping, shadow shaping, sound shaping, elemental resistance, dimensional anchor (from *Teleport). A popular effect connected with hallowed sites is an invisibility purge, which stops all forms of invisibility in the hallowed site from functioning. Anything invisible becomes visible while in the area, but its invisibility returns as soon as it moves out of the hallowed site. An area can receive only one hallow spell (and its associated spell effect) at a time. The hallow effects is removed when the area is desecrated, which usually requires a ritual involving a human sacrifice. Hallow cannot be dispelled using the Ward power.

Magic Jar Level: 9 (Spell level 5) Casting Time: 1 hour Range: 300 feet Duration: 1 hour/level, starting from the moment your soul moves to the jar, (can be dispelled by focused Ward). Saving Throw: Will negates; see text Special requirement: you must be an arcane caster (sorcerer or wizard) Difficulty: 26 Focus: A gem or crystal worth at least 100 gp. Material Component: Alchemical substances worth at least 300 gp. Failure: If you fail by 5 or more, your soul is lost forever. Success: By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Alternatively, you can prepare the crystal without transferring your soul to it. After finishing the ritual you must concentrate on contact with the crystal (treat it as concentrating on a power, crystal must remain within range) and at a later moment you can move your soul to it as a standard action.

The magic jar must be within range of 300 feet and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more levels between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

Then you can attempt to take control of its body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.

Attempting to possess a body is a full-round action. It is blocked by the Psychic Shield or Ward powers – you must win opposed power check to affect protected creature. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again in the same casting of Magic Jar.

If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your. The body retains its Strength, Dexterity, Constitution, Intelligence, Wisdom,

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Charisma, toughness, natural abilities, and automatic abilities, level, class, combat bonus, base save bonuses, mental abilities, extraordinary and supernatural abilities. The creature’s spells and spell-like abilities also stay with the body. You do remember your own life and your knowledge, and retain your alignment and your goals, but except for that use the statistics of the host.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled by focused Ward at either the magic jar or at the host’s location.

Raise Dead Level: 9( spell level 5) Casting Time: 1 hour Difficulty: 22 for a cleric, 27 for others, +2 for every healing or resurrecting ritual performed the same day Material Component: Diamonds worth a total of 5000 gp; they are spent only if the creature is raised.

Failure: If you fail by 5 or more, the material components are lost. You summon instead of the soul of your departed friend a terrible spirit of night. It either attacks you directly as an incorporeal undead, or enters the body and animates it as a corporeal undead; it can even pretend to be your associate, only to betray you or to commit terrible crimes (choice of the player of the character being raised, who normally gets to roleplay the spirit). If the spirit enters the body, the deceased creature can only be resurrected after it is banished. Success: You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 month. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell is raised Disabled, Exhausted and without any Conviction points.

Physical and mental drain and damage, and energy damage are reduced to 4 points, if higher. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.

Find the Path Level: 11 (spell level 6) Casting Time: 3 minutes Duration: Concentration when operating, Maintenance when suspended Power check difficulty: 15+Familiarity modifier Material Component: Rare incenses worth at least 300 gp. They are consumed regardless whether the ritual is successful. Failure: If you fail by 5 or more you are led towards a random, but invariably extremely dangerous location, instead of the specified destination. Succces: You can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale.

The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to purely physical locations, not objects or creatures at a locale. Thus, the spell can not find the way to "a cave of the dragon" or to "a gold hoard." The location must be on the same plane as you are at the time of casting. You use the modifiers for familiarity with places (see the chapter on changes to magic).

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The spell requires Concentration to operate, but the subject can suspend it as a free action. The suspended spell requires only Maintenance and can be made operable again as a standard action. The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating the exact path to follow. The ritual does not warn of any dangers in the way, provided that they can realistically be avoided, nor shows the ways to avoid them. The ritual shows only the way, not the actions necessary to negotiate it. Accordingly, you will be brought before the secret door, but you must discover by yourself the trigger or the codes or phrases necessary to open it, and the traps warding it. The spell will not lead you into unavoidable danger, because if you are unavoidably destroyed on the path, it is not be the correct way to reach the destination. The spell ends when the destination is reached or the duration expires, whichever comes first. The already active Find the Path spell can be used to remove the subject and its companions from the effect of a maze spell in a single round, as many times as the spell lasts.

This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).

If your target is shielded against divinations, you must win an opposed power check to be able to find it.

Forbiddance Level: 11 (spell level 6) Casting Time: 10 minutes Area: Ten 60-ft. cubes Duration: Permanent (can be dispelled by Ward) Difficulty: 25+2 for each Forbiddance cast by caster still in effect+1 for each additional 60 feet cube. Material Component: Rare incenses worth at least 1,500 gp, They are consumed regardless whether the ritual is successful. Failure: If you fail by 5 or more you cannot cast Forbiddance again for a year. Success: Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

You can increase the area affected by the ritual. For each additional 60 feet cube add +1 to power check difficulty. Maintaining multiple Forbiddances at the same time is difficult. For each Forbiddance cast by you which is still in effect increase the difficulty by 2. Ward does not dispel a forbiddance effect unless the dispeller’s caster level is at least as high as your caster level. Only focused ward can dispel forbiddance.

Assume that the base, lair etc of any high level opponent is under Forbiddance cast by the opponent himself, a likely allied adept or by a hired specialist. In particular, all dragons of sufficiently high level cast Forbiddance on their lairs.

Word of Recall Level: 11 (spell level 6) Casting Time: 10 minutes Difficulty: 28 (24 if you are a cleric); +3 for each additional Medium creature Target: You and touched objects or other willing creatures Material Component: Rare incenses worth at least 500 gp, They are consumed regardless whether the ritual is successful. Word of Recall teleports you instantly back to your sanctuary when the word is uttered. You can be transported any distance within a plane and even between planes. You must designate the sanctuary when using the ritual, and it must be a very familiar place. You can designate a place only when you are physically present in it, so you can never use Word of Recall to journey to any new location. You can have only one sanctuary at a time. This effect counts as a teleport, and is subject to all limitation common for teleports. When you successfully return to your sanctuary the magic is discharged, and you must conduct the ritual again. Failure: You fail to establish a sanctuary, but you are persuaded that you succeeded. When you say the word of recall, nothing happens. Success: You designate a sanctuary to which you can escape by uttering a word as a standard action. The actual point of arrival is an area no larger than 10 feet by 10 feet. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring two additional willing Medium or smaller creatures (carrying gear or objects up to its maximum load) or equivalent. A Large

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creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. You can transport more than this limit by increasing the difficulty of ritual, but you must decide on the number before performing it. An unwilling creature can’t be teleported by word of recall. See also the general rules for teleport spells about the teleport trace.

Stone to Flesh Level: 11 (spell level 6) Casting Time: 10 minutes Range: Medium (100 ft. + 10 ft./level) Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long Difficulty: 28 Material Component: Rare unguents worth at least 300 gp. They are consumed regardless of the success of the spell. Failure: If you fail by 5 or more you are petrified yourself. Success: This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a Difficulty 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.

The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.

Plane Shift Level: 13 (spell level 7) Casting Time: 10 minutes Power Check Difficulty: 25+Familiarity penalty Material Component: A gem or crystal worth at least 300 gp. It is consumed regardless whether the ritual is successful. You do not need the gem to return to your home plane.

You move yourself to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. You use the modifiers for familiarity with places (see the chapter on changes to magic). When you are in the mental contact with someone on the other plane or if you possess the focus of ritual, a small, forked metal rod, tuned to the plane of existence or alternate dimension you want to visit, your destination is treated as Very Familiar (+5 penalty). You cannot use the Plane Shift ritual to reach the Ethereal Plane. Failure: If you fail by 5 or more you shift into some dismal and deadly dimension. You and all characters shifting with you are never heard from again. Success: You can reach any other plane, but precise accuracy as to a particular arrival location on the intended plane is nigh impossible. You appear 5 to 500 miles (5d100) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

Resurrection Level: 13 (spell level 7) Casting Time: 10 minutes Power Check Difficulty: 26, +2 for every healing or resurrecting ritual performed the same day Material Component: Diamonds worth a total of at least 10,000 gp. Special requirement: You must be a cleric in order to perform that ritual This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the

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time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 100 years, plus +10 years for each +1 to the difficulty of the ritual. You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. Generally, you cannot resurrect someone who has died of old age. Outsiders, elementals, constructs, and undead creatures can’t be resurrected. Failure: If you fail by 5 or more, you summon instead of the soul of your departed friend a terrible spirit of night. It either attacks you directly as an incorporeal undead, or enters the body and animates it as a corporeal undead; it can even pretend to be your associate, only to betray you or to commit terrible crimes (choice of the player of the character being raised, who normally gets to roleplay the spirit). If the spirit enters the body, the deceased creature can only be resurrected after it is banished. Success: Upon completion of the spell, the creature is immediately restored to full health, but has no Conviction points and is exhausted.

Binding Enchantment (Compulsion) Level: 15 (spell level 8) Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Duration: Permanent or long term – cannot be dispelled by focused Ward, Difficulty: 27 + subject’s level (add level adjustment, use CR instead in case of monsters which have it) + additional duration Components: The components for a binding spell vary according to the version of the spell, but they always include materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like. In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each level (or CR) of the target and a vellum depiction or carved statuette of the subject to be captured. A binding spell creates a magical restraint to hold a creature. The target must be willing, unconscious, under your control eg thanks to the Dominate power, or bound by material means and unable to oppose you. It cannot be under any magical protection. The target does not get a Will save.

The binding spell has six versions. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level or class don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition lowers the power check difficulty by 4.

If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap.

You can’t dispel a binding spell with Ward or a similar effect. It can be dispelled by conducting a ritual in reverse, with the difficulty 27+level, and costing only 500 gp. The failure by 5 imprisons the rescuer along with the original target.

A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect. Failure: If you fail by 5 or more, you are imprisoned instead of the subject of the ritual. The subject recovers from unconsciousness or spell and is freed from all restraint. Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. Such creatures feel a compulsion that forces them to abandon the subject, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the subject but feels uncomfortable doing so, and is shaken. The

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duration is ten years, plus one year per +1 to Difficulty. The subject of this form of binding is confined to the spot it occupied when it received the spell. Slumber: This version causes the subject to become comatose for ten years, plus one year per +1 to Difficulty. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, increasing the spell’s Difficulty by 2. Bound Slumber: This combination of chaining and slumber lasts for as long as 10 months, plus one month per +1 to Difficulty. The Difficulty is increased by 4. Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. The Difficulty is increased by 6. Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. The Difficulty is increased by 8. Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. The Difficulty is increased by 8.

Astral Projection Level: 17 (spell level 9) Casting Time: 4 hours Targets: Maximum 8 willing creatures Material Component: Rare infusions, unguents, and amulets worth 1000 gp for each person to be affected. Focus: A sarcophagus worth at least 1000 gp for each astral traveler. Power Check Difficulty: 38 By freeing the spirit from the physical body, this ritual allows to project an astral body onto another plane altogether. All travellers must drink infusions and be anointed with the unguents, to be prepared for the suspended animation. Finally, they are laid within a sarcophagus, together with their equipment. Often, their bodies are bound with wrappings in the manner of a mummy (It is speculated that the mummification arose from the imperfectly understood imitation of the astral travel.) For security, astral travel is usually perfored from a closed underground chamber secured with multiple traps. It is possible when casting the astral projection to include a specific word which when said near the material body will be heard by the astral self, alerting that it should return to the body immediately. That word is usually given to a Magic Mouth set to react to anything disturbing the chamber.

One casting of the Astral projection can affect up to 8 people. The caster can be included in the spell, but this is not necessary. The principal astral travelers must be at least of the 17 level, but they can take cohorts with them. These fellow travelers are affected by the spell exactly as the principals, but are dependent upon them and must accompany them at all times. If something happens to the principal traveler during the journey, his cohort is stranded and cannot return to his body.

Failure: If you fail by 5 or more the souls of the travelers are lost in transfer. Their bodies will remain forever in their sarcophagi. They may eventually animate as eg mummies. (This is why most astral travelers prefer that the caster be included in the spell).

Success: You project the astral selves of the travelers onto the Astral Plane, leaving their physical bodies behind on the Material Plane in a state of suspended animation. If you use the astral system provided in this file, the astral selves can appear either in the Low Astral, in the location corresponding to your physical location, or in the High Astral.

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The spell projects an astral copy of the travelers and all they wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, they can travel astrally to any of these other planes as they will. In particular, the astral form can visit outer planes, demiplanes and dominions in the Astral and the elemental planes. The astral body cannot visit neither Material Planes nor Ethereal Plane. If forced within either of those planes, the spell is treated as voluntarily ended and the soul returns to body.

The astral body is identical with the natural form, except it is immune to the natural hazards of any particular plane it visits. An astral body that travels to the Elemental Plane of Fire is immune to damage from the fire-dominant trait, for example.

Worn, held, and carried items possessed by the original form are not harmed if their astral forms are damaged or destroyed. Such items reform on the astral form within a day. When the traveler leaves the plane he is on currently, the astral forms of items he left behind disappear and appear on the astral form in its new location. Similarly, when the astral projections end, the astral forms of items disappear, regardless of the intention of the traveler (that is why no one sensible, except for the dream merchants (q.v.), will ever trade with astral travelers). If someone removes an item from the material body, the astral copy of the item disappears as well. (This is a usually an indication that thieves have found the mausoleum and that the travelers should immediately return. Many a thief who stolen a sword from a “mummified” warrior had an unpleasant surprise when the warrior arose to demand it back).

If the traveler's astral form employs magic items with a limited number of uses (such as potions, scrolls, and wands), the uses are expended on the real items as well as on the astral copies. A potion drunk on the astral plane becomes unmagical on the Material plane, and the wand exhausted on the astral plane remains exhausted on the Material plane. Spell components used on the Astral plane are rendered worthless on the Material plane.

Objects picked up by an astral character are brought back to the original body if the spell is ended voluntarily, appearing within his sarcophagus. If the astral form is slain, then astral objects picked up along the way remain where they are and don't return with the soul.

If the astral form is slain, the soul returns to the unharmed original body where it rests on the Material Plane. The traveler can decide to revive his material body immediately from its state of suspended animation, or to wait three minutes after which it is revived automatically. The astral form dissolves immediately when the material body revives. Before the astral form dissolves it can be reanimated, using eg the Imbue Life power.

When the material body of the traveler revives after the death of the astral form, he loses all of his Conviction, and he becomes Exhausted. Since powerful enemies can track the traveler back to his material body, it may be advisable to escape as quickly as possible. In addition there exist special weapons (eg astral silver swords) and other means which can kill the material body when destroying the astral form.

All subjects of the ritual can travel through the Astral Plane indefinitely. Their bodies simply wait behind in a state of suspended animation until they choose to return your spirits to them. While you are travelling astrally, your bodies do not age and suffer no damage – unless it is inflicted by outside sources. After longer astral travels (upward of century) they can become somewhat desiccated and begin to resemble mummies. This effect remains for a short time even after the return (in no way diminishing the abilities of the character), although food and drink quickly manage to restore the usual appearance.

The spell lasts for each traveler until he desires to end it, or until it is terminated by some outside means, such as Ward focused upon the physical body or the destruction of the body back on the Material Plane (which kills the traveler). As long as a particular person is travelling astrally, no divination or any other supernatural power or ritual will disclose the location of his material body. When the material body revives, this protection is ended. Moreover, it is treated as Present for anyone scrying from the place in which the astral form died. This effect lasts for an hour since the death.

Miracle Level: 17 (spell level 9) Casting Time: 3 minutes, or 1 full round in special circumstances. Material Component: Rare incenses worth at least 2000 gp. Power Check Difficulty: 30, +1 for each greater Miracle ritual conducted before Special requirement: You must be a cleric in order to perform that ritual You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity intercede. The deity intervenes or not, as it deems proper. In any event, a request that is out of line

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with the deity’s nature is refused. Since the deities are jealous of their power, a miracle is never granted to an adept who has performed a Wish ritual. Failure: You have exhausted the patience of your deity. You will not receive any more miracles for a year. You can shorten that period by sacrifices, atonement or similar. Success: A miracle can do any of the following things. * Use any power. You use the power as an Adept of your character level, with key ability 10. You always Take 10 on your power check and do not suffer any Fatigue. Duplicated powers allow saves as normal. * Undo the harmful effects of many spells. Alternatively, a cleric can make a very powerful request. When the matter is of supreme importance, such a request can even be made as one round action and without the material components. Regardless of the casting time, requesting such a miracle imposes a cumulative +1 penalty on all the future Miracle checks. The deity never grants such a miracle if it deems that matter is not important enough; it can punish an impudent cleric as it deems proper. Most deities will require a reciprocal sacrifice (at least 25,000 gp, and more if the cleric belongs to a higher level than 17), or an oath of some great service. If the request mirrors any ritual with cost, the cleric must promise in addition a sacrifice of an equivalent cost. The cleric is usually expected to promise such an offering when requesting a miracle, but the deity can make its own request. Until the service is performed, the deity will not grant any more miracles, and if it deems that the cleric is tardy, it will stop answering other divine rituals, and finally punish the cleric. Examples of especially powerful miracles of this sort could include the following. * Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. * Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error. * Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.

True Resurrection Level: 17 (spell level 9) Casting Time: 3 minutes Power Check Difficulty: 30, +2 for every healing or resurrecting ritual performed the same day Material Component: Diamonds worth a total of at least 25,000 gp. Special requirement: You must be a cleric in order to perform that ritual This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature of at least 17 level or CR. For such creatures, the condition of the remains is not a factor. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method). For creatures of lower level, you need some part of the remains, which must remain recognizable. The creature can have been dead no longer than 200 years, plus +10 years for each +1 to the difficulty of the ritual. You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures. Generally, you cannot resurrect someone who has died of old age. Failure: If you fail by 5 or more, you summon instead of the soul of your departed friend a terrible spirit of night. It either attacks you directly as an incorporeal undead, or enters the body and animates it as a corporeal undead; it can even pretend to be your associate, only to betray you or to commit terrible crimes (choice of the player of the character being raised, who normally gets to roleplay the spirit). If the spirit enters the body, the deceased creature can only be resurrected after it is banished. Success: Upon completion of the spell, the creature is immediately restored to full health, with the Conviction points and fatigue level it had at the moment of death.

Wish Level: 17 (spell level 9) Casting Time: 1 hour for the summoning ritual and 1 minute for the dismissing ritual.

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Material Component: Rare incenses, pigments and other ritual materials worth at least 2000 gp. Power Check Difficulty: 36+1 for each successful Wish ritual conducted before. In this ritual you bind a powerful entity able to realize nearly any your wish. The wish could be made immediately, or placed in a magical item (eg a Ring of Wishes), to be used later as a standard action. Certain demands you can make on the summoned entity are known as the standard wishes; those can be made without any special risk. You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) The ritual of Wish is more complicated than typical. You must conduct a ritual to summon the entity, then state your wish, and finally conduct a second ritual to send the entity away, with the same difficulty as the first ritual. If you want to place a wish into a ring, your wish would be formulated for example: “I wish that immediately after any possessor of that ring makes consciously and intentionally a magical wish, pressing this ruby set into the ring, you faithfully and permanently fulfill it, and that moreover you do not harm me, the owner of the ring or his friends, or exert your power in any other way without specific and valid orders.“

Since the entities performing Wishes are deathly afraid of true deities and those who can contact them, they will never perform a Wish for anyone who has successfully performed a Miracle ritual. This does not apply to Wishes placed into rings, although it does apply to rituals of placing Wishes into rings. Failure: If you fail the check during the summoning ritual you lose your magical components. If you fail it by 5 or more you will suffer in the future the +1 penalty for having performed a successful wish ritual. If you fail the ritual check during the dismissing ritual the summoned entity fulfills your wish but revenges itself on you. You lose all your Conviction points and will require d20 days of bed rest due to physical and mental stresses. During that time you will be exhausted and unable to regain Conviction. Moreover, you will age 5 years. If you fail the dismissing ritual by 5 or more the summoned entity does not fulfill your wish, but instead abducts you to the far plane from which it came. Your character is irretrievably lost and cannot be retrieved even with a Wish. Success: A standard wish can produce any one of the following effects. * Use any power. You use the power as an Adept of your character level, with key ability 10. You always Take 10 on your power check and do not suffer any Fatigue. Duplicated powers allow saves as normal. * Use any ritual. You receive the benefits of a successful ritual (except Wish or Miracle, of course), conducted by an Adept of your character level, with key ability 10. You treat the ritual as conducted in the normal time and without using empowering or similar abilities. You always Take 20 on the power check; you must select the ritual which will succeed on such a power check. You do not suffer any Fatigue. When a wish duplicates a ritual with a material component that costs more than 10,000 gp, you must provide that component, in addition to the components of the Wish. * Undo the harmful effects of many spells, such as geas/quest or insanity. * Create a nonmagical item or spell components of up to 25,000 gp in value. * Create a magic item, of up to 15,000 gp in value. This has no additional costs. * Create an expensive magic item or add to the powers of an existing magic item: you can create a magic item of any value, but only if it could be crafted by an Adept of level equal to you. You must pay the normal costs of crafting such an item. * Reorder the ability scores of yourself or a willing creature. The creature can either roll again or use the point-buy method to establish its new ability scores. It also gains increases to the ability scores it is entitled to by its level. * Change the role and feats of yourself or a willing creature. The creature starts again at the first level and progresses to its current level, selecting desired roles and feats. This can be combined in one wish with the changing of ability scores. * Change the race or species of yourself or a willing creature. The new form cannot be more powerful than the creature is at this point. In case of powerful forms (eg a dragon) the creature loses equivalent number of levels to retain the same overall power. * Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. * Revive the dead. A wish can bring a dead creature back to life. A single wish can even revive a dead creature whose body has been destroyed, or an undead, construct, or other creature that cannot normally be brought back

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to life. Wish may even be able to bring back a creature who has been devoured by a Barghest (50% chance of success). A destroyed undead can be brought again as an undead or as a living creature. It is impossible to resurrect an undead as a living creature before it is destroyed. * Transport travelers. A wish can lift one willing creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect. * Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit, a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect. * Turn Back Time: A poorly fated adventure can be averted entirely with a wish. You return in time to the situation before the beginning of the adventure. There is one difference – your penalty for successful Wish rituals is not removed. This effect is not available when using a wish from a ring. Such a meddling with the time-stream has usually some after-effects. If you attempt the same adventure again, you can find that it is somewhat different and more difficult than before.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) In order to do so, you must state the precise wording of your Wish and make a Wisdom check with the Difficulty set by Narrator, depending on the wording. If you succeed on the check, you either make successful Wish or realize that such a wish is impossible. If you fail, the summoned entity perverts your wish.

There are some things it is impossible to wish for. First of all, if you attempt to wish for more wishes, in any way, shape or form (eg wishing for a ring of wishes with three wishes on it), the entity you summoned immediately snatches you away to a far plane. Your character is irrevocably destroyed and cannot be resurrected even with a wish.

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Chapter XII: Equipment

Treasures & Economy Player characters are expected to receive a certain amount of wealth per level. Should they receive significantly more or less wealth, they will become stronger or weaker than it is presumed by the game, and the challenges they face will have to be adjusted accordingly.

Giving players less treasure than expected will have more influence on their power level. Since most magic items have (in those rules) minimal levels necessary to use them, giving characters more wealth won’t allow them to use better items, but only more items, and so it shouldn’t have too much influence on their power.

Wealth used on anything else except buing equipment is not included in the following calculations. Buying castles, expensive entertainment etc has no effect on the power level of the party.

Level Starting Wealth

Wealth gained during level

1 1,000 gp 2 1,000 gp 2,000 gp 3 3,000 gp 3,000 gp 4 6,000 gp 4,500 gp 5 10,500 gp 5,500 gp 6 16,000 gp 7,500 gp 7 23,500 gp 9,500 gp 8 33,000 gp 13,000 gp 9 46,000 gp 16,000 gp 10 62,000 gp 20,000 gp 11 82,000 gp 26,000 gp 12 108,000 gp 32,000 gp 13 140,000 gp 45,000 gp 14 185,000 gp 55,000 gp 15 240,000 gp 75,000 gp 16 315,000 gp 95,000 gp 17 410,000 gp 120,000 gp 18 530,000 gp 155,000 gp 19 685,000 gp 195,000 gp 20 880,000 gp

Loot and Treasure The table below is intended mostly for adventures converted from D&D. Since in the present game there are no experience points, in Narrator must ensure that treasure is gained at a pace commensurate with levels, according to the above table. Generally, about one-third of the treasure is in form of gold or money, one-third in jewels, gems or art objects (sold for half value), and one third in form of magic items.

Encounter level Treasure per encounter

Encounter level Treasure per encounter

1 300 gp 11 7,500 gp 2 600 gp 12 9,800 gp 3 900 gp 13 13,000 gp 4 1,200 gp 14 17,000 gp 5 1,600 gp 15 22,000 gp 6 2,000 gp 16 28,000 gp 7 2,600 gp 17 36,000 gp 8 3,400 gp 18 47,000 gp 9 4,500 gp 19 61,000 gp 10 5,800 gp 20 80,000 gp

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Selling treasure and acquiring magic items Narrator is responsible for designing an economy of magic items, or selecting one of the propositions

below. In any case, he should assure that all characters receive necessary item. This is of crucial importance, because not all characters rely on items in the same degree. If Narrator wants to limit accessability to magic items, it will impair warriors much more than adepts, which can use equivalent powers instead of magic items.

Such powers and feats as Supernatural Attack, Bathed in Styx, Rage can to some degree alleviate the lack of proper magic items, but at higher levels they are not enough to run D&D adventures. Characters need to be see invisible, to see in darkness, to fly, to attack incorporeal foes etc. While adepts have access to necessary powers, warriors must rely on equipment.

Designing a fitting economy should be made easier by the minimum levels required to use magic items depending on their price, as shown in tables below. As long as characters are not allowed to use items above their level, and have enough appropriate magic items near their own level, the power level of the party shouldn’t be affected.

Independently from the selected economy model, it should be possible to exchange magic items with NPCs on the barter basis. This requires, of course, finding an NPC willing to buy exactly the item your character has, and possessing the item you want. Some NPC adventurers may also be willing to pay for specific items for their own use in cash, but in that case they will generally offer only ¾ of the listed price. On the other hand, some characters can have unneeded magic items, which they will sell either for cash or for some other benefits, depending on the type of economy.

The standard economy presented in D&D rules requires a fairly liquid market in magic items. It is enough to visit big enough city and you can buy all necessary items. In general, a character can sell something for half its listed price, including weapons, armor, gear, and magic items. To keep things balanced, this also includes character-created items. The difference between the price the merchants are willing to pay for items and the price for which they sell them represents not only their profit, but also their high costs and remuneration for high risks.

Note that listed prices require characters to spend practically all their treasure per level on magic items. For that reason, if Narrator relies on characters selling and buying items, it can be useful to provide an NPC artificier who will craft items for characters at half-price, that is at cost, in gratitude for help and in exchange for protection, formulas to create new magic items, rare components and the like. This will ensure that they have access to all necessary magic items and at the sime time have enough magic for buy castles, entertain etc.

These rules provide an alternative – item crafting. If Narrator provides enough treasure, downtime and magic item formulas, it is possible to spend 20 levels without selling or buying anything on the open market.

It is also possible to design an economy in which magic items are never discarded. All items are artifacts, inherited, found or captured by PCs. Artifacts automatically adjust their level to the level of PCs. Artifact weapons are presented below. The table of required level for various magic armor enchantments and wondrous items can be easily used to design an artifact armor or a special item.

There is also the most simple possibility – characters simply find necessary items during adventures. This is the least “realistic” possibility, since Narrator must discuss beforehand with players what items they want to find.

Finally, it is also possible to combine all four approaches. Some characters may be able to craft items, but do not have all formulas and enough time to supply the whole party. A few possess artifact weapon, other buy part of necessary equipment on the open market or from secretive crafters.

In addition to those simple and even simplistic variants, there exist more complicated systems. For example there is the tier system, known also as the Wish economy.

It is based on the observation that high level characters using such things as Wish spell (ritual in these rules) or the planar travel can easily gain an arbitrary amount of gold. If they use this gold to buy magic items, they can easily “break” D&D. The rules provided here are somewhat less vulnerable, due to minimum levels necessary to use magic items. This keeps most unbalanced items from being abused, but it is not quite enough. An abundant choice of magic items makes characters much more versatile, and encounters easier.

In this system there are at least two separate economic systems: Gold Economy and Wish Economy. Gold Economy, as the name indicates, involve items which can be bought for gold. And only items costing up to 15 thousand gp can be bought for gold. More expensive items are traded in the Wish economy.

Wish economy paradixically involves items you cannot merely Wish for. For such items the price in gp is only an abstract measure of value; they cannot be bought for any amount of gold. On the other hand, they can be bartered – only for other Wish economy items – or traded for planar currencies, from more obvious, such as

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astral diamonds or planar pearls, to more esoteric magical substances and alchemical components, such as lapis philosophorum, prima materia, black lotus, juice of Upas tree, etc.

Crafting Magic Items Crafting magic items does not require any special feats (Imbue Item feat is removed). Only characters with the following power source feats: Cleric, Sorcerer, Wizard, Student of Magic and Ritualist can create magic items, although they may need help to create the basic nonmagical items which will be enchanted. The character must have at least the minimum level indicated in the description. If your character level is too low to use the item, you cannot create the item in question.

The artificer must know how to create the magic item, that is, during the game he must find or research the formula to create it. The techniques to create basic items are known to all. To the basic items belong: cloak or vest of resistance, gloves of dexterity, belt of strength, gauntlets of power, master’s ring. Similarly, all characters with the above mentioned power source feats know how to add enhancement bonuses to weapons and armor, and how to add elemental damage to weapons.

The necessary ingredients and other expenditures necessary to create an item (exclusive of the upkeep of the artificer) cost half of the listed price. It is additionally possible to lower the price by finding the necessary ingredients during adventures – Narrator should treat them as an equivalent to treasure, and include them in the calculation of wealth per level.

The creator also needs a fairly comfortable, well-lit and adequately equipped place in which to work. Creating an item requires about one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit. A character can work on only one item at a time.

To create magic armor or a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic armor or weapon.

At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.

A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.

If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5. For this purpose, both armor and weapons don’t count as items occupying a specific slot, and so adding a new ability to them incurs only the normal price.

As an exception you can add additional properties to basic items for normal, not increased price. To the basic items belong: cloak or vest of resistance, gloves of dexterity, belt of strength, gauntlets of power, master’s ring.

You can also remodel items, removing some properties and imbuing it with another. You pay only the increase in cost between the starting item and the final result. If as a result you get an item cheaper than the starting one, you do not recover the price difference. Modifying a magic items costs no less than 500 gp.

Alchemy Creating potions and alchemical items is done in the same way as creating other magic items. The alchemist must have one of the following power source feats: Cleric, Sorcerer, Wizard, Student of Magic or Ritualist and required level. In addition, he must know the formula to create the item or substance in question and have access to an alchemical laboratory. If you are working in a city, you can get access to it for a moderate price (generally 1 gp per day), but alchemical equipment is difficult or impossible to come by in some places.

The necessary ingredients and other expenditures necessary to create an item (exclusive of the upkeep of the artificer and leasing of laboratory) cost half of the listed price. It is additionally possible to lower the price

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by finding the necessary ingredients during adventures – Narrator should treat them as an equivalent to treasure, and include them in the calculation of wealth per level.

Item Minimum level

Time:

Acid n/a 1 day for 10 flasks Alchemist’s fire (5), smokestick (5), or tindertwig (pack of 50)

3 1 day

Antitoxin, sunrod, tanglefoot bag, or thunderstone

7 7 days

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Nonmagical Weapons Simple Weapons Weapon Damage

Bonus Critical Descriptor Range

Incr. Size Cost Weig

ht Club +2 (+3

twohanded) +3 Bludgeoning, Power Medium — 3 lb.

Cudgel +1 +3 Bludgeoning, Power Small - 1 lb Hammer +2 +3 Bludgeoning, Power Small 5 sp 1 lb Knife +1 +3 Piercing or slashing,

versatile Tiny 5 sp -

Machete, big knife, sax

+2 +3 Slashing, Power Small 1 gp 1 lb.

Dagger

+1, (+2 Sneak damage)

+4 Piercing, Precision, can be thrown

10 Tiny 2 gp -

Poisoned Dagger

+1, (+2 Sneak damage) +poison

+4 Piercing, Precision, can be thrown

10 Tiny 500 gp

Punching Dagger

+2 +4 Piercing, Versatile Tiny 2 gp -

Gauntlet +1 +3 Bludgeoning, Versatile — Tiny 5 gp - Gauntlet, spiked

+1 +3 Bludgeoning and Piercing, Versatile

— Tiny 10 gp -

Handaxe +2 +3 Slashing, Power – Small 1 gp 2 lb. Axe

+2 (one-handed) +3 (two-handed)

+3 Slashing or Bludgeoning, Power

— Medium 2 gp 6 lb.

Light Pick + 1 +5 Piercing or Bludgeoning, Versatile

— Small 2 gp 2 lb.

Long Spear +2 (onehanded) +3 (twohanded)

+4

Piercing, Power

Reach Large 5 gp 9 lb.

Spear, short +2 +4 Piercing, Power Medium 1 gp 3 lb. Dart +1 +4 Piercing, Power, can be

thrown 30 ft. Small 2 gp 3 lb.

Mace, heavy +3 +3 Bludgeoning, Power — Medium 8 gp 8 lb. Maul, Great Club

+4 (two-handed)

+3 Bludgeoning, Power — Large 5 gp 8 lb.

Morningstar

+3 +3 Bludgeoning and Piercing, Power

— Medium 12 gp 8 lb.

Quarterstaff +3 (two-handed)

+3 Bludgeoning, Versatile (cannot use finesse)

reach Large — 4 lb.

Sap +2 (non-lethal) +3 Bludgeoning, Versatile — Small 1 gp 2 lb. Light Mace +2 +3 Bludgeoning, Power — Small 1 gp 2 lb. Sickle +2 +3 Slashing, Precision — Small 1 gp 2 lb. Cutlass, Falchion

+3 +3 Slashing, Power — Medium 3 gp 2 lb.

Whip +0 +3 Bludgeoning, precision (cannot use finesse)

reach 15 ft.

Medium 1 gp 2 lb.

Pommel +1 +3 Bludgeoning, Power — Small n/a n/a Unarmed Attack

+0 +3 Bludgeoning, Versatile, nonlethal

— — — —

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Martial Weapons Weapon Damage

Bonus Crit. Descriptor Range

Incr. Size Cost Weigh

t Axe, throwing (can be used as a handaxe instead)

+2 +4 Slashing, Power, can be thrown

20 ft. Small 8 gp 1 lb.

Hammer, throwing (can be used as a hammer instead)

+2 +3 Bludgeoning, Power, can be thrown

20 ft. Small 5 gp 1 lb.

Javelin (can be used as a short spear instead)

+2 +4 Piercing, Power, can be thrown

30 ft. Medium 2 gp 3 lb.

Cane (can be used as a club instead)

+2

+3 Bludgeoning, Precision – Medium 3 gp 2 lb.

Battleaxe (can be used as an axe instead)

+3 (+1 two-handed)

+4 Slashing or Piercing, Power

— Medium 10 gp 6 lb.

Flail +3

+4 Bludgeoning, Power — Medium 8 gp 5 lb.

Great Flail (two-handed on foot)

4

+4 Bludgeoning, Power Large 15 gp 10 lb.

Pick, Warhammer (can be used as a club instead)

+ 2

+6 Piercing or Bludgeoning, Power

— Medium 8 gp 3 lb.

Pollaxe +5 (two-handed on foot)

+3 Slashing or piercing, Power

— Large 20 gp 12 lb.

Lance (one-handed mounted; can be used as a longspear instead)

+3 (+2 mounted and charging)

+4 Piercing, Power Reach Large 20 gp 10 lb.

Trident +3 +3 Piercing, Power, can be thrown

10 ft. Medium 6 gp 4 lb.

Halberd, Pole-arm

+4 (two-handed on foot)

+4 Slashing or Piercing, Power

Reach Large 8 gp 12 lb

Awl-pike (Ahlspiess) (two-handed on foot; can be used as a longspear instead)

4 +5 Piercing, Versatile Reach Large 10 gp 12 lb.

Kukri, Short Sword (can be used as a machete instead)

+2

+5 Slashing or Piercing, Versatile

— Small 8 gp 1-2 lb.

Main-Gauche

+1 (+1 Sneak Attack)

+7 Piercing, Precision — Small 8 gp 2 lb.

Rapier (Sidesword) +2

+7 Piercing, Precision — Medium 20 gp 2 lb.

Scimitar or Sabre +3

+5

Slashing, Precision (cannot use finesse)

— Medium 15 gp 4 lb.

Longsword (Arming sword)

+3

+4 Slashing or Piercing, Versatile

— Medium 15 gp 4 lb.

Bastard Sword (Warsword)

+3 (+1 two-handed)

+4 Slashing or Piercing, Power

— Medium 35 gp 4 lb.

Two-handed sabre +3 (+1 two-handed)

+4 Slashing, Power Medium 30 gp 4 lb.

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Exotic Weapon Damage

Bonus Critical Descriptor Range

Increment Size Cost Weight

Falx +5 (two-handed on foot )

+4 Slashing, Power — Large 30 gp 8 lb.

Greatsword +5 (two-handed on foot)

+4 Slashing, Power — Large 50 gp 6 lb.

Katana +3 (+1 two-handed)

+4 Slashing, Versatile (cannot use finesse)

Medium 40 gp 4 lb.

Chain (two-handed)

3 +3 Bludgeoning, Power

reach 10 ft. Large 25 gp 10 lb.

Flexible Sword

+3 +3 Slashing, Precision

reach 10 ft. Medium 30 gp 4 lb.

Masterwork weapons: Masterwork weapons add +1 to attack bonus. Their cost is higher by 200 gp. Gauntlets: This pair of metal gloves lets you deal lethal damage rather than nonlethal damage with unarmed strikes. The cost and weight given are for a single gauntlet. Heavy armors (banded armor, field plate and full plate) come with gauntlets, which use the armor’s magic bonus as the bonus to damage. Masterwork armors come with masterwork gauntlets. You can replace the gauntlets by paying full price for them, including the costs of masterwork weapons and weapon enchantment. Your opponent cannot use a disarm action to disarm you of gauntlets.

Gauntlet, Spiked: This pair of gauntlets is equpped with short spikes on knuckes, which allow you to deal piercing damage, but do not interfere with use of other weaponry. When creating or ordering an armor, you can upgrade the gauntlets for 10 gp. When you want to replace the gauntlets in the finished armor, you must pay for the masterwork quality and weapon enchantment. Power, Precision and Versatile weapons Weapons are divided into power weapons and precision weapons. All weapons use Strength as bonus to damage and Dexterity as modifier to attack bonus, but when you use a power weapon, your Dexterity bonus to attack cannot be higher than your Strength, and when you use a precision weapon, your Strength bonus to damage cannot be higher than your Dexterity. You cannot use finesse attacks or sneak attacks with power weapons. Versatile weapons can serve either as power weapons or as precision weapons. This applies also to unarmed attacks. When attacking, you can decide in what manner to use them. You must, however, treat them as belonging to the chosen category in all aspects. Eg you can use a longsword to make a finesse attack, but you then suffer the above-mentioned penalty to damage if your Strength is higher than dexterity. This is not necessary for balance, but to preserve some variation amongst characters. This way strong and heavy warriors will use greatswords and wear heavy armor, and light and dexterous duellisst will fight in light armor with rapiers. Without that distinction, all experts would wear the best – ie plate armor and use the best weapons – usually greatswords to sneak attack. It can be balanced, but I consider such an option uninteresting.

Reach Weapons – You can use such weapons against opponents who are up to 10 feet away form you. You can also use them against an opponent when there is another character between you, provided that you don’t belong to a size category smaller than the intervening character. You can use reach weapons against opponents who are near you, but you cannot use them when you are flanked or surrounded. You also cannot use them in cramped passages, dense forest etc.

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Range Increment: Any attack at more than this distance is penalized for range. Beyond this range the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments. Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. So, a medium size weapon is a weapon designed for use by a man, not the same size as a man. In general, a weapon to one size category below the wielder is light, a weapon belonging to the same size category as the wielder is one-handed (a medium sword for a medium wielder), and a weapon is of the size category above the wielder is two-handed (a large spear for a medium wielder).

Weapons for characters of sizes other than medium. The damage depends on the size of character, not weapon. Eg a Large character always receives +1 to damage and -1 to attack, regardless of the weapon used. Such characters should optimally use weapons designed for their size.

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. Small and Large characters can use weapons meant for Medium Characters, according to the following table. This also works for other size categories, eg if a medium character wants to use a weapon designed for a small one, use the Medium/Large table. If you use the weapon designed only 1 size category remote from you and included in the table below, you receive no penalties to attack. Weapon for Medium Characters Large Characters treat them as: Great Flail, Flail Maul, Great Club, Quarterstaff Club Flail, Club Cudgel Heavy Mace, Morningstar Light Mace Long Spear, Lance, Awl Pike Short Spear Great Sword Cutlass Cutlass, Falchion, Longsword, bastard sword, two-handed sabre, katana, scimitar

Machete

short sword, sickle, Machete, big knife, sax, knife halberd, polearm, falx, pollaxe, axe battleaxe, axe handaxe Pick, Warhammer light pick

Weapon for Medium Characters Small Characters treat them as: Flail Great Flail Club, Cane, Heavy Mace, Morningstar Maul Cudgel, hammer, throwing hammer Club Light Mace Heavy Mace Short Spear, javelin, trident Long Spear short sword, sickle, machete, big knife, sax, kukri cutlass knife, dagger machete axe, battleaxe greataxe handaxe, throwing axe axe light pick pick

For characters who try to use weapons designed for wielders more than one size category remote from

them, or not included in the table use the following procedure: First, convert the weapon according to the table. Next, the description of a weapon (whether the weapon

is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

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In case of weapon with elaborate hilts, like rapiers, scimitars, some longswords etc, they cannot be used at all by creatures of a different size unless the hilt is first replaced by a competent weaponsmith. This costs about 10% of the cost of the weapon, including masterwork costs, but not including costs of magic enchantments, and has no influence on magical properties. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a –4 nonproficiency penalty also applies. This penalty does not apply for wielders who use weapon one size category distant from them and included in the table. If the weapon is included in the table and the wielder is two size categories distant, he suffers only -2 penalty. In that case, penalties are counted not from the original size, but from the weapon in “treat as” column in the table.

For example, a large giant tries to use a medium-sized rapier. Rapier is a medium sized weapon not included in the table. For the large giant a medium rapier is a light weapon; he can use it with -2 penalty to attack – after the hilt was replaced by a weaponsmith. The same giant could use a longsword with no penalty, treating it as a machete.

A huge giant could use a greatsword intended for a medium character. It is a large weapon, and therefore counts as light for huge characters. According to the table, a greatsword is treated as a cutlass by a large character. Accordingly, a huge giant counts it as a cutlass and suffers an additional -2 penalty to attack. Ahlspiess or awl pike It was a thrusting spear developed and used primarily in Germany and Austria from the 15th to 16th centuries. The ahlspiess consisted of a long thin spike of square cross section measuring a meter (39 inches) or more in length, mounted to a round wooden shaft and secured with a pair of langets extending from the socket. The length of the shaft ranged from 1.6 to 1.8 m. (5 - 6 feet), and located at the base of the spike was a rondel guard (a circular metal plate) to protect the hands. The ahlspiess was used in other countries as well, including England, and was a popular weapon along with the pollaxe in tournament foot combat among armoured knights. Note that it has little in common with the true pike, which is a very long spear useful only in formation combat. As it is a maneuverable piercing weapon, specially designed to pierce and bypass armor, it is the only polearm which can be used as a precision weapon. You can use finesse attacks and sneak attacks when fighting with awl pike. Arming sword (Use this weapon for D&D longsword). The arming sword (also sometimes called a knight's or knightly sword) is the single handed cruciform sword of the High Middle Ages, in common use between ca. 1000 and 1350,

Typically used with a shield or buckler, the arming sword was the standard military sword of the knight (merely called a "war sword", an ambiguous title given to many types of swords carried for battle) until technological changes led to the rise of the longsword in the late 13th century. In the absence of a shield the empty (normally left) hand could be used for grabbing or grappling opponents. The arming sword was overall a light, versatile weapon capable of both cut and thrust combat; and normally boasts excellent balance. Although a variety of designs fall under the heading of 'arming sword', they are most commonly recognized as single-handed double-edged swords that were designed more for cutting than thrusting. Possessing wider and heavier blades than the Victorian smallsword, modern scholars have often erroneously classified them as broadswords. Bastard Sword, Warsword The so-called "hand-and-a-half swords" could be used either onehanded or twohanded. They were called bastard swords, warswords or simply longswords. That type of European sword was used during the late medieval and Renaissance periods, approximately 1350 to 1550. They have lengthy cruciform hilts with grips over some 15 cm (6 in) in length (providing room for two hands), straight double-edged blades often over 90 cm (35 in) in length, and weigh typically between 1.2 and 1.4 kg (2.1 to 3 lb), with light specimens just below 1 kg (2 lb), and heavy specimens just above 2 kg (4.1 lb).

The warsword or longsword was a quick, effective, and versatile weapon capable of deadly thrusts, slices, and cuts. The blade was generally used with both hands on the hilt, one resting close to or on the pommel. However, in some circumstances, the weapon may be used only with one hand, with shield held in the other. A technique called halfswording was used when fighting a heavily armored opponent, Half-swording consisted in holding the sword in both hands, one on the hilt and one in the middle of the blade, to better control the weapon in thrusts and jabs. A combatant could also use a warsword to strike an opponent with the pommel, or grab it by the tip and use to strike with crossguard like a pick.

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Bastard sword, or contemporary espée bastarde belonged to that class of weapons. It dates from roughly the early 15th century. The grips of bastard swords often feature a "waisted" appearance. The length of the weapon is roughly between 45 to 55 inches (115-140cm). Dagger That kind of blade is mostly useless in open combat, but can be deadly when used in a surprise attack. The sneak damage bonus +2 applies when you make a surprise attack with a dagger. In that case the total damage of weapon equals 3. This bonus stacks with sneak damage bonus granted by Sneak Attack feat. Falchion Falchion (from Old French fauchon, ultimately from Latin falx "sickle") is a one-handed, single-edged sword of European origin. (Note that the two-handed “falchion” of D&D is a very different weapon, similar to some mostly ceremonial swords of janissaries. For an equivalent, use the stats of a two-handed sabre or falx). Falchion combined the weight and power of an axe with the versatility of a sword. Falchions are found in different forms from around the 11th century up to and including the sixteenth century.

The blade designs of falchions varied wildly across the continent and through the ages. They almost always included a single edge with a slight curve on the blade towards the point on the end; they also were affixed with a quilloned crossguard for the hilt in the manner of the contemporary long-swords. While one of the few surviving falchions is shaped very much like a large meat cleaver, or large bladed machete the majority of the depictions in art reflect a design similar to an enlarged knife. A surviving example from England's thirteenth century was just under two pounds in weight. Of its 37.5 inches (95.25 cm) in length, 31.5 inches (80cm) are the straight blade broadening towards the sharp tip

Unlike the double-edged swords of Europe, few actual swords of this type have survived to the present day; fewer than a dozen specimens are currently known. It is presumed that these swords had a lower average quality and status than the longer, more expensive swords. It is also possible that falchions were used as tools when they were not pressed into service as weapons. Although it is commonly thought that falchions were primarily a peasant's weapon, some were very ornate and used by nobility.

Falchions were simple weapons, not requiring elaborate fencing techniques. They were used to hack at an opponent at close distance, using brutal strength. Falx Falx is a Latin word originally meaning sickle, but was later used to mean any of a number of tools that had a curved blade that was sharp on the inside edge such as a scythe. Falx was also used to mean a weapon, particularly that of the Thracians and Dacians. The two-handed falx was a pole-arm. It consisted of a three-feet long wooden shaft with a long curved iron blade of nearly-equal length attached to the end. The blade was sharpened only on the inside, and was reputed to be devastatingly effective. However, it left its user vulnerable because, being a two-handed weapon, the warrior could not also make use of a shield. The length of the two-handed falx allowed it to be wielded with great force, the point piercing helmets and the blade splitting shields - it was said to be capable of splitting a shield in two at a single blow. Alternatively, it might used as a hook, pulling away shields and cutting at vulnerable limbs. The time of the conquest of Dacia by Trajan is the only known instance of the Roman army adapting personal equipment while on campaign, it seems likely that this was a response to this deadly weapon. Roman legionaries had reinforcing iron straps applied to their helmets - it is clear that these are late modifications because they are roughly applied across existing embossed decoration. Roman armour of the time left limbs unprotected; Trajan introduced the use of leg and arm protectors (greaves and manica). Flexible Sword or Coiled Sword (Urumi) It is a long sword made of flexible steel, sharp enough to cut into flesh, but flexible enough to be rolled into a tight coil. It is worn coiled around the waist or concealed in the belt, and must be straightened out before use by spinning it around. The length of the blade is at least 5 feet, and in some cases even up to 10 feet. Agility and skill are more important to a mastery of this weapon than strength. Spinning and controlling the weapon is difficult, and improficient use can result in the wounds for the wielder. Since the sword can bend sideways, but is stiff in the plane of the blade, a proficient wielder can allow it to bend around the opponent’s sword and then straighten it by rotating the handle 90 degrees.

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Greatsword The above statistics describe Zweihänder (German for "two hander", also called Bidenhänder or Bihänder), two-handed sword primarily used during the Renaissance. For any earlier greatsword or “grete swerde” use the stats of a bastard sword.

Zweihänder gained renown during the 16th century as the hallmark weapon of the German Landsknechts from the time of Maximilian I. The Zweihänder could be up to 1.8 m (6 ft) long from the base of the pommel to the tip of the blade, with a 1.2–1.5 m (4–5 ft) blade and 30–45 cm (1–11 ft) hilt. The weight could range between 2 kg and 3.2 kg (4 1/2 lbs to 7 lbs).

Guards could be plain or ornate, while hilts usually ended with heart or pear shaped heavy pommels. Occasionally a blunted portion of the forte, the ricasso or Fehlschärfe (meaning "missing sharpness") at the base of the blade allowed a hand to be placed below the lower guard to "shorten the grip" and make it to handle like a polearm. The swords have hilt-mounted side-rings and enlarged cross-guards of up to 35 cm (14 in) across. Along the blade, some 10–20 cm (4–8 in) from the upper guard, Parierhaken ("parrying hooks") shaped like lugs or flanges acted as a guard for the ricasso to prevent other weapons from sliding down the blade.

It is a specialist infantry weapon, used by honor guards, guards of standards or by captains. It requires a very different fighting style compared to other swords, and is in many respects more similar to a polearm. It cannot be used mounted. Pommels Pommels of swords, sabres and other one-handed weapons of that type are traditionally used during a grapple to pummel the face of your opponent. They count as small weapons, which allows their use while grappled. The masterwork bonus and all magical bonuses of the weapon apply to attacks with its pommel as well. Rapier or sidesword Those stats do not reflect the true rapier, which was a specialised duelling weapon useless for soldiers or adventurers. Those are rather Renaissance swords with rapier-like guard, but with shorter and stronger blades, useful on the chaotic battlefield or against armored opponents. Those swords are now called early rapiers, side-swords, cut-and-thrust swords, or (less correctly?) sword rapiers or cutting rapiers.

A side-sword was a type of war sword used by infantry during the Renaissance of Europe. This sword was a direct descendant of the arming sword. Quite popular between the 16th and 17th centuries, they were ideal for handling the mix of armored and unarmored opponents of that time. Early versions look very much like an arming sword with an ornate hilt and ricasso. A new technique of placing ones finger on the ricasso to improve the grip (a practice that would continue in the rapier) led to the production of hilts with a guard for the finger. The term is a recently-coined calque of the Italian spada da lato and will not be found in any actual sources from the 16th or 17th centuries.

This sword design eventually led to the development of the civilian rapier, but it was not replaced by it. While correct to call it an early rapier since it gave birth to the true rapier, it continued to be used during the rapier's lifetime. As it could be used for both cutting and thrusting, the term cut and thrust sword is sometimes used interchangeably with side-sword. Also of note, side-swords used in conjunction with bucklers became so popular that it caused the term swashbuckler to be coined. This word stems from the new fighting style of the side-sword and buckler which was filled with much "swashing and making a noise on the buckler". Poison Dagger 500 gp. This is always a masterwork dagger, specially designed to poison enemies. It can never be enchanted. The poison dagger can contain up to 5 doses of a single poison in the container in the handle. Poison can be stored in the dagger indefinitely. It can be applied to the blade as a free action. Except for that, the poison dagger follow normal rules: -A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex save or accidentally poison himself with the weapon. Both those mishaps consume a dose of poison. Characters with Poison Use ability do not run the risk of poisoning themselves. - it is necessary to make finesse attacks in order to use poison effectively against armored opponents. Otherwise, the dose of poison is wiped off when the weapon penetrates armor. - when a poisoned weapon hits, it must cause some damage (at least a bruise) in order to expose target to poison. If it does not cause damage, the dose of poison is wiped off and has no further effect.

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Ranged Weapons Weapon Damage

Bonus Critical Damage

Descriptor Range Increment

Size Cost Weight

Simple Weapons Blowgun +0 +2 Piercing 20 ft. Medium 1 gp 2 lb. Crossbow 3+Str Rating +4 Piercing 50 ft. Medium 35 gp 4 lb. +1

lb./10 bolts Dart +1 +3 Piercing 20 ft. Tiny 5 sp 1/2 lb. Javelin +2 +3 Piercing 30 ft. Medium 1 gp 2 lb. Sling 1 +3 Bludgeoning 50 ft. Small 5 sp 0 lb. +5 lb./

stone

Martial Weapons Crossbow, hand 2+Str Rating +4 Piercing 30 ft. Small 100

gp 2 lb. +1 lb./10 bolts

Crossbow, repeating

2+Str Rating +4 Piercing, 50 ft. Med 400 gp

12 lb. +1 lb./10 bolts

Longbow, composite bow

2+ Strength +3 Piercing 120 ft. Large 100 gp

3 lb. +3 lb./20 arrows

Bow, short 2 +3 Piercing 60 ft. Medium 5 gp 2 lb. +3 lb./20 arrows

Sling 1+Strength +3 Bludgeoning 50 ft. Small 5 sp 0 lb. +5 lb./ stone

Shuriken(5) +1 +3 Piercing, 10 ft. Tiny 1 gp 1/10 lb. Boomerang +2 +3 Bludgeoning 20 ft. Small 1 gp 1 lb. Chakram +2 +3 Slashing 30 ft. Small 10 gp 1 lb. Net — — — 10 ft. Med 20 gp 6 lb. Arrows, bolts and sling bullets (20)

1 gp 3-5 lb.

Poisonous arrows and bolts (20)

20 gp 3-5 lb.

Using a ranged weapon takes always a full action. However, when using a thrown weapon, you can make one move towards your target as part of the attack.

Shortbow: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite bow or longbow (see below) but not a regular shortbow. You do not need to use a separate action to load the bow. Reaching for the arrow, nocking it etc is part of the full action used to attack. Longbow, Composite Bow: You need at least two hands to use a bow, regardless of its size. You can use a composite bow, but not longbow while mounted. All composite bows and longbows are made with a particular strength rating. If the strength rating of the composite bow or longbow is higher than your Strength+4, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default longbow has Strength rating 4 and requires a Strength modifier of +0 or higher to use with proficiency. A composite bow or longbow can be made with a higher strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum Strength Rating indicated for the bow. Each point of additonal Strength bonus above 4 allowed by the bow adds 100 gp to its cost. You do not need to use a separate action to load the bow. Reaching for the arrow etc is part of the full action used to attack. Crossbow, Hand: Each crossbow has a particular Strength Rating. Each point of Strength rating adds 20 gp to the cost of a hand crossbow.

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The damage of a hand crossbow equals 2+ its Strength rating. Shooting a hand crossbow takes only a standard action, not full action as all other ranged weapons. Drawing and loading a hand crossbow is a move action if your Strength at least equals the Strength rating, and a full action if it is lower. You cannot neither load nor use a crossbow if your Strength is lower than Strength rating-2. If your Strength is no lower than Strength rating, you can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. Crossbow: Each crossbow has a particular Strength Rating. Each point of Strength rating adds 15 gp to the cost. Shooting a crossbow takes a full action, as is typical for ranged weapons. The damage of a crossbow equals 3+ its Strength rating. Drawing and loading a crossbow is a standard action action if your Strength at least equals the Strength rating, and a full action if it is lower. You cannot neither load nor use a crossbow if your Strength is lower than Strength rating-2. Normally, operating a crossbow requires two hands. However, if your Strength is no lower than Strength rating you can shoot, but not load, a crossbow with one hand at a –2 penalty on attack rolls. Crossbow, Repeating: The repeating crossbow holds 6 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever. It is a free action if you have Strength at least equal to Strength rating, Standard action otherwise. You cannot neither reload nor use a crossbow if your Strength is lower than Strength rating-2. Loading a new case of 6 bolts is a full-round action. You can fire a repeating crossbow with one hand in the same manner as you would a heavy crossbow. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts. Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow or sling, a character can draw ammunition as a free action; crossbows require an action for reloading. Generally speaking, normal ammunition has a 50% chance of being destroyed or lost, regardless whether it hits or not. Magical ammunition is normally neither destroyed nor lost; ammuntion used to kill a very powerful enemy (eg a dragon), can be destroyed in the process. Retrieving spent ammunition after battle requires about 3 minutes. Poisonous arrows and bolts: Specially designed arrows and bolts can be kept poisoned for a long time. Such projectiles cost at least 1 gp per item and are always destroyed after use. Poison must be bought separately. Except for that, the arrows and bolts follow normal rules. In particular, it is necessary to make finesse attacks in order to use poison effectively against armored opponents. Otherwise, the special arrowhead is broken and poison is spilled out when the arrow penetrates armor. The Precise Shot feat is necessary in order to make finesse attacks with ranged weapons.

Net: A net is used to entangle enemies. When you throw a net, you make a ranged attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. Additionally, when you make grapple attacks against entangled creature, you can grab them without making an attack roll.

If the entangled creature attempts to use a power, it must make a Difficulty 15 Concentration check. An entangled creature can escape with a Difficulty 20 Escape Artist check (a full-round action). The net can be burst with a Difficulty 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. An invisible creature entangled in a net is automatically pin-pointed and has only partial concealment (17 on d20 to avoid being hit).

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you can reroll your attack roll, but you must accept the second result. After the net is unfolded that bonus is lost. Size and projectile weapons Differently from melee weapons, damage for projectile weapons (but not thrown weapons) depends on their size, not on the size of wielder. It is generally not possible to use weapons intended for larger characters. As an exception, it is possible to fire larger crossbows, if they are mounted or supported on a secure stand, wall etc. In

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this case the shooting character receives – 2 penalty to hit for size category. Loading such a crossbow takes at least 3 minutes. Size and thrown weapons Larger characters throwing smaller weapons use the general rules for melee weapons: the damage depends on the size of character, not of weapon. The thrower receives – 2 penalty to hit for every size category of difference. It is impossible to use weapons designed for a character more than two category smaller. It is also impossible to throw weapons designed for a larger character.

As an exception small characters treat darts designed for medium characters as javelins, and the other way round. This rule applies to other size categories.

Improvised Weapons Sometimes objects not crafted to be weapons nonetheless see use in combat. Characters can throw any object they can lift, up to a heavy load. (You cannot throw your maximum load; only drop it adjacent to you.) Throwing something is a full action. Picking up an object is a move action. It is however possible to combine throwing an object with either picking it up or moving up to Move distance towards target (but not both) in one full action.

The distance you can throw an object is based on its weight and your Strength. You can throw your heavy load 10 feet, medium load up to 25 feet and light load up to 50 feet. If you attempt to hit a specific character or point in space, treat them as improvised throwing weapons. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. In addition, heavy load objects cause an additional -4 penalty to attack rolls (-8 in total) if the target is not directly underneath you. They cannot cause damage greater than 4+Size Bonus+Strength. Such a damage is caused by heavy stones and other hard objects. Softer objects cause much lower damage.

Objects weighting up to medium load have a 5 feet range increment. They cannot cause damage greater than 2+Size Bonus+Strength.

Objects weighting up to light load have a range increment of 10 feet. They cannot cause damage greater than 1+Size Bonus+Strength.

Special Weapons

Item Cost Weight Acid(flask) 10 gp 1 lb. Alchemist’s fire (flask) 20 gp 1 lb. Bag of flour - 1 lb. Holy water (flask) 1 lb. Smokestick 20 gp 1/2 lb. Tanglefoot bag 50 gp 4 lb. Thunderstone 30 gp 1 lb.

Acid You can throw a flask of acid as a grenadelike (splash) weapon. Treat this attack as a ranged attack with a range increment of 10 feet. A direct hit deals acid damage 2. Creature hit directly and which takes damage (at least the bruised condition) from acid is nauseated for one round (this condition ends in the next round just before the initiative count when it begun). If it is resistant or immune to fire, it is not nauseated. Every creature within 5 feet of the point where the acid hits takes acid damage 0 from the splash.

Alchemist’s Fire You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged attack with a range increment of 10 feet. A direct hit deals 2 points of fire damage. Every creature within 5 feet of the point where the flask hits takes fire damage 0 from the splash. The creature hit directly is set aflame. If it is resistant or immune to fire, it is not set alight.

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Bag of flour You can throw it at an invisible creature (thrown weapon with the ranged increment of 10 feet). If the creature is standing on the ground, you can aim at its feet - the Difficulty to hit an approximate area is 5. All creatures within 5 feet are covered in flour. An invisible creature is automatically pinpointed, but still benefits from concealment (20%, or 17 or more on d20). Flour can be brushed off as a full action.

Bag of flour cannot be used against incorporeal creatures. Cloud the Mind power is not affected, because it causes the targets to disregard what they see. Holy Water Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged attack. A direct hit by a flask of holy water deals damage 5 to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes damage 0 from the splash. Tanglefoot Bag When you throw a tanglefoot bag at a creature (as a ranged attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes –2 penalty to Dexterity checks, Reflex saves, attack and defense, and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by scraping the glue with a slashing weapon, or similar tool (2 full rounds). Once free, the creature can move (including flying) at half speed. A further two rounds of scraping are necessary to remove the glue entirely. A character capable of spellcasting who is bound by the goo suffers a -2 distraction penalty to cast a spell (only if he uses Somatic components). The goo becomes brittle and fragile after 3 minutes, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Thunderstone You can throw this stone as a ranged attack with a range increment of 20 feet. (Hitting a square requires an attack against Defence 5). When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 3 minutes. Each deafened creature is stunned for 1 full round. Deafened creatures are obviously invulnerable to all later thunderstones.

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Nonmagical Armor Armor Toughness

Bonus Cost Weight Max Dexterity

Buff-coat or leather (light) 1 10 gp 15 lb. chain shirt or glued linen armor or padded armor or hide armor or studded armor (light)

2 100 gp 25 lb.

Chainmail hauberk or scale mail or splint mail, all with helmet and at most greaves (medium)

3 150 gp 40 lb Str+3

Breastplate and backplate, with faulds and helmet, without cuisses (medium)

4 200 gp 40 lb Str+2

Banded armor with full protection for legs and arms (eg anima armor) or field plate with helmet (heavy)

5 250 gp 45 lb Str+0

Full Plate with helmet (heavy) 6 1,500 gp 50 lb. Str-1

General Rules on Armor Armor Check Penalty Any armor, as well as any shield, hurts a character's ability to use Dexterity- and Strength-based skills. An armor check penalty applies to all Dexterity- and Strength-based skill checks and to Athletics modifier. The armor check penalty is equal to the armor’s Toughness bonus, unless its description specifes otherwise. Masterwork armor has an armor check penalty one lower than usual. A character's encumbrance may also incur an armor check penalty. Shields: If a character is wearing armor and using a shield, both armor check penalties apply. Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields. Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Strength and Dexterity and can't charge or run. Sleeping in light armor does not cause fatigue.

Types of armor and Shields Masterwork armor and shield: Masterwork armor and shields costs 200 gp more than usual. Masterwork buff-coat costs 100 gp, and masterwork full plate costs 2000 gp. Armor check penalty is reduced by 1.

Shield 7 gp, 10 lb, +3 parry bonus to Defence, armor check penalty 3. As all parry bonuses, and it is lost when you are surprised or using only your base defense. If you have the Uncanny Dodge feat, you can benefit from your shield even when surprised. You do not suffer armor check penalty when carrying shield on your back. Buckler 15 gp, 3 lb, +3 bonus to Defence (only against melee attacks), no armor check penalty, can be readied in the same move action with the weapon. Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. The cost and weight given are for a single gauntlet. Heavy armors (banded armor, field plate and full plate) come with gauntlets, which use the armor’s magic toughness bonus as the bonus to damage. Masterwork armors come

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with masterwork gauntlets. You can replace the gauntlets by paying full price for them, including the costs of masterwork weapons and weapon enchantment. Your opponent cannot use the disarm action to disarm you of gauntlets.

Gauntlet, Spiked: This gauntlets is equipped with short spikes on knuckes, which allow you to deal piercing damage, but do not interfere with use of other weaponry. When creating or ordering an armor, you can upgrade the gauntlets for 10 gp. When you want replace the gauntlets in the finished armor, you must pay for the masterwork quality and weapon enchantment.

Medium Armor When you wear a medium armor with bonus 3, if your Dexterity is higher than your Strength+3, you treat it as equal to your Strength+3 for purposes of Attack and Defence. With armor bonus 4, your Dexterity cannot be higher than Strenght +2. Heavy Armor. When you wear a heavy armor with bonus 5, if your Dexterity is higher than your Strength, you treat it as equal to your Strength for purposes of Attack and Defence. For armor with bonus 6 the maximum Dexterity equals Strength –1. You cannot run in heavy armor. Characters with at least 10 levels of Warrior and with Armor Training (Heavy Armor) can run in heavy armor.

Other Items Bandolier: A shoulder-belt with small steel cases or pockets, each containing one potion. This item makes it possible to retrieve a potion as a free action. 50 gold (including steel containers for vials with potions). Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

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Magical Weapons A masterwork weapon can be imbued with supernatural power, making it a magical weapon. Magical weapons have the usual properties of masterwork weapons. In addition, magic weapons have enchantment bonus, which cannot be lower than 1 and higher than 10. The enchantment bonus is an abstract number, which reflects the potency and price of the weapon.

Character must attain a specified level before they can use a weapon with a given enchantment bonus. Characters of a lower level can carry, but not use the weapon. If they try to use the weapon, it seems too heavy and unwieldy. They are treated as unproficient with it, do not receive magic bonus to damage, the special abilities do not function. When they roll 1 on the attack roll, they hit themselves with the weapon. In that case the weapon functions normally, and all bonuses to damage and special abilities apply. In addition, magic weapons have magic damage bonus, which is is always equal to half of the enchantment bonus, rounding up. (Eg weapon with +10 enchantment bonus has +5 magic damage bonus, and 5 in other special abilities). Magic bonuses to damage range from +1 to +5. The magic damage bonus does not give any bonuses to Attack. For the purposes of attack bonus, magic weapons don’t differ from masterwork weapons.

In addition to magic damage bonus, weapons may have special abilities. Each special ability costs a specific number of enchanment points. The total cost of all special abilities plus magic damage bonus must equal the enchantment bonus of weapon.

Any magical weapon can bypass Damage Reduction/Magic. Some magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not add the weapon’s critical damage.

Some weapon qualities cause elemental damage. In that case treat the total damage of weapon as elemental. If a creature has Resistance or Immunity to the weapon’s elemental damage, you can use the weapon as if it didn’t cause the bonus elemental damage. Elemental damage bypasses Damage Reduction, even DR/-, but not DR/area.

Each magical weapons must be first a masterwork weapon, which costs 200 gp.

Enchantment Bonus

Base Price Minimum Character Level

+1 1,000 gp 3 +2 4,000 gp 6 +3 9,000 gp 9 +4 16,000 gp 11 +5 25,000 gp 13 +6 36,000 gp 15 +7 49,000 gp 16 +8 64,000 gp 17 +9 81,000 gp 18 +10 100,000 gp 19

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Table: MELEE WEAPON SPECIAL ABILITIES Special Ability Enchantment

points cost Bane +1 bonus Defending +1 bonus Flaming +1 bonus Frost +1 bonus Shock +1 bonus Sonic +1 bonus Ghost touch +1 bonus Keen or Impact +1 bonus Maiming +1 bonus Merciful +1 bonus Spell storing +1 bonus Throwing +1 bonus Thundering +1 bonus Undead Striking +1 bonus Disruption1 +2 bonus Adaptable +2 bonus Holy +2 bonus Unholy +2 bonus Speed +3 bonus Irresistible +3 bonus Dancing +4 bonus Vorpal2 +5 bonus 1 Bludgeoning weapons only. 2 Slashing weapons only. Table: RANGED WEAPON SPECIAL ABILITIES Special Ability Enchantment

points cost Bane +1 bonus Distance +1 bonus Flaming +1 bonus Frost +1 bonus Merciful +1 bonus Maiming +1 bonus Returning +1 bonus Shock +1 bonus Sonic +1 bonus Seeking +1 bonus Thundering +1 bonus Adaptable +2 bonus Force +2 bonus Holy +2 bonus Unholy +2 bonus Irresistible +3 bonus Speed +3 bonus

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Magic Weapon Special Ability Descriptions In addition to magic damage bonus, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 magic bonus to damage. If the weapon allows the target to make a saving throw, its difficulty equals:

10 + 1/2 the wielder’s character level (rounding down) + the wielder’s Charisma Adamantine This ultrahard metal adds to the quality of a weapon. Weapons fashioned from adamantine are particularly hard. They deal damage increased by 4 when attacking objects – but not constructs. They receive +4 bonus to toughness against sunder attempts. They can inflict critical damage on constructs. Adamantine is so costly that weapons made from it are always of masterwork quality; the masterwork cost is included in the price given below. Price 3000 gp. Bane A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, you get a +2 bonus on Bluff, Intimidate, Notice, Sense Motive, and Survival checks as well as +1 damage on all attacks against them. At character level 6 the bonus to damage increases to +2, at level 12 to +3, and at level 18 to +4. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. This is treated as Combat Style power and does not stack with Combat Style feats, such as Favored Opponent. Moderate conjuration; Price +1 bonus. Cold Iron Any steel or iron weapon, which is not silver or adamantine, counts as Cold Iron – and can bypass damage reduction of certain creatures, especially fey and demons. Price n/a Dancing As a standard action, a dancing weapon can be loosed to attack on its own. It makes melee attacks, with exactly the same Attack Bonus and Damage as if wielded by its possessor, and immediately returns to his hand. It can attack up to 2 opponents per standard action. They cannot be further away than 30 feet from the possessor of the Dancing weapon and from each other. Strong transmutation; Price +4 bonus. Defending A defending weapon can deflect melee attacks by itself. The wielder is treated as if he possessed the Uncanny Dodge feat, but only against melee attacks. If the wielder is surprise attacked, as long as he is able to react (is not pinned, helpless, bound, unconscious, weaponless and the like), he suffers only –2 penalty to defense. He does not lose parry bonuses provided by shields, total defense or two weapon defense. In other words, his base defense equals his Defense – 2. He can be sneak attacked as normal. He does not benefit from this property when making all out attacks. Moderate abjuration; Price +1 bonus.

Disruption A weapon of disruption is the bane of all undead. Any undead creature at least wounded by this weapon must succeed on a Will save or be destroyed. Any other creature at least wounded by this weapon must succeed on a Fortitude save or become Staggered. The difficulty of the save equals 10 + 1/2 the wielder’s character level + the wielder’s Charisma. A weapon of disruption must be a bludgeoning weapon. Strong conjuration; Price +2 bonus. Distance This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind. Moderate divination; Price +1 bonus.

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Flaming Upon command (free action), a flaming weapon is sheathed in fire. The fire does not harm the wielder. It does not cause any additional damage, but lets you treat the total damage of weapon as elemental. Total elemental damage, which includes basic damage of the weapons, bypasses Damage Reduction. You can stop this effect as a free action. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Moderate evocation; Price +1 bonus. Force Projectile weapons turn shot ammunition into force effect. Attack counts as force attack, ignores damage reduction and affects normally incorporeal creatures. Weapons doesn’t damage creatures immune to force. Moderate evocation, Price +2 bonus Frost Upon command (free action), a frost weapon is sheathed in icy cold. It does not cause any additional damage, but lets you treat the total damage of weapon as elemental. Total elemental damage, which includes basic damage of the weapons, bypasses Damage Reduction. You can stop this effect as a free action. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Moderate evocation; Price +1 bonus. Ghost Touch A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. It cannot bypass armor, however. Moderate conjuration; Price +1 bonus. Holy A holy weapon is imbued with holy power. This power makes the weapon virtue-aligned and thus bypasses the corresponding damage reduction. Any fiend and undead at least wounded by this weapon must succeed on a Will save or be destroyed. Any other vice-aligned creature at least wounded by this weapon must succeed on a Will save or become Staggered. The difficulty of the save equals 10 + 1/2 the wielder’s character level + the wielder’s Charisma. A holy weapon bestows – 2 penalty to all checks, saves and Defence on any vice-aligned attempting to wield it. The effect remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition. This cannot be combined with the Bane ability. Moderate evocation [good]; creator must be good; Price +2 bonus. Irresistible Irresistible weapons can overcome all kinds of damage reduction. Since Irresistible ability trumps all other means of overcoming damage reduction, if a creature’s damage reduction can be overcome by a weapon at all, a Irrestible weapon will do so. The only exception is DR/- (bypassed by elemental damage and supernatural powers) and DR/area (can be bypassed only by area weapons). Price +3 bonus. Merciful The weapon deals an extra +1 damage, and all damage it deals is nonlethal damage. On command (free action), the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition. Faint conjuration; Price +1 bonus.

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Returning This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. Moderate transmutation; Price +1 bonus. Seeking Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.) Strong divination; Price +1 bonus. Shining The weapon sheds bright light in a 20-foot radius, and dim light for an additional 20 feet beyond that. Some weapons can glow only when in combat, and other can be turned on and off as a free action. Faint evocation, Price 500 gp. Shock Upon command (free action), a shock weapon is sheathed in crackling electricity. It does not cause any additional damage, but lets you treat the total damage of weapon as elemental. Total elemental damage, which includes basic damage of the weapons, bypasses Damage Reduction. You can stop this effect as a free action. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Moderate evocation; Price +1 bonus. Silvered The weapons is plated with silver in an alchemical process. It bypasses the damage reduction of certain creatures such as lycanthropes. Adamantine weapons cannot be silvered, and mithril ones do not need to be. Price: 500 gold. Sonic Upon command (free action), a sonic weapon begins to vibrate. It does not cause any additional damage, but lets you treat the total damage of weapon as elemental. Total elemental damage, which includes basic damage of the weapons, bypasses Damage Reduction. You can stop this effect as a free action. Bows, crossbows, and slings so crafted bestow the property upon their ammunition. Moderate evocation; Price +1 bonus. Speed The wielder of a speed weapon may make one extra attack with it. This benefit is not cumulative with with other abilities giving additional attacks (eg fighting with two weapons). Moderate transmutation; Price +3 bonus. Spell Storing Strong evocation (plus aura of stored spell); Price +1 bonus. Throwing This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. Faint transmutation; Price +1 bonus Thundering A thundering weapon creates a cacophonous roar like thunder upon striking a successful hit. An opponent hit by a Thundering Weapon must make a Fortitude save or be deafened. It also gives +5 to damage against objects

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(does not stack with bonus to adamantine weapons). Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Faint necromancy; Price +1 bonus. Undead Striking This weapon can inflict critical hits on undead creatures. Moderate Conjuration, Price +1 bonus Unholy An unholy weapon is imbued with unholy power. This power makes the weapon vice-aligned and thus bypasses the corresponding damage reduction. Any virtue-aligned creature at least wounded by this weapon must succeed on a Will save or be destroyed. The difficulty of the save equals 10 + 1/2 the wielder’s character level + the wielder’s Charisma. An unholy weapon bestows – 2 penalty to all checks, saves and Defence to any virtue-aligned creature attempting to wield it. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition. This cannot be combined with the Bane ability. Moderate evocation [evil]; creator must be evil; Price +2 bonus. Vorpal This potent and feared ability allows the weapon to cut to pieces any opponent it strikes. Any creature at least wounded by this weapon must succed on a Fortitude save or be instantly destroyed. The difficulty of the save equals 10 + 1/2 the wielder’s character level + the wielder’s Charisma. In addition, a vorpal weapon bypasses any damage resistance. Vorpal weapon must be a slashing weapon. Strong necromancy and transmutation; CL 18th; circle of death, keen edge; Price +5 bonus.

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Artifact Weapons Generally, the continuous search for new, better weapons and armor is considered a fun part of D&D. But sometimes, you would prefer to avoid it and simply have a weapon remain adequate independently from level. In such a case, the character can find an artifact weapon. Artifact weapons can never be bought, and no one will buy them from characters – they are either too dangerous, or will only work for some people (amongst them the character who found it, of course). It does not have to be added that characters are unable to put additional permanent enchantments on an artifact weapon. It cannot be improved.

The powers of an artifact weapon depend on the level of character wielding it. The basic weapon can be made of any special material available. It is always a masterwork weapon. In additon, all artifacts are difficult to destroy. Each should have only a single, specific means of destruction – and this should be revealed only if the Narrator thinks it can improve the adventure.

The save difficulty for Major Qualities of Artifact weapons equals:

10 + 1/2 the wielder’s character level + the wielder’s Charisma

Level Bonus Damage Other Bonuses

1 0 Magic weapon, Masterwork weapon, Lesser Quality

2 0

3 1

4 1

5 1

6 1 Shape-shifting - ignores damage resistance due to a specific kind of damage (piercing, slashing, bludgeoning).

7 1

8 1

9 2 Elemental Weapon

10 2

11 2 Adaptable (ignores damage resistance due to material or kind of damage)

12 2

13 3

14 3

15 3 Irresistible (ignores damage resistance)

16 4

17 4 Ghost Touch

18 5

19 5 Major Quality

20 5

Magic weapon: Artifact weapons always count as magic (supernatural) weapons, even if because of the low level of their wielder they do not provide any bonuses to damage. As magic weapons they are automatically masterwork weapons, providing +1 bonus to hit.

Elemental Weapon: As a free action, the artifact weapon surrounds itself with an elemental aura. The kind of elemental damage is selected by Narrator when designing the weapon. It does not cause any additional damage in addition to the Bonus damage of the artifact, but you treat the total damage of weapon as elemental. Total elemental damage, which includes basic damage of the weapons, bypasses Damage Reduction. You can turn off this effect as a free action.

Lesser Quality: Each Artifact weapon have some effect which functions always, even if the character wielding the weapon has only one level. Narrator selects one effect when designing an artifact weapon: Bane- A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, you get a +2 bonus on Bluff, Intimidate, Notice, Sense Motive, and Survival checks as well as +1 damage on all attacks against them. At character level 6 the bonus to damage increases to +2, at level 12 to +3, and at level 18 to +4.

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Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. This is treated as Combat Style power and does not stack with Combat Style feats, such as Favored Opponent. Throwing&Returning - This quality can only be placed on a melee weapon. A melee weapon with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Spell Storing - A spell storing weapon allows an adept to use a power targeting one creature on it. The caster level used to cast the power cannot be greater than the level of wielder. Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately use the power on that creature as a free action if the wielder desires. If the power requires an attack roll, it succeeds automatically. Once the power has been cast from the weapon, it can be again filled. Raging - The wielder can benefit from the Rage feat even without taking it. (Remember that you can use only one Combat Style feat, such as Rage, at a time). Seeking - Only ranged weapons can have the seeking quality. The weapon or missile veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.) Keen or Impact - This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen, and only blunt weapons can have the Impact quality. This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat). Fighting-The weapon knows how to fight by itself, directing the wielder’s hand. The wielder can benefit from the Attack Specialisation feat without taking it. (Remember that you can use only one Combat Style feat, such as Attack Specialisation, at a time). Transforming – The weapon can transform into any kind of weapon the wielder is proficient with as a standard action. It can also change its size to suit the wielder as a standard action.

Major Quality: When the wielder reaches level 18, the major quality of the artifact weapon is revealed. Narrator selects one effect when desinging an artifact weapon: Terror - A weapon of terror strikes fear into the hearts of its foes. Any opponent must make a Will Save when at least hurt by this weapon, or become shaken for 1 hour. In addition, anyone intending to attack the wielder must first make Will save or be unable to do so. A succesful Will save allows to attack the wielder for the duration of encounter. This is a Fear effect. Soul-Eater-A soul-eater weapon absorbs the soul of any enemy slain with it. A victim who is killed by a soul-eater weapon has their soul immediately drawn into the weapon. Not even a wish can be used to revive the victim, until the weapon is destroyed. Petrification - A living victim at least wounded by this weapon who fails a Fortitude Save is petrified. Lifestealer - Any living opponent at least hurt by the weapon must make a Will save. If the save fails, the target sufers a level of fatigue, while the wielder regains a level of fatigue (if he is currently fatigued). When an unconscious opponent fails the save he dies immediately. Unhealing Wounds - This weapon inflicts unhealing wounds. An opponent with an unhealing wound remains at the highest wound level inflicted by this weapon and does not get recovery checks, regeneration etc until an adept uses the Imbue Life (Heal) supernatural power on him. The adept must succeed on an caster level check against the wielder level or the power has no effect on the victim. Disruption - A weapon of disruption is the bane of all undead. Any undead creature at least wounded by this weapon must succeed on a Will save or be destroyed. Any other creature at least wounded by this weapon must succeed on a Fortitude save or become non-lethally Disabled. A weapon of disruption must be a bludgeoning weapon. Holy - A holy weapon is imbued with holy power. Any fiend and undead at least wounded by this weapon must succeed on a Will save or be destroyed. Any other vice-aligned creature at least wounded by this weapon must succeed on a Will save or become non-lethally Disabled. A holy weapon bestows – 2 penalty to all checks, saves and Defence on any vice-aligned attempting to wield it. The effect remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition. This cannot be combined with the Bane ability. Unholy - An unholy weapon is imbued with unholy power. Any virtue-aligned creature at least wounded by this weapon must succeed on a Will save or be destroyed. An unholy weapon bestows – 2 penalty to all checks, saves and Defence to any virtue-aligned creature attempting to wield it. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition. This cannot be combined with the Bane ability.

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Magical Armor and Shields A masterwork armor can be imbued with supernatural power, making it a magical armor. Magic armor has the usual properties of masterwork armor. In addition, each magic armor has an enchantment bonus, which cannot be lower than 1 and higher than 10. The enchantment bonus is an abstract number, which reflects the potency and price of the armor.

Character must attain a specified level before they can use an armor with a given enchantment bonus. Characters of a lower level can carry, but not use the armor. If they try to use it, it seems too heavy and unwieldy. They are treated as unproficient with it. The special abilities of the armor do not function. The characters do receive the magic armor bonus, but at the same time receive an equivalent penalty to all checks, including attack rolls, and saves.

In regard to abilities with the price designated in gp, not in enchantment points, use the table: Minimum Level To Use Wondrous Item (Check each individual property separately, do not add their prices together.) If the character has too low level, the special ability does not function. In general, magic armor protects the wearer to a greater extent than nonmagical armor. A suit of magic armor has magic armor bonus, which is is always equal to half of the enchantment bonus, rounding up. (Eg armor with +10 enchantment bonus has +5 magic armor bonus, and 5 in other special abilities). Magic armor bonuses range from +1 to +5. Magic armor bonus is a bonus to Toughness. It cannot be bypassed using Finesse- it only bypasses normal armor bonus.

Masterwork shields cannot have magic armor bonus, but can have special abilities. The enchantment bonus of a shield cannot be greater than +5. Check the table below to ascertain the minimum level necessary to use a shield with a given enchantment bonus. In regard to abilities with the price designated in gp, not in enchantment points, use the table: Minimum Level To Use Wondrous Item (Check each individual property separately, do not add their prices together.) If the character belongs to a lower level, the special abilities do not function. Each magical armor or shield must be a masterwork item, which costs 200 gp.

Table: SHIELD SPECIAL ABILITIES Special Ability Enchantment point cost Arrow catching +1 bonus Bashing +1 bonus Blinding +1 bonus Variable +1 bonus Arrow deflection +2 bonus Animated +2 bonus Elemental Immunity +2 bonus Acid resistance +18,000 gp (min. level 14) Cold resistance +18,000 gp (min. level 14) Electricity resistance +18,000 gp (min. level 14) Fire resistance +18,000 gp (min. level 14) Sonic resistance +18,000 gp (min. level 14) Acid resistance, improved +42,000 gp (min. level 17) Cold resistance, improved +42,000 gp (min. level 17) Electricity resistance, improved +42,000 gp (min. level 17) Fire resistance, improved +42,000 gp (min. level 17) Sonic resistance, improved +42,000 gp (min. level 17) Spell resistance +4 bonus Acid resistance, greater +66,000 gp (min. level 19) Cold resistance, greater +66,000 gp (min. level 19) Electricity resistance, greater +66,000 gp (min. level 19) Fire resistance, greater +66,000 gp (min. level 19) Sonic resistance, greater +66,000 gp (min. level 19)

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Table: Shields

Item Base Price

Minimum character level to use item

+1 shield 1,000 gp 3 +2 shield 4,000 gp 9 +3 shield 9,000 gp 13 +4 shield 16,000 gp 16 +5 shield 25,000 gp 18

Table: ARMOR Item Base

Price Minimum character level to use item

+1 armor 1,000 gp 3 +2 armor 4,000 gp 6 +3 armor 9,000 gp 9 +4 armor 16,000 gp 11 +5 armor 25,000 gp 13 +6 armor 36,000 gp 15 +7 armor 49,000 gp 16 +8 armor 64,000 gp 17 +9 armor 81,000 gp 18 +10 armor 100,000 gp 19

Table: ARMOR SPECIAL ABILITIES Special Ability Enchantment point cost Glamered +2,700 gp (min. level 7) Comfortable +1 bonus Elemental Aura +1 bonus Impenetrable +1 bonus Slick +3,750 gp (min. level 8) Agile +1 bonus Blur +1 bonus Elemental Immunity +2 bonus Fortification +3 bonus Ghost +3 Shadow +7,500 gp (min. level 11) Slick, improved +15,000 gp (min. level 14) Acid resistance +18,000 gp (min. level 14) Cold resistance +18,000 gp (min. level 14) Electricity resistance +18,000 gp (min. level 14) Fire resistance +18,000 gp (min. level 14) Sonic resistance +18,000 gp (min. level 14) Acid resistance, improved +42,000 gp (min. level 17) Cold resistance, improved +42,000 gp (min. level 17) Electricity resistance, improved +42,000 gp (min. level 17) Fire resistance, improved +42,000 gp (min. level 17) Sonic resistance, improved +42,000 gp (min. level 17) Spell resistance +4 bonus Etherealness +49,000 gp (min. level 18) Acid resistance, greater +66,000 gp (min. level 19) Cold resistance, greater +66,000 gp (min. level 19) Electricity resistance, greater +66,000 gp (min. level 19) Fire resistance, greater +66,000 gp (min. level 19) Sonic resistance, greater +66,000 gp (min. level 19)

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Acid Resistance A suit of armor or a shield with this property normally has a dull gray appearance. The armor gives a +4 bonus to Toughness against acid damage. The user of the armor cannot have any other energy resistance. If he has any other energy resistance, Acid Resistance stops functioning. Faint abjuration; resist energy; Price 18,000 gp, min. level 14 Acid Resistance, Improved As acid resistance. The user cannot have resistance to more than one kind energy in addition to acid. If he has more, Acid Resistance stops functioning. Moderate abjuration; resist energy; Price 42,000 gp. min. level 17 Acid Resistance, Greater As acid resistance. The user cannot have resistance to more than two kinds of energy in addition to acid. If he has more, Acid Resistance stops functioning. Moderate abjuration; CL 11th; resist energy; Price 66,000 gp. min. level 19 Adamantine Shield made from adamantine has +5 bonus to toughness against sunder attempts. Armor or shield made from adamantine is always a masterwork item (cost already included). The armor check penalty is reduced by 1 because of masterwork bonus. Armor bonus of adamantine armor is Impenetrable. The characters wearing such an armor cannot be damaged by attacks with damage lesser than armor bonus, including enhancement. Finesse attacks which bypass armor are not subject to this limitation. Price 15,000 gp (heavy) or 10,000 gp (medium armor), or +3,000 gp (shields) Agile This suit of armor has armor check penalty reduced by 3 (together with masterwork this makes 4). Moderate Transmutation. Price +1 bonus Agile, Improved This suit of armor has armor check penalty reduced to 0. Moderate Transmutation. Price +2 bonus Animated This shield does not cause armor check penalty and can be readied or loosed as a free action. Strong transmutation; CL 12th; animate objects; Price +2 bonus. Arrow Catching A shield with this ability attracts ranged weapons to it. It has a +1 bonus to defense against ranged weapons because projectiles and thrown weapons veer toward it. Moderate abjuration; CL 8th; entropic shield; Price +1 bonus. Arrow Deflection A shield with this ability protects the wielder from ranged attacks. It has a +2 bonus to defense against ranged weapons. Faint abjuration; CL 5th; shield; Price +2 bonus. Bashing A shield with this special ability is designed to perform a shield bash. A bashing shield deals bludgeoning damage as if it were a weapon of two size categories larger (a buckler deals 2 points of damage and a shield deals 3 points of damage). The shield acts as a magic masterwork weapon when used to bash. (Tower shields cannot have this ability.) Moderate transmutation; CL 8th; bull’s strength; Price +1 bonus. Blinding A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder (standard action). Anyone within 20 feet except the wielder must make a Reflex save or be blinded for 3 rounds.

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Moderate evocation; CL 7th; searing light; Price +1 bonus. Blur You can activate your armor as a free action. This enables the blur effect, giving you concealment against all attacks - 20% miss chance. This effect persists for 3 minutes. After that time, you must make Fortitude Save with difficulty 14 or lose one level of fatigue (this counts as a Fatigue save for using supernatural powers). Price: +1 bonus. Comfortable You can sleep in this armor without fatigue. Additionally, you never receive any penalties due to wearing that armor in hot environment. Price: +1 bonus. Cold Resistance A suit of armor or a shield with this property normally has a bluish, icy hue or is adorned with furs and shaggy pelts. It gives a +4 bonus to Toughness against cold damage. The user of the armor cannot have any other energy resistance. If he has any other energy resistance, Cold Resistance stops functioning. Faint abjuration; resist energy; Price 18,000 gp, min. level 14 Cold Resistance, Improved As cold resistance. The user cannot have resistance to more than one kind energy in addition to cold. If he has more, Cold Resistance stops functioning. Moderate abjuration; resist energy; Price 42,000 gp, min. level 17 Cold Resistance, Greater As cold resistanc. The user cannot have resistance to more than two kinds of energy in addition to cold. If he has more, Cold Resistance stops functioning. Moderate abjuration; resist energy; Price 66,000 gp, min. level 19 Dimension Door As a standard action you transfer yourself from your current location to any other spot within 800 feet. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this power, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You must make a Difficulty 18 Fortitude save or lose a level of fatigue (this counts as a fatigue save, with appropriate penalties).

If you arrive in a place that is already occupied by a solid body, you take damage 2 (ignoring armor) and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet you take instead damage 10 (ignoring armor) and the spell simply fails. Moderate Conjuration, Price 20,000 gp, minimum level to use: 15 Electricity Resistance A suit of armor or a shield with this property normally has a bluish hue and often bears a storm or lightning motif. The armor gives a +4 bonus to Toughness against electric damage. The user of the armor cannot have any other energy resistance. If he has any other energy resistance, Electricity Resistance stops functioning. Faint abjuration; Price 18,000 gp, min. level 14 Electricity Resistance, Improved As electricity resistance. The user cannot have resistance to more than one kind energy in addition to elecricity. If he has more, Electricity Resistance stops functioning. Moderate abjuration; CL 7th; resist energy; Price 42,000 gp Electricity Resistance, Greater As electricity resistance. The user cannot have resistance to more than two kinds of energy in addition to electricity. If he has more, Electricity Resistance stops functioning. Moderate abjuration; CL 11th; resist energy; Price 66,000 gp.

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Elemental Aura (energy type) Anyone grappling you or remaining in contact for a full round suffers damage equal to 2+magic armor bonus from the chosen element (fire, cold, electricity, sonic, acid). Faint abjuration; Price +1 bonus. Elemental Immunity (energy type) You can activate this armor or shield as a free action, gaining the immunity to the chosen element (fire, cold, electricity, sonic, acid). This effect lasts 3 minutes. After that time, you must make Fortitude Save with difficulty 22 or lose one level of fatigue (this counts as a Fatigue save for using supernatural powers). If one armor or shield has both Elemental Immunity and Elemental Resistance enchantments, they must protect from the same element. Strong Abjuration, Price +2 bonus Etherealness On command (standard action), this ability allows the wearer of the armor to become ethereal once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day. If the effect ends while the wearer is inside a material object (such as a solid wall), he is shunted off to the nearest open space and take 1 point of damage per 5 feet that he so travels. On planes other than the Material, where Etherealness is not available, the wearer becomes instead incorporeal and invisible. Strong transmutation; Price +42,000 gp, min. level 18. Fire Resistance A suit of armor with this ability normally has a reddish hue and often is decorated with a draconic motif. The armor gives a +4 bonus to Toughness against fire damage. The user of the armor cannot have any other energy resistance. If he has any other energy resistance, Fire Resistance stops functioning. Faint abjuration; Price 18,000 gp, min. level 14 Fire Resistance, Improved As fire resistance. The user cannot have resistance to more than one kind energy in addition to fire. If he has more, Fire Resistance stops functioning. Moderate abjuration; Price 42,000 gp, min. level 17 Fire Resistance, Greater As fire resistance. The user cannot have resistance to more than two kinds of energy in addition to fire. If he has more, Fire Resistance stops functioning. Moderate abjuration; Price 66,000 gp, min. level 19 Fortification This suit of armor produces a magical force that protects vital areas of the wearer more effectively. The wearer is immune to critical hits, but not to sneak attacks. Strong abjuration; Price +3 bonus

Ghost This armor seems almost translucent. On command (a standard action) you become incorporeal, as if using the Phase power. This effect lasts 3 minutes. After that time, you must make Fortitude Save with difficulty 28 or lose one level of fatigue (this counts as a Fatigue save for using supernatural powers,). Strong transmutation; Price +3 bonus, minimum level 15. Glamered A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised. Moderate illusion; Price +2,700 gp.

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Impenetrable This armor is especially precisely constructed, with well fitting joints. It provides Damage Reduction 3 against swarm attacks, and a bonus to saves caused by swarms equal to armor bonus. Moderate Abjuration, Price + 1 bonus, Mithril Mithril is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. An item made from mithril weighs half as much as the same item made from other metals. Weapons or armors fashioned from mithril are always masterwork items as well; the masterwork cost is included in the prices given below. An armor made of mithril has its armor penalty check reduced by 2 (together with masterwork bonus by 3). A shield has armor penalty reduced by 1 (2 together with masterwork bonus). Light armor +1,000 gp Medium armor +4,000 gp Heavy armor +9,000 gp Shield +1,000 gp Shadow This armor is jet black and blurs the wearer whenever she tries to hide, additionally dampening sound around her. The armor grants a +5 competence bonus on Stealth checks. (The armor’s check penalty still applies normally.) Faint illusion; Price +7,500 gp. Slick Slick armor seems coated at all times with a slightly greasy oil. The grapple defense of the wearer is never lower than level+15. Faint conjuration; Price +3,750 gp (min. level 8). Slick, Improved As slick, except the grapple defense of the wearer is never lower than level+20. Moderate conjuration; Price +15,000 gp (min. level 14). Sonic Resistance A suit of armor or a shield with this property normally has a glistening appearance. The armor gives a +4 bonus to Toughness against sonic damage. The user of the armor cannot have any other energy resistance. If he has any other energy resistance, Sonic Resistance stops functioning. Faint abjuration; Price 18,000 gp, min. level 14 Sonic Resistance, Improved As sonic resistance. The user cannot have resistance to more than one kind of energy in addition to sonic. If he has more, Sonic Resistance stops functioning. Moderate abjuration; Price 42,000 gp, min. level 17 Sonic Resistance, Greater As sonic resistance. The user cannot have resistance to more than two kinds of energy in addition to sonic. If he has more, Sonic Resistance stops functioning.. Moderate abjuration; Price 66,000 gp, min. level 19 Spell Resistance This property grants the armor’s or shield’s wearer spell resistance while the armor or shield is worn. It can be put only on medium or heavy armor and on full shields, but not on bucklers. Strong abjuration; Price +4 bonus Variable This shield can assume any size (from buckler to tower shield). You give it orders mentally, as a free action.

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Faint transmutation, Price +1 bonus

Wondrous Items The minimum level necessary to use a wondrous item is generally connected to its price. Some items can have minimum levels different from those indicated in the table. Table: MINIMUM LEVEL TO USE WONDROUS ITEM Can use items costing up to :

character level

150 gp 1 400 gp 2 800 gp 3 1 300 gp 4 1 800 gp 5 2 300 gp 6 3 000 gp 7 4 000 gp 8 5 000 gp 9 6 500 gp 10 8 000 gp 11 10 000 gp 12 13 000 gp 13 18 000 gp 14 25 000 gp 15 36 000 gp 16 49 000 gp 17 64 000 gp 18 80 000 gp 19 80 001 gp and more 20

Amulet of Attunement (universal) This amulet of smooth, unadorned black stone allows a creature wearing it to function normally on any plane without suffering its ill effects. The amulet of attunement protects the wearer only against the plane itself, however, not from its denizens or effects produced by them, and not from unnatural formations found on the plane. Faint abjuration; CL 3rd; Craft Wondrous Item, avoid planar affects; Price 24,000 gp, level 15 Amulet of Attunement (single plane) This amulet of smooth black stone with an esoteric mark allows a creature wearing it to function normally on one particular plane without suffering its ill effects. The amulet of attunement protects the wearer only against the plane itself, however, not from its denizens or effects produced by them, and not from unnatural formations found on the plane. Faint abjuration; CL 3rd; Craft Wondrous Item, avoid planar affects; Price 6,500 gp, level 10 Amulet of Mighty Fists This amulet grants certain bonuses to unarmed attacks and natural weapons. First of all, your unarmed attack is a lethal attack, even if you don’t have Improved Strike feat. Moreover, your natural weapon or unarmed attack counts as supernatural/magic weapon and receives certain weapon abilities based on the price of your version of the amulet. You also gain magical bonus to damage; this does not apply to monsters. Higher priced amulets include the benefits of cheaper ones.

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Minimum level

Price Damage Bonus

Bonus

6 6,000 gp +1 ignores damage resistance due to a specific kind of damage (piercing, slashing, bludgeoning).

11 24,000 gp +2 Adaptable (ignores damage resistance due to material or kind of damage)

14 54,000 gp +3 Irresistible (ignores damage resistance) 16 96,000 gp +4 Ghost Touch 18 150,000 gp +5 critical damage 5.

Faint evocation; CL 5th; Price 6,000 gp (+1) - minimum level 6, 24,000 gp (+2) - level 11, 54,000 gp (+3) - level 14, 96,000 gp (+4) – level 16, 150,000 gp (+5) – level 18. Amulet of Supernatural Armor This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an supernatural armor bonus to Toughness of from +1 to +5, depending on the kind of amulet. This bonus does not stack with other supernatural armor bonuses bonus, eg from a ring of protection or a magic armor. Faint transmutation Minimum level Bonus to Toughness Cost 3 +1 2,000 gp 9 +2 8,000 gp 13 +3 18,000 gp 16 +4 32,000 gp 18 +5 50,000 gp

Belt of Giant Strength This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +1, +2 or +3. The bonus lasts as long as the belt is worn. It follows the same rules as Gloves of Dexterity. Gloves of Dexterity can be used together with the Belt of Giant Strenght. Moderate transmutation; Price 4,000 gp (+1); 16,000 gp (+2), 36,000 gp (+3);Weight 1 lb. Boots of Elvenkind These soft boots enable the wearer to move without sound of footfall on any surface and with any speed. He can run over a creaky wooden floor and make nearly no noise. The wearer can move at normal speed, or even run, and make Stealth checks with no penalty. In addition, the difficulty to Notice him by hearing is never less than DC 20. Faint transmutation; Price 2,500 gp;Weight 1 lb, minimum level 4. Boots of Striding and Springing These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. The wearer gains the jump movement mode (see description of the movement modes), with the maximum jump distance determined by his Athletics modifier. Long Jump distance can never be greater than your base speed, and High Jump distance can never be greater than one quarter your base speed. Faint transmutation; Price 5,500 gp; Weight 1 lb, minimum level to use: 6 Athletics modifier

Long Jump Distance

High Jump Distance

0 or less 15 feet 3 feet 1 20 feet 5 feet 5 25 feet 6 feet 10 30 feet 7 feet 15 40 feet 10 feet 20 60 feet 15 feet 25 80 feet 20 feet 30 100 feet 25 feet

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Boots, Winged These boots appear to be ordinary footgear. On command (standard action), the boots sprout wings at the heel and let the wearer “walk” on air with a speed of 50 feet, with perfect maneuverability. He can fly for up to 3 minutes per flight. After that time the wearer must make Fortitude save with difficulty 20 or lose a level of fatigue. This counts as a fatigue save and is treated similarly to using a fatiguing supernatural power. Faint transmutation; CL 5th; Price 16,000 gp; Minimum level 11, Weight 1 lb. Bracers of Armor These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, which give him supernatural armor bonus to Toughness from +1 to +5. Both bracers must be worn for the magic to be effective. This bonus does not stack with the enhancement armor bonus, eg from a magical armor. When the wearer has the Armor Training feat, bracers can be used to provide additionally +2 armor bonus, with no armor check penalty.

Bracers of armor cannot be used together with physical armor, Mage Armor power, the Amulet of Supernatural Armor, or the Ring of Protection. They remain effective when the wearer is in gaseous shape or shape-shifted. Moderate conjuration; 2,000 gp (+1)-minimum level 3, 8,000 gp (+2)- level 9, 18,000 gp (+3)-level 13, 32,000 gp (+4) – level 16, or 50,000 gp (+5) – level 18. Broom of Flying This broom is able to fly through the air with average maneuverability for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed of 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider. Moderate transmutation; CL 9th; Price 17,000 gp; minimum level 14, Weight 3 lb Cape of the Mountebank On command, as a standard action, this bright red and gold cape allows the wearer to use the magic of the dimension door in order to transfer himself from his current location to any other spot within 800 feet. He always arrives at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this power, he can’t take any other actions until his next turn. He can bring along objects as long as their weight doesn’t exceed his maximum load. The wearer must roll 6 or better on d20, or lose a level of fatigue (this counts as a fatigue save). When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.

If he arrives in a place that is already occupied by a solid body, he takes damage 2 (ignoring armor) and is shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet he takes instead damage 10 (ignoring armor) and the spell simply fails. Moderate conjuration; Price 10,000 gp; minimum level 12, Weight 1 lb.

Cloak or Vest of Resistance Price 1,000 gp (+4) -level 4, 4,000 gp (+6) – level 8, 9,000 gp (+8) –level 12, 16,000 gp (+10) level 14, 25,000 gp (+12) – level 15; Weight 1 lb. Gloves of Dexterity These thin leather gloves are very flexible and allow for delicate manipulation. They can add to the wearer’s Dexterity score an enhancement bonus of +1, +2, or +3. This bonus lasts as long as the gloves are worn. Both gloves must be worn for the magic to be effective. Treat this as an aplicaton of Enhance Ability power. They cannot be used together with bonuses from Enhance Ability.

As an exception, Gloves of Dexterity can be used together with the Belt of Giant Strenght. In that case, the sum of both enhancement bonuses cannot exceed 3. Add both bonuses and use the total to look up the minimum character level necessary to use.

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Bonus Minimum level to

use +1 8 +2 14

+3 16

Moderate transmutation; CL 8th; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3). Gauntlets of Ogre Power These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +1 enhancement bonus to his Strength score for 10 rounds. They follow the same rules as Gloves of Dexterity. Both gauntlets must be worn for the magic to be effective. Faint transmutation; CL 6th; Price 4,000 gp;Weight 4 lb. Efficient Quiver This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it. Moderate conjuration; Price 1,800 gp; Weight 2 lb. level 5. Eversmoking Bottle This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.

Faint transmutation; Price 5,400 gp;Weight 1 lb. No minimal level to use

Gem of Seeing This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as much as 30 minutes a day, divided up into periods of minutes or rounds as the user sees fit. Moderate divination; Minimum level to use: 19; Price 75,000 gp. Goggles of Minute Seeing The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective. If the wearer has the Student of Magic feat, goggles give him also Second Sight power, but only at distances of 1 foot or less. Faint divination; Price 1,250 gp, Minimum level to use: 4. Goggles of Night The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the magic to be effective. Moderate transmutation; Price 12,000 gp. Minimum level to use: 13.

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Goggles of Night, Greater The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him 60-foot darkvision. He receives also +5 bonus to Notice skill. Both lenses must be worn for the magic to be effective. The wearer can activate the goggles (as a standard action) to grant him blindsense out to 30 feet for 3 minutes. After that time the wearer must make Fortitude save with 16 difficulty or lose a level of fatigue. This counts as fatigue save and is treated similarly to using a fatiguing supernatural power. Faint transmutation; Price 16,000 gp. Minimum level to use: 14. Hand of Glory This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time.

Even without a ring, the hand itself can be used to allow its wearer to see any objects or beings that are invisible within your range of vision. Naturally invisible or ethereal creatures, and also creatures affected by the Invisibility effect of Light Shaping power are seen automatically. Cloud the Mind power is not affected. Creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

This item does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. It also does not allow you to avoid the miss chance caused by Blur. To turn this effect on you must take a standard action. This effect lasts for an hour, after which you must succeed on Difficulty 14 Fortitude check or suffer a level of fatigue. This counts as fatigue save and is treated similarly to using a fatiguing supernatural power.

Faint varied; CL 5th; Craft Wondrous Item, animate dead, daylight, detect invisibility; Price 8,000 gp; Weight 2 lb. level 11 Hat of Disguise This apparently normal hat allows its wearer to alter her appearance. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The hat does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this hat to create a disguise, you get a +10 bonus on the Disguise check.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion. (Difficulty 10+half character level+Charisma). Faint illusion; CL 1st; Craft Wondrous Item, disguise self; Price 1,800 gp. Minimum level to use: 5 Lantern of Revealing This lantern operates as a normal hooded lantern. While it is lit (a standard action), it also reveals all invisible creatures and objects within 25 feet of it. Naturally invisible or ethereal creatures, and also creatures affected by the Invisibility effect of Light Shaping power are seen automatically. To see characters affected by the Cloud the Mind power requires making a Will save. All characters able to see the target can attempt the save; they don’t need to make Notice check. Creatures are visible as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. Faint evocation; CL 5th, Price 30,000 gp;Weight 2 lb. Minimum level to use: 16 Potion of Healing Drinking a potion immediately stabilizes a dying character. If the character drinking the potion is not dying, after a minute he removes the highest damage condition. Price 50 gp

Ring of Blinking On command (standard action), this ring makes the wearer blink, as with the blink power.

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Moderate transmutation; CL 7th; Forge Ring, blink; Price 27,000 gp, Minimum level to use: 16 Ring of Energy Resistance This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). The wearer has a +4 bonus to Toughness saving throws against damage of the given energy type. This does stack with armor bonuses, but not with other bonuses to energy resistance. Faint abjuration; Price 12,000 gp, min. level 13. Ring of Freedom of Movement This gold ring allows the wearer to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement ring does not, however, allow water breathing.

The wearer's grapple defense is never lower than 20+level. Use this value if it is higher than his normal grapple defense.

The wearer can make an opposed power check (as with the Ward power), when affected with magic that usually impedes movement, such as paralysis, solid fog, slow, and web, including magic which impedes movement in addition to damage. For the purpose of this check, the wearer has the Caster level equal to character level, with key ability being Charisma. If a wearer is an Adept, he can alternatively use his own key ability, but in that case must use his actual Caster level. Moderate abjuration; CL 7th; Price 40,000 gp. Minimum level to use: 17 Ring of Invisibility By activating this simple silver ring (a standard action), the wearer can benefit from invisibility (as the power). The wearer is not magically silenced, and certain other conditions can render him detectable (such as stepping in a puddle). The effect does not end if the subject attacks any creature. The duration of the effect is not limited. Faint illusion; Price 20,000 gp. Minimum level to use: 15 Ring of Jumping This ring continually allows the wearer to make prodigious leaps. The wearer gains the jump movement mode (see description of the movement modes), with the maximum jump distance determined by his Athletics modifier. Long Jump distance can never be greater than your base speed, and High Jump distance can never be greater than one quarter your base speed. Athletics modifier

Long Jump Distance

High Jump Distance

0 or less 15 feet 3 feet 1 20 feet 5 feet 5 25 feet 6 feet 10 30 feet 7 feet 15 40 feet 10 feet 20 60 feet 15 feet 25 80 feet 20 feet 30 100 feet 25 feet

Faint transmutation; Price 2,500 gp, minimum level to use: 5. Ring, Master’s This ring increases your attack bonus with supernatural powers by +1. This stacks with Attack Focus. This ability can be added to rings with other abilities without increasing their price, and the other way round. (Normally, the second ability added to the same ring has price increased by 1.5). Faint divination; CL 3rd; Price 1,000 gp, Minimum level to use: 4. Ring or Amulet of Mind Shielding

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This ring or amulet is usually of fine workmanship and wrought from heavy gold. The wearer is treated as possessing the Psychic Shield power, with the Caster level equal to character level and key ability being Charisma. If a wearer is an Adept, he can alternatively use his own key ability, but in that case must use his actual Caster level. Faint abjuration; CL 3rd, Price 8,000 gp. Minimum level to use: 11. Ring of Protection This ring offers continual magical protection in the form of a an supernatural armor bonus to Toughness from +1 to +5, just as though the user were wearing the Amulet of Supernatural Armor. This bonus does not stack with other supernatural armor bonuses, eg from a magical armor or the Amulet of Supernatural Armor. Faint abjuration; Minimum level Bonus to Toughness Cost 3 +1 2,000 gp 9 +2 8,000 gp 13 +3 18,000 gp 16 +4 32,000 gp 18 +5 50,000 gp

Ring of Three Wishes This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, determine randomly the remaining number of rubies. See the Wish ritual on the particulars. Activating a ring and making a wish takes a standard action. You do not have to pay the basic cost of the ritual, but you do have to pay any additional costs pertaining to your wish. It is possible to place additional wishes into the ring by performing the Wish ritual, but a single ring cannot hold more than 3 wishes. Strong aura; CL 20th; Price 25,000 gp for an empty ring and 25,000 gp for each wish in it. Minimum level to use: n/a, but the ring will work reliably only for characters of 15 and greater level. The results of a lower level character trying to use a ring of wishes are up to Narrator and can require some pertractations with the entity granting the wishes. The Ring of Wishes can be crafted by Adept of at least 15 level. It is always crafted empty; to place any Wishes into it it is necessary to perform the Wish ritual. Robe of Blending When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +5 bonus on Stealth checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will (see Hat of Disguise). All creatures acquainted with and friendly to the wearer see him normally. Moderate illusion; Price 30,000 gp; Weight 1 lb. Minimum level to use: 16. Robe of the Archmagi The wearer of this normal-appearing garment, if an arcane spellcaster, gains the following powers. A + 4 resistance to all energy types: fire, cold, electric, acid, sonic. (Note that Robe negates immunity to fire or cold, if you have it. According to energy immunity rules, if you have immunities both to fire and cold, they get downgraded to resistances to both. This is the only way to get resistances to fire and cold at the same time. Therefore, technically Robe already provides both immunities, which get downgraded. It is impossible to improve the protection from fire and cold provided by it.) Continual magical protection in the form of a +5 supernatural armor bonus to Toughness. This bonus does not stack with other supernatural armor bonuses, eg from a magical armor or the Ring of Protection. Strong varied; Price 75,000 gp; Minimum level 19, Weight 1 lb. Robe of Eyes This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. She also gains 120-foot darkvision. The robe of eyes sees all forms of invisible or ethereal things within 120 feet.

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The wearer of a robe of eyes gains a +5 competence bonus on Search checks and Notice checks used to spot. She can’t be flanked. The wearer gets the benefit of Uncanny Dodge feat. However, she is not able to avert her eyes or close her eyes when confronted by a creature with a gaze attack. Moderate divination; Price 120,000 gp;Weight 1 lb. min. level 20. Silversheen This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition. Faint transmutation; Price 250 gp, min. level – n/a Shining jewel This jewel shines with eternal light. It clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius. The jewel can be affixed to a chain and worn on neck or set in a diadem or a helm and worn on the brow. The jewel can be turned off and on with a word, as a standard action. 250 gp, Wings of Flying A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (good maneuverability). Moderate transmutation; CL 10th; Price 54,000 gp; Minimum level 18, Weight 2 lb. Thieves’ Tools, Superior This kit contains special magical tools used to deactivate traps and open locks. They give +2 masterwork bonus to Disable Device skill checks. In addition, they allow users to dispel any permanent magical effect. Treat this as the Dispel application of Ward power, except that it takes 1 minute and uses Disable Device skill check instead of your power check. Make an opposed check against the power check of the adept. If you win, the targeted effect turns off, although the user can re-activate it normally. If you lose, you must spend a fatigue level in order to try again the same day. You can dispel only efffects in the description of which it is specifically mentioned that they can be dispelled. Each attempt uses up alchemical reagents worth 50 gp. Faint abjuration; Price 1800 gp, min. level 5

Wands and Staffs

Wands A wand is a thin baton that contains a single power or a specific use of a power. Each wand has an indeterminate number of charges when created, and can be used as long as they last. When you roll 1 attempting to use the wand it means it has run out of charges and is just a stick. A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has Toughness 3, and a break Difficulty of 16. Activation: Wands use the spell trigger activation method, so casting a power using a wand is usually a standard action. (If the power, however, has a longer casting time than 1 action, it takes that long to use the power from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures), point it in the general direction of the target or area, and speak the activation word. A wand may be used while grappling or while swallowed whole. Only a character who has a class feat allowing him to use the power provided by the wand can use it. Additionally, you need a character level at least equal to the wand level. Use Magic Device feat allows to use all wands, although you must still be of high enough level. The character makes a power check against the difficulty of the power. If the roll equals 1, roll again. If your second roll equals 10 or less, it means the wand is depleted.

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This result cannot be re-rolled using Conviction – the wand is simply out of charges. Using a wand does not cause a fatigue check. All powers cast from a wand are treated as not fatiguing. Each wand has an equivalent caster level. Each wand provides a specific use of a power with a specific power check difficulty. The power check difficulty cannot be greater than 15+ wand level. In case of powers which normally do not require a power check, use the power as if cast by an adept of a level equal to the level of the wand. Casting such a power from the wand requires a power check. The power check difficulty in that case equals 11+the wand level. In some cases, the power check difficulty is different than for the corresponding power. The save difficulty against the wand is identical to the save difficulties of your powers. Some examples of wands: Wand of Cure: Requires the feat: Cleric or Paladin. Price 750 gp. Wand level 1. Power check difficulty 10. Using this wand (a standard action) immediately stabilizes a dying character. If the target character is not dying, after a minute he removes the highest damage condition. Wand of Neutralize Poison: Requires the feat: Cleric or Paladin, Price 21,000 gp. Wand level 7. Power check difficulty 20. You neutralize any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as damage or ability damage. The subject is additionally immune to any poison for an hour. Wand of Lesser Restoration: Requires the feat: Cleric or Paladin. Price 4500 gp. Wand level 3. Power check difficulty 16. Time – 1full round action The wand dispels any magical effects reducing one of the subject’s ability scores (without an opposed power check). It can alternatively cure 1 point of temporary ability damage or restore 1 point permanently drained from a single ability score (your choice if more than one is drained or damaged). You can repeat the attempt as often as you wish. Wand of Restoration: Requires the feat: Cleric or Paladin. Price 26,000 gp. Wand level 7. Power check difficulty 20. Time – 3 full round actions The wand dispels any magical effects reducing one of the subject’s ability scores (without an opposed power check). It also cures temporary ability damage and restores all points permanently drained from a single ability score (your choice if more than one is drained). You can repeat the attempt as often as you wish. Wand of Paralyze. Requires the feat: Wizard or Cleric. Price 4500 gp. Wand level 3. Power check difficulty 15. Wand of Acid Ray level 1. Requires the feat: Wizard or Cleric. Price 750 gp. Power check difficulty 12. Casts Elemental Ray(Acid) as an Adept of the 1st level –causing acid Damage 6 Wand of Fire Ray level 5. Requires the feat: Wizard or Cleric. Price 3,750 gp. Power check difficulty 16. Casts Elemental Ray(Fire) as an Adept of the 5th level –causing fire Damage 10. Wand of Invisibility. Requires the feat: Wizard. Price 4,500 gp. Wand level 3. Power check difficulty 16. Wand of Fireball. Requires the feat: Wizard. Price 11,250 gp. Wand level 5. Power check difficulty 16. Sphere 20 feet radius. Fire Damage 5, Reflex for Damage 1. Wand of Magic Missiles level 1 Requires the feat: Wizard. Price 750 gp. Wand level 1. Power check difficulty 12. Damage 4. Reflex save, Wand of Magic Missiles level 3 Requires the feat: Wizard. Price 2,250 gp. Wand level 3. Power check difficulty 14. Damage 5, or 2 missiles each at different target, Damage +4. Reflex save, Wand of Magic Missiles level 5 Requires the feat: Wizard. Price 3,750 gp. Wand level 5. Power check difficulty 16. Damage +6, or 3 missiles each at different target, Damage +4. Reflex save.

Staffs

A staff is a long shaft of wood that holds a few powers. To use a staff, you need a class feat which allows you to take powers provided by the staff. When you hold a staff, you are treated as if you had the powers it provides. Some staffs provide also Adept feats. Such feats can be used only to modify the powers granted by the staff. The Adept feats possessed by the character can be freely used to modify powers from the staff. Differently from other

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magic items, the staffs do not need minimal character level to use it. If the powers provided by it have as a prerequisite power rank, however, you must have it to use the power in question. All other prerequisites of the powers are void. Charming: Made of twisting wood ornately shaped and carved, this staff allows use of the following powers: Mind Touch, Charm Moderate enchantment; Price 16,500 gp. Conjuration: This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following powers: *Conjuration, *Black Tentacles Strong conjuration; CL 13th Price 65,000 gp. Divination: Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells: Mind Touch, Enhance Senses, Scrying Strong divination; CL 13th; Craft Price 73,500 gp. Earth and Stone: This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following powers: Earth Shaping, Object Reading Moderate transmutation; Price 80,500 gp. Enchantment: Often made from applewood and topped with a clear crystal, this staff allows use of the following powers: Mind Touch, Sleep, Suggestion and feats: Widen Power Strong enchantment; Price 65,000 gp. Evocation: Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following powers: Force Shaping, Elemental Blast(Fire and Cold) and Feats: Widen Power Strong evocation; Price 65,000 gp. Fire: Crafted from bronzewood with brass bindings, this staff allows use of the following powers: Fire Shaping, Elemental Blast(Fire) and feats: Widen Power Moderate evocation; Price 17,750 gp. Frost: Tipped on either end with a glistening diamond, this rune-covered staff allows use of the following powers: Cold Shaping, Elemental Blast(Cold) and feats: Widen Power Moderate evocation; Price 56,250 gp. Healing: This white ash staff, with inlaid silver runes, allows use of the following powers: Cure, Cure Disease, Moderate conjuration; Price 27,750 gp. Illusion: This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following powers: Mind Touch, Illusion, Flesh Shaping, Light Shaping (except invisibility) and feats: Widen Power Strong illusion; Price 65,000 gp. Illumination: This staff is usually sheathed in silver and decorated with sunbursts. It allows use of the following powers: Light Shaping Strong evocation; Price 48,250 gp. Life: Made of thick oak shod in gold, this staff allows use of the following powers: Imbue Life Moderate conjuration; Price 155,750 gp. Passage: This potent item allows use of the following powers: Teleport, Plane Shift (as ritual, but takes only 1 full action). Strong varied; Price 170,500 gp. Power: The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers: *Force Shaping, Fire Shaping,

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Cold Shaping, Energy Shaping, Elemental Blast, Ghost Touch(only staff), Elemental Weapon(only staff, can select cold, electric or fire), and feats: Widen Power The staff is also a +2 quarterstaff. A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) This has the effect of casting of three Widened Elemental Blasts: Fire, Cold and Energy centered on the wielder, with no need for any fatigue or concentration checks. Strong varied; Price 211,000 gp.

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Chapter XIII: Opponents and Monsters

Encounter Difficulty Challenge Ratings Monsters are about as powerful as a character of a level equal to their Challenge Rating. For example a bearded devil has a Challenge Rating (CR) equal to 5. Were it to fight a series of combats against level 5 characters, it should win about 50 % of them. In reality, this is difficult to ensure, and some monsters are a bit strong or a bit weak for its CR – but the same applies to characters. True20 Bestiary does not indicate the Challenge Rating of monsters, but it can be easily found in D20 SRD, available online.

You can also design monsters of a given challenge rating yourself, using the simplified monster creation system provided at the end of those rules. The table of example monster characteristics can be used to estimate the CR of an existing monster. Encounter Level Each monster or a group of monsters the party can fight with constitutes an encounter. In case of single monsters, the danger they pose to player characters is identified by their Challenge Level. To determine the power of a group of monsters, you must determine their Encounter Level.

A single monster has obviously an encounter level equal to its CR. For more monsters the general rule is that each doubling of the number of monsters increases the encounter level by +2. Moreover, a pair of monsters, one with CR equal to X, and the other X-2, has an encounter level equal to X+1. For example a CR 8 and CR 6 monsters together have an encounter level 9. Number of Creatures Encounter level 1 Creature CR 1 Creature with a companion of CR-2 CR+1 2 Creatures CR +2 3 Creatures CR +3 4 Creatures CR +4 6 Creatures CR +5 8 Creatures CR +6 12 Creatures CR +7 16 Creatures CR +8 Encounter level of the party, and adjusted party level. Generally speaking, player characters have a challenge rating (CR) equal to their character level. This assumes that the characters have appropriate equipment and ability scores for their level, and are intelligently constructed. Pure adepts must have maximized key ability and effective powers; pure experts need high dexterity and the Sneak feat; pure warriors need either high dexterity or high strength and a fitting combat style feat; all characters need high constitution. Physical combatants must have equipment adequate to their abilities – high dexterity characters need precision weapons and light armor, and characters with high strength power weapons and heavy armor. All need magic items adequate for their level.

Encounter level of the party is calculated in the same way as the encounter level of a group of monsters. For the typical party of 4 player characters of equal level it is equal to their level + 4. Adjusted party level equals the encounter level – 4. In case of the standard party it is simply the level of PCs.

In case of atypical parties, you can calculate the adjusted party level by first calculating their average level. If the group contains six or more characters, add one to their average level; if it contains 8 characters add 2. If the group contains three characters, subtract one from their average level; if it contains only two characters, subtract 2 from their average level. For a solo character, its ADJ equals level – 4. Difficulty of Encounters The difficulty of encounters depends on the relation between adjusted party level (ADJ) and the encounter level of the monsters.

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Difficulty Encounter level Easy APL –1 Average APL Challenging APL +1 Hard APL +2 Epic APL +3 Equal APL +4

Easy Encounters Easy encounters should be overcome without nearly any expenditure of resources and spending no Conviction. Intelligently played characters should be able to overcome a very high number of such encounters without resting, withdrawing etc.

When converting such encounters from D&D: Weak monsters in numerous groups (more than PCs) should be minions. At higher levels double their number. Monsters appearing singly or in pairs should be ordinary adversaries without conviction. A single monster intended to escape can have one or two Conviction points, but it should be an exception.

Average Encounters Properly played characters should be able to overcome such encounter easily, but will have to spend some resources and use Conviction. Stereotypically, the party should be able to defeat four such encounter without resting; in practice – if they will not meet more dangerous enemies – they will be able to keep going much longer, as long as they have Conviction.

D&D experience system, and consequently adventures are designed in such a way that after about 12-16 of such encounters the characters will gain a level.

When converting such encounters from D&D: Monsters in groups approximately equal in number to the PCs, of a CR no lower than APL – 4 should be ordinary monsters without Conviction. At higher levels increase their number or give them some conviction. Monsters with CR below APL-4 should be minions; double, or at higher levels triple their number compared to D&D. In both cases at least one leader should have ½ or ¼ Conviction. All single monsters should have ½ Conviction. Groups of two or three monsters usually have ½ or ¼ Conviction.

Challenging, Hard and Epic Encounters Such encounters can use a lot of resources, and have some risk of a PC dying, or even of a total party kill (TPK) in case of epic encounters. Party can be forced to stop after only a few such encounters. You should give all PCs a Convicton point after one Epic, about three Hard or five Challenging encounters – in addition to the points gained for their natures.

When converting such encounters from D&D: All monsters with CR equal to the APL should have Conviction; multiple monsters should have ¼ or ½ conviction, and single ½ or ¾ conviction. Final enemies should have always ¾ conviction.

Monsters with CR one to three lower than APL should be ordinary monsters without conviction, and below that minions. At higher levels you will need more ordinary monsters and minions to challenge PCs: twice as many normal monsters and four or more times as many minions compared to D&D. Minions should come in staggered waves and be properly dispersed, so they will not be all taken out by a few area spells. Both ordinary monsters and minions need a few leaders with ½ Conviction. Equal Encounters Encounters with Encounter level equal to Adjusted Party Level + 4 are equal, because the players and monsters have the same chance to win or lose – 50%. If you intend to keep such encounters really equal, no monsters should be below APL-2; all monsters should have ¾ Conviction, or, when opposing a fresh party, full Conviction of a player character. Such enounters generally should not be used – even a few such encounters in a campaign make a total party kill practically unavoidable. Narrator can use such an encounter as a final combat in the campaign, but only if the players understand and agree that they can and quite possibly will lose it.

When converting such encounters from D&D: Generally, it is necessary to make such encounters a bit easier,

so the players have a reasonable chance to win them. Combat against single opponents is inherently easier, since they

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have a limited number of actions. Give single opponents ¾ Conviction and multiple opponents only ½ Conviction. Make sure the players start the combat with full or nearly full Conviction. Conviction Important NPC’s (main villains) should have ¾ conviction of a PC of the same level (including level adjustment) or in case of monsters of the same CR, treating 20 level as maximum. No monster can have more than 9 points of Conviction. Less important NPCs (commanders of dangerous groups of monsters, less dangerous solo enemies) have ½ conviction, and minor named NPCs (leaders of smaller groups, independent enemies) have ¼ of conviction of a PC.

level Conviction ¾ ½ ¼

1 3 3 2 1

2 3 3 2 1

3 4 3 2 1

4 4 3 2 1

5 5 4 3 2

6 5 4 3 2

7 6 5 3 2

8 6 5 3 2

9 7 6 4 2

10 7 6 4 2

11 8 6 4 2

12 8 6 4 2

13 9 7 5 3

14 9 7 5 3

15 10 8 5 3

16 10 8 5 3

17 11 9 6 3

18 11 9 6 3

19 12 9 6 3

20 12 9 6 3

Monster Types

Aberration An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. An aberration has the following features. An aberration possesses the following traits (unless otherwise noted in a creature's entry). • Darkvision 60 feet. • Aberrations breathe, eat, and sleep.

Animal An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal possesses the following traits (unless otherwise noted in a creature's entry).

• Intelligence score of -5 or -4 (no creature with an Intelligence score of - 3 or higher can be an animal). • Nocturnals animals have Night Vision. • Animals breathe, eat, and sleep.

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Construct A construct is an animated object or artificially created creature. A construct possesses the following traits (unless otherwise noted in a creature's entry).

• Night Vision. • Darkvision 60 feet. • Immunity to all mind-affecting effects. • Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. • Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through actions of other characters. A construct with the fast healing special quality still benefits from that quality. • Not subject to ability damage, ability drain, energy drain, physical or mental weakening, or nonlethal damage. • immune to fatigue. When using powers, however, they lose levels of fatigue, although do not receive any penalties because of that. When Exhausted cannot use powers at all. • Immediately destroyed when reduced to the dying condition. • A construct cannot be raised or resurrected. • Constructs do not breathe, eat, or sleep.

Dragon A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature's entry).

• Darkvision 60 feet and night vision. • Immunity to magic sleep effects and paralysis effects. • Dragons breathe, eat, and sleep.

Elemental An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. An elemental possesses the following traits (unless otherwise noted in a creature’s entry). • Darkvision out to 60 feet. • Immunity to poison, sleep effects, paralysis, and stunning. • Not subject to critical hits or flanking. • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life. • Elementals do not eat, sleep, or breathe.

Fey A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped. A fey possesses the following traits (unless otherwise noted in a creature's entry).

• Night Vision. • Fey breathe, eat, and sleep.

Humanoid A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. A humanoid possesses the following traits (unless otherwise noted in a creature's entry).

• Humanoids breathe, eat, and sleep.

Magical Beast Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can't necessarily speak). Magical beasts usually have supernatural or extraordinary

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abilities, but are sometimes merely bizarre in appearance or habits. A magical beast possesses the following traits (unless otherwise noted in a creature's entry). • Darkvision 60 feet. • Night vision. • Magical beasts breathe, eat, and sleep.

Monstrous Humanoid Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid has the following features. A monstrous humanoid possesses the following traits (unless otherwise noted in a creature's entry). • Darkvision 60 feet. • Monstrous humanoids breathe, eat, and sleep.

Ooze An ooze is an amorphous or mutable creature, usually mindless. An ooze possesses the following traits (unless otherwise noted in a creature's entry). • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait. • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. • Immunity to poison, sleep effects, paralysis, polymorph, and stunning. • Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to the ooze’s Constitution per full round of contact. • Not subject to critical hits or flanking. Takes additional damage from sneak attack normally. • Oozes eat and breathe, but do not sleep.

Outsider An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. An outsider possesses the following traits (unless otherwise noted in a creature's entry). • Darkvision 60 feet. • Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Plant This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive. A plant creature possesses the following traits (unless otherwise noted in a creature's entry). • Night Vision. • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). • Immunity to paralysis, poison, polymorph, sleep effects, and stunning. • Proficient with its natural weapons only. • Not proficient with armor. • Plants breathe and eat, but do not sleep.

Vermin This type includes giants insects, arachnids, other arthropods, worms, and similar invertebrates. It does not include normal insects, but only their monstrous and dangerous varieties encountered in cavers etc. Vermin possess the following traits (unless otherwise noted in a creature's entry).

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• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities. • Darkvision 60 feet. • Vermin breathe, eat, and sleep.

Undead The following rules for undead are based on The Tome of Necromancy by Frank Trollman and “K”.

All Undead have Constitution as normal, and follow the normal rules, except they are harmed by positive energy and healing spells, and bolstered by negative energy and Harm spell.

In addition, there exist a number of undead subtypes, with their own specific rules. Dark Minded (subtype) Undead creatures with an intelligence score have an intelligence that can be influenced, though they are dead and cannot be influenced by appeals to emotion. A dark minded creature has the following traits: - Not immune to mind affecting affects. - Immune to morale and fear effects, not affected by Intimidate - Heals normally. - Only in exceptional circumstances will allow Diplomacy to be used on them. They are no more able to see through a Bluff than anyone else. - Sample creatures with the [Dark Minded] subtype: Liches, Nightshades, and Vampires Mindless (subtype) Undead creatures without intelligence follow programming or basic urges. - automatically fail Intelligence checks. - Immune to mind affecting affects (charms, compulsions, phantasms, patterns, and morale effects). - Immune to morale and fear effects - subject to some mind affecting powers cast by an Adept with the Necromancy power - Does not heals by itself - They are no more able to see through a Bluff than anyone else. Unliving (subtype) An Unliving creature is an undead that mimics many of the capacities of a living creature without truly being alive. An unliving creature has the following game effects: - not immune to effects requiring a Fortitude save. - harmed by positive energy and healing spells, and bolstered by negative energy and Harm spell - Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect unliving creatures only after they have been destroyed . These spells turn unliving creatures back into the living creatures they were before becoming unliving. - Immunity to poison, paralysis, stunning, disease, and death effects. - Not subject to energy drain or mental weakening - Unliving creatures require food (often blood or flesh) and sleep, but do not breath. - Unliving creatures have at least one vital organ, and are subject to critical hits from attackers trained in Knowledge (Religion), or who treat them as favourite enemies. - Not destroyed when Dying – it must be reduced to the Dead condition. - Not immune to physical weakening, - Subject to non-lethal damage, but can benefit from the Regeneration ability as normal. - suffers fatigue as normal. - Sample creatures with the [Unliving] subtype: Ghouls, Necropolitan, and Vampires True Undead(subtype) - not immune to effects requiring a Fortitude save. - harmed by positive energy and healing spells, and bolstered by negative energy and Harm spell - do not breathe, eat, or sleep.

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- Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures only after they have been destroyed. These spells turn undead creatures back into the living creatures they were before becoming undead. - Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. - Not subject to critical hits and nonlethal damage. Cannot have Regeneration ability. - When reduced to “dying” condition on the damage track, it is immediately destroyed. - Not subject to ability damage, ability drain, energy drain, physical or mental weakening, or nonlethal damage. - immune to fatigue. When using powers, however, they lose levels of fatigue, although do not receive any penalties because of that. When Exhausted cannot use powers at all.

Special Rules

Swarms Swarms do not receive size bonus (in this case, penalty) to Toughness. Their Toughness equals Constitution plus ½ level (rounding down). They have Damage Resistance 6/Area attacks.

Swarms of Tiny creatures additionally treat damage from slashing and piercing weapons as 4 points lower. Bludgeoning weapons, natural weapons, unarmed strikes, weapons which can inflict elemental damage (eg with Elemental Weapon power) and powers which aren’t area attacks are not affected by this, but still do not bypass Damage Resistance 6/area. It can be bypassed only by area attacks.

Swarms of Diminutive or Fine creatures are immune to weapons damage. Natural weapons and unarmed strikes inflict damage-4. Powers and weapons which can inflict elemental damage (eg with Elemental Weapon power) inflict full damage, but do not bypass Damage Resistance. Only area attacks bypass damage resistance.

Improvised methods of dealing with Swarms It can be easily seen that swarms are extremely difficult to fight with physical attacks. However, there are a few home-brew methods of dealing with them (if you don’t have an Adept who is able to throw Widened Elemental Blasts), as follows:

A lit torch swung as an improvised weapon (-4 to hit) deals fire damage equal to strength per hit. A lit lantern can be used as a thrown weapon (10 feet range increment), dealing +1 fire damage to all

creatures in 5 feet radius. This counts as an area attack. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If

lit, the oil burns for 2 rounds and deals +1 fire damage to each creature in the area. This is also an area attack.

Monsters with multiple attacks or natural weapons Such creatures can attack with more than two attacks, but each attack must be directed at a separate target, and all attacks suffer -5 penalty to hit.

Creatures with multiple attacks should generally receive Multiattack as a bonus feat. Monsters with multiple slam attack always receive Multiattack .

If a monster has the Multiattack feat, the penalty for multiple attacks decreases to -2, and it can attack one target with two weapons.

When a monster is grappling or pinning an opponent who is at least two size categories smaller, and can make multiple attacks per standard action, it can make a grapple check as one of those attacks, with an appropriate penalty.

Breath Weapons A breath weapon attack usually deals damage and is often based on some type of energy. Such breath weapons allow a Reflex save for Damage-4 (usually DC 10 + 1/2 CR+ breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save.

• Using a breath weapon is typically a standard action. • No attack roll is necessary. The breath simply fills its stated area. • Any character caught in the area must make the appropriate saving throw or suffer the breath weapon’s full

effect. In many cases, a character who succeeds on his saving throw still takes Damage-4 or some other reduced effect.

• Creatures are immune to their own breath weapons. • Creatures unable to breathe can still use breath weapons. (The term is something of a misnomer.)

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Simplified Monster Creation

Attack bonus shouldn’t generally be higher than 1.5*CR. For the creatures with CR 6 or less, Attack bonus shouldn’t be highter than CR+3. Damage and Toughness should be approximately 5+ ¾ CR Defence should be approximately equal to Attack +9

CR Defence Toughness Attack Damage Good Save

Poor Save

Primary Ability Difficulty

1 13 5 4 5 4 1 12

2 14 6 5 6 4 1 13

3 15 7 6 7 5 2 14

4 16 8 7 8 7 3 15

5 17 8 8 8 8 4 15

6 18 9 9 9 8 5 16

7 19 10 10 10 9 6 17

8 21 11 12 11 11 7 18

9 22 11 13 11 12 8 18

10 24 12 15 12 12 8 19

11 25 13 16 13 13 9 20

12 27 14 18 14 15 11 21

13 28 14 19 14 16 12 21

14 30 15 21 15 16 12 22

15 31 16 22 16 17 13 23

16 33 17 24 17 19 14 24

17 34 17 25 17 20 15 24

18 36 18 27 18 20 16 25

19 37 19 28 19 20 16 26

20 39 20 30 20 22 17 27

Special cases Those numbers are already balanced relative to CR; for that reason monsters cannot use feats and powers which give numerical bonuses to them – eg Combat Style feats and powers (eg Combat Sense) or Enhance Ability power – since those would make them overpowered. (Characters need such help in order to catch up with monsters). The only exception would be a monster with too low characteristics for its CR, which uses such powers in order to compensate for its weakness. Those numbers are intended only for combat opponents; the monsters which are not intended to be opponents in battle do not have to use them. Eg, big peaceful herbivors can have attack and defence values too low compared to toughness. Similarly, it is absolutly possible to have a combat monster with a certain characteristic lower than described in those rules. Such a monster can be called a “puzzle” monster – there is a way to slay it much more easily that its CR would indicate. If the players guess or deduct it, the encounter will be unexpectedly easy. Similarly, a monster which cannot oppose a supernatural abilities typical for its level can have disproportionately high physical characteristcs. It does not matter what damage a monster can inflict, if the player characters are not supposed to engage it hand to hand. For example a monster which above a certain level has no way to oppose flying, invisible or immaterial characters will always, and without any risk, be defeated by characters with necessary abilities. If a monster can make multiple attacks, lower its damage by 2. (Such monsters nearly always have Double Strike feat). If a monster have special abilities which allow it to deal increased damage, such as summoning additional monsters, lowers its damage accordingly.

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If a monster makes mostly ranged attack, lower its Toughness by 2. If a monster has abilities which allow it to avoid damage, lower its toughness accordingly. Adjusting the numbers: It is possible to adjust the characteristics while retaining the overall balance. First of all, there are certain hard limits to adjustment. If a certain change in characteristics would result in exceeding those limits, it cannot be perfored. Toughness and Damage or save difficulty can be increased no more than by +4, and decreased no more than by -4. Other characteristics can be increased by no more than 4, and decreased by no more than 6.

- Attack vs Damage or Save Difficulty: You can trade damage or save difficulty inflicted by an attack with

Attack bonus on a one-to-one basis, with the maximum change equalling 4. - Defense vs Toughness: You can trade-off Defense bonus for Toughness and the other way round on a one-

to-one basis, with the maximum change equalling 4. - Attack vs Defense: You can trade-off Attack bonus for Defense and the other way round on a one-to-one

basis, with the maximum change equalling 3.

Calculating other characteristics: When you have selected the Challenge Rating and adjusted the numbers to your liking, you can calculate the derived characteristics. First of all, select the type, subtype and size of the monster. Next, you can select its basic Combat Bonus, and on that basis calculate its Dexterity. Finally, you can select Constitution, Strength and special abilities (in D&D terms, traits, extraordinary, supernatural and spell-like abilities). Example abilities CR

Str Dx Con Int

Wis

Cha

Special Abilities

1 2 0 0 -1 0 -1 scent, swim speed, darkvision 60 ft, nightvision

2 3 0 1 -1 0 -1 elemental resistance 4

3 3 0 1 0 0 0 Damage reduction, widened daze

4 4 1 2 0 1 0 regeneration, second sight, blur

5 4 1 2 1 1 1 Invisibility 10 minutes per day, Fast healing,

6 5 2 3 1 2 1 flight, see invisibility at will

7 5 2 3 1 2 1 Blindsense, confusion, elemental immunity, water walk, darkness,

8 6 2 4 2 2 2 spell resistance, earthshaking, immunity to poison&disease,

9 6 3 4 2 3 2 dimension door, paralyzing touch, concealment

10 7 3 5 3 3 3 telepathy, change shape, undead&normal healing

11 7 4 5 3 4 3 lifesense, tongues, elemental strike, gaseous form, Blindsight,

12 8 4 6 3 4 3 Tremorsense, Fear Aura, ghost touch, inaccessible mind, major image, true seeing (limited),

13 8 4 6 4 4 4 Freedom of movement, project image, freedom of movement

14 9 5 7 4 5 4 dispel magic, continuous true seeing, dimensional anchor,

15 9 5 7 5 5 5 dimension door at will, wall of force once per day, incorporeal

16 10 6 8 5 6 5 greater invisibility & lesser restoration-– at will, remove curse – at will, polymorph (self only), raise dead, ¾ caster level spellcasting

17 10 6 8 5 6 5 telekinesis, greater teleport, wall of iron, imprisonment

18 11 6 9 6 6 6 greater invisibility – at will,

19 11 7 9 6 7 6 full caster level spellcasting

20 12 7 10 7 7 7

Selecting special abilities is the crucial part of the design!

Specific special abilities can make the numerical characteristics meaningless. A flying permanently invisible monster with ranged attack will defeat any party not able to see invisible opponents, even if it is very weak in every other

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respect. Conversely, a flying character will defeat a surface-bound monster without ranged attacks, unless it is hidden underground in cramped quarters. In fact, a 1st level, but fast, ranged character (eg a horse-archer) on a featureless plain will eventuall kill any slow monster without ranged attacks, if only he is able to inflict damage on it faster than it can heal. You can even kill a supposedly super-powerful tarrasque (CR 20) in that way, although you will need a whole army of horse archers to inflict more damage than it can regenerate and a Wish to keep it dead.

The best way to establish the special abilities a monster needs is to compare it to other D&D monsters, and to magic items and powers available to characters. The table above contains only some example powers, as a suggestion. Remember that some special powers are specially potent in combination: eg invisiblity or flight and ranged attacks, or incorporeality, invisibility and ranged supernatural powers. You can give flight even to a first level monster, but it must be distinctly weaker physically compared to standard, and in no case can have a ranged attack. You can give incorporeality to monsters starting from 3rd level (characters get their magic swords at that level), but they must be comparably weak. In the table it is included at 15 level, because it can be given at that level to monsters without any changes in physical characteristics (PCs should be able to deal with incorporeal monster at that level).

You must also consider the world in which the monster will operate and the opposition it will meet. Some powers are quite innocuous if the monster passively waits for the characters to appear and then charges or blasts them, but terribly dangerous if used actively. Consider a humble Shadow: it has merely CR 3. According to the description “Shadows lurk in dark places, waiting for living prey to happen by”. However, if even a single shadow will decide to attack (eg when controlled by a spellcaster) it can convert a whole city into shadows in a single night. Since it is incorporeal, it cannot be opposed without magic weapons or spells. The True20 version is even worse, since it is essentially indestructible thanks to its Rejuvenation ability.

For another example, even a relatively low level True20 adept with Mind Touch, Mind Probe, Mind Shaping, Pain, Psychic Blast and Illusion, if he encounters no supernatural opposition, can become a god-emperor of the whole world in about a month - without leaving his home.

Finally, consider the intelligence of the monster. Many opponents have very high intelligence and should be played by Narrator that way, which when combined with their special abilities will make them extraordinarily powerful.

Spellcasting monsters

Spellcasting (adept-like) monsters are constructed somewhat differently. They generally have somewhat weaker physical abilities (as monsters about 3 levels lower). If their attack and defence scores are as weak as that of an Adept, they should have Combat Sense and similar powers. If the defence score is higher than half the standard for their CR, they cannot have Combat Sense.

Size adjustment Old Size New Size Str Dex Con Natural

Armor Combat Toughness

Fine Diminutive — –1 — — –4 +4 Diminutive Tiny +1 –1 — — –2 +2 Tiny Small +2 –1 — — –1 +1 Small Medium +2 –1 +1 — –1 +1 Medium Large +4 –1 +2 +1 –1 +1 Large Huge +4 –1 +2 +2 –1 +1 Huge Gargantuan +4 — +2 +2 –2 +2 Gargantuan Colossal +4 — +2 +3 –4 +4

CR Key ability score 1- 8 4 9- 11 5 12-14

6

15-17 7

18 8 19 9

20 10

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Equipment

All creatures able to use magical items such as rings of protection, must normally either possess such items or Supernatural Armor (otherwise it would be trivial to increase their toughness above appropriate for their CR). Creatures which lack proper magic items are treated as temporarily impaired, similarly to unarmed player characters.


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