Pathways to Adventure

Rules of Cool

Version 0.7.6

Author Jon Horry

Editor Trent N. Ford

TM

Credits

Author and Lead Designer: Jon Horry

Designer: TheTavernTeller

Editor and Graphic Designer: Trent N. Ford

Frequent Playtesters:

On The Author

Jon Horry is an avid gamer and designer who focuses on player agency and supporting Game Masters. He holds a master’s degree in Social Psychology and is in the process of completing a master’s degree in Clinical Mental Health. He has over 3 years of experience as a professional Game Master, having facilitated over 300 in-person TTRPG sessions and over 100 online sessions, and brings over 6 years of TTRPG experience to the table with this ambitious project. His ultimate goal is for Pathways to Adventure to succeed in bringing a fun, approachable, and flexible experience to new players, seasoned adventures, and wise Game Masters alike.

Email: jonhorry@hotmail.com https://discord.gg/qGNredDH7N Discord: swifty2309

On The Designer

TheTavernTeller is a professional Game Master who has extensive experience in creating custom content for Dungeons & Dragons and other TTRPG systems. He is currently working on a new TTRPG system that is in early development and an expansion for D&D 5E2024 system.

Website: https://startplaying.games/gm/thetavernteller Discord: thetavernteller

On The Editor and Graphics Designer

Trent N. Ford is a multifaceted professional with a background in technology, coaching, and creative pursuits. He holds a master’s degree in Computer Science and has extensive experience as a software and web developer. Trent is an expert in personal knowledge management and freelances in creative fields, including writing, graphic design, and art. A tabletop gaming enthusiast, he has also published game supplements for D&D 5e. Trent’s diverse skills allow him to bring a wellrounded perspective to his work and courses, such as WISE RPG (available on Udemy).

Email: thetrentford@gmail.com Website: trentnford.com Discord: drfretnot

License

The rules in this document are available for use under CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/

Adventurer, Cleric, Sorcerer, and Warrior art is copyright © John Latta, used with permission. All rights reserved. These art pieces are also used on the cover.

Pathways to Adventure Dice logo is trademarked for Jon Horry.

Version 0.7.6

Pathways to Adventure

Rules of Cool

Version 0.7.6

Author Jon Horry

Editor Trent N. Ford

Contents

Dice, Success, Fail, and (Dis)Advantage 6

Types of Rolls 7

Aspects and Attributes 8

Character Creation 11

Ancestry 12

Background 15

Class 18

Health Points and Death’s Door 23

Combat 24

Actions & Reaction 25

Activation Methods of Abilities 26

Movement 27

Special Movement 27

Fall 27

Jump 28

Creature Size 29

Climb and Mount 30

Skills 31

Ability Anthology 32

Equipment 45

Equipment Weight and Encumbered 45

Weapons 46

Shields 51

Armor 51

Tools 52

Crafting 53

States 54

Afflictions and Boons 56

Standard Classes 58

Adventurer 59

Cleric 67

Sorcerer 73

Warrior 79

Creature Creation 88

Creature Features 89

Dice, Success, Fail, and (Dis)Advantage

Dice

The magical dopamine-generating tools. We all love them and develop superstitions about how they both bless us with Success and curse us with Fails.

By default, all Rolls in Pathways to Adventure are made with a six-sided die called a d6.

Success

Success is when a Roll turns out in your favor, you Succeed a Roll.

These are always happy outcomes for the player (or Game Master!), who made the Roll.

Fail

Fail is the opposite, it is when you Fail a Roll and the dice turn against you and you get a bad result.

Advantage and Disadvantage

When a Roll is Advantaged, you Roll two dice and take the higher roll.

When a Roll is Disadvantaged, you Roll two dice and take the lower roll.

A Roll can only be either Advantaged or Disadvantaged at a given time, as they cancel each other out if you have both.

Critical Success and Epic Fails

A Roll of 6 is considered a Critical Success, while a 1 is an Epic Fail.

Criticals are spectacularly grand Outcomes that differ based on whether it is a Success or Fail and what type of Roll it was!

Critical Success always Succeeds on a Roll.

Epic Fails always Fail on a Roll.

On a Critical Attack, you simply double the Damage value.

For Attack Spells and Attack Chants, Critical Failures do not expend Mana or Morale. These resources will be discussed in a later section.

Types of Rolls

Attack, Prevention, Challenge

Attack Rolls

Attacks are Damaging Abilities that attempt to harm creatures. To Succeed on an Attack, you roll your d6, add the Base Accuracy of the Attack Ability, and then add your Ability Accuracy. If this value meets or exceeds the creature’s Defense, the Attack Succeeds.

Defense is the combination of a creature’s Dodge Skill, Shield, and Armor.

If an Attack rolls lower than the defending creature’s Defense, the Attack is considered Prevented. Some abilities can even trigger a Reaction off of successfully Preventing an Attack, such as the Riposte Reaction Maneuver when you Prevent a Melee Attack or the Return Fire Reaction Maneuver when you Prevent a Ranged Attack.

Prevention Rolls

Prevention Rolls, the group term for Avoid, Resist, and Endure Rolls, are to prevent bad results. The goal is to Roll high enough to meet or exceed the Potency of the hostile Tactical Ability to either Avoid, Resist, or Endure the harmful result.

For these Rolls, you Avoid Tactical Maneuvers, Resist Tactical Spells, or Endure Tactical Chants based on their Ability’s Potency vs your Roll. The Potency of an Ability is based on the specific Attribute associated with the Ability type.

For example, your Tactical Spells gain higher Potency based on your Acuity Attribute, making them harder for your foes to Resist with their Resist Rolls.

As a general rule, the Game Master will request an Avoid, Resist, or Endure Roll against you when the situation calls for one.

Challenge Rolls

Challenge Rolls use your Skills against a Challenge Rating to determine if you Succeed or Fail, including if it is a Critical Success or Epic Fail. The Game Master can set the Challenge Rating if desired, but in general, a 5 is required for a Moderate challenge, a 10 for a Hard challenge, and a 15 for an Extreme challenge.

Critical Challenge Success cannot ensure the desired outcome for the player, but it should give you “the best result you could realistically hope to achieve ” given what you Attempt. The Game Master will often ask you to Roll a specific Skill for the Challenge, but players can suggest how they might use another Skill of their choice to Attempt the Challenge Roll.

Aspects and Attributes

Aspects are the core of a character’s identity, representing the prowess of their Body, the aptitude of their Mind, and the force of their Spirit.

Aspects provide the base Modifiers that determine a creature’s Attributes and Skills.

The allocation of Aspect Points drastically impacts a character’s overall capabilities and is the cornerstone of creating and developing a character over time as they progress on their adventure. Each Aspect governs three associated Attributes that serve to further refine your character’s potential.

Leveling Up

Leveling up happens when the GM determines that a significant achievement has occurred that serves as a Milestone for your adventure party. Generally, it is recommended that a standard pace campaign level at least once every two sessions.

You gain additional Aspect and Attribute points at specific levels:

Aspect Points: You gain an additional 2 Aspect Points at the 3rd Level and 1 additional point at the 6th and 9th Levels. An Aspect’s total points cannot exceed 5.

Attribute Points: You gain an additional 2 Attribute Points at the 2nd Level, and then 1 Attribute Point each Level after the 2nd. An Attribute total cannot exceed 10.

Body Aspect

The Body Aspect represents the overall capacity of a creature’s physical capabilities and ability to execute Maneuvers. Each point of Body increases the following three Attributes: Physique, Technique, and Endurance.

Physique

The representation of a creature’s physical fitness to endure using increasingly strenuous Maneuvers.

Technique

The representation of a creature’s precise control over their Body and accurate use of Weapons to Execute Attacks when taking the Execute Maneuvers Action.

Endurance

The representation of a creature’s capacity to repeatedly engage in physically demanding tasks. Each point of Endurance grants one additional Stamina.

Mind Aspect

The Mind Aspect represents the overall capacity of a creature’s mental capabilities and strongly influences its ability to cast Spells. Each point of Mind increases the following three Attributes: Intellect, Acuity, and Resilience.

Intellect

The representation of the ability to learn challenging information to cast increasingly powerful Spells safely.

Acuity

The representation of a creature’s sharp wit and ability to rapidly recall and use information.

Resilience

The representation of a creature’s capability to repeatedly engage in mentally demanding tasks.

Spirit Aspect

The Spirit Aspect represents the overall capacity of a creature’s spiritual capabilities and strongly influences its ability to recite Chants. Each point of Spirit increases following three Attributes: Willpower, Attunement, and Resolve.

Willpower

The representation of a creature’s raw force of will and ability to safely recite powerful Chants.

Attunement

The representation of a creature’s skill in resonating with other Creatures and the natural world.

Resolve

The representation of a creature’s capability to engage in spiritually or emotionally demanding tasks.

Character Creation

Character creation in Pathways to Adventure is designed to attempt to be extremely simple as long as you can remember to mind your ABCs: Ancestry, Background, and Class. By choosing each in this order, you can realize almost any character concept you desire. Each has a separate book packed full of options for you to peruse at your leisure, or just dive in with what sounds fun at the surface level if you want to create a character quickly!

Ancestry - Where You Come From

The combination of your character’s physical traits and cultural heritage that define the early years of their life. In terms of character power, this is the least influential part of character creation.

Background - How You Got Here

The Aspects, Attributes, Profession, and Origin Story that make you who you are before your adventure. In terms of character power, this is the most influential part of character creation.

Class - Where You Will Go

The combination of Features and Skills that shape how you will interact with the world going forward. In terms of a character’s playstyle and party role, this is the most important part of character creation.

Ancestry

Many Creatures have an Ancestry, the combination of their unique physiology and cultural influences that help shape who they are and what paths they choose to walk in life from their birth to their experiences leading up to becoming an Adventurer.

Though a character’s Ancestry may be the starting point of their journey in life, it does not define who they are, their potential, or what they decide to strive towards achieving.

Ancestries may have benefits that make them well-suited for specific tasks or roles. Despite this, a Creature’s Ancestry does not affect its Aspects or Attributes.

The following 30 High Fantasy Ancestries are included in Pathways to Adventure!

(Additional Genre Specific Ancestries will be included in future Module releases: Sci-Fi and Modern!)

Player Tip

Ancestry choice is, mechanically speaking, the least influential portion of Character Creation. This is intentionally designed to allow for the freedom to choose any Ancestry that matches your character concept while minimizing concerns about “picking the right one.”

Ancestry Features

Background

Everyone has a story, a past of lived experiences that leaves an impact on who they are today. Your character’s Background determines their most character-defining and mechanically important Aspects.

To begin to form your Background, first decide on how you view your character’s core features, your Aspects, and determine a reason based on your past.

Then select a Profession, what you did to get by to put food on your table before joining the adventuring life.

Lastly, it is highly encouraged to make up a brief Origin Story!

Assign Starting Aspects

Choose between a Primary Aspect or a Generalist of all Three Aspects. This will determine the available Classes you will have access to. As such, you may wish to review the Class section first.

Aspects

Body Aspect

Consider what your Body has endured over the strenuous years of becoming an adventurer. Did you labor in the mines, grow frail in the study halls of arcane knowledge, or perhaps years of fleeing from monsters have left you with a wellspring of Endurance?

Mind Aspect

Consider what your Mind has explored over your formative years before becoming an adventurer. Did you receive a formal education, tutor under a Wizard of some renown, or let your mind wander you left thinking to the experts?

Spirit Aspect

Consider what your Spirit has endured over trials and tribulations before becoming an adventurer. Did you endure emotional damage, were you loved or abandoned as a child, or perhaps have you struggled to keep marching on through the dark times but persevered?

Profession

You had to make money somehow to survive. What was it through trade? Or were you a noble, a farmer, or a thief? Your profession provides Proficiencies and minor benefits for social, crafting, or gathering.

Origin Story

While not required, coming up with a cool, thematic origin story for your character helps to make them more memorable and interesting to introduce to your party. It also gives the Game Master some great plot hook opportunities!

Profession

A Profession is a non-combat trade from your Background. You had to make a living before becoming an adventurer, right?

Your Profession grants a Proficiency and can allow you to Craft Equipment, Harvest Resources, or Interact with special advantages as a Vocation.

Class

After completing your Background, you choose an adventuring Class from among those your character is eligible to adopt based on your Aspect choice. Each Class has a minimum Aspect requirement.

30 Classes can be found in full detail in the accompanying Class Compendium book.

Archetypes

There are four Archetypes of Classes: Core, Generalist, Hybrid, and Expert.

Class-Aspect Examples

Fighters are all martial Classes that use Body stats to primarily Execute Maneuvers with Stamina.

Crusaders would use a combination of the above in addition to using their Spirit to Recite Chants with Morale, as they are the Body + Spirit Hybrids.

Generalists and Experts can be built to favor any one of the three Aspects or an even combination of two or more to create a customized play style to fit you and your party’s needs.

Populous

Shorties

Planar

Scaly

Furry

Grotesque

Changeling

Dwarf

Celestial

Aquan

Beastmen

Gnoll

Elf

Gnome

Chaos

Draken

Felinid

Goblin

Half-Elf

Gremlin

Construct

Kobold

Kitsune

Ogre

Human

Halfling

Elemental

Lizarn

Lupinid

Troll

Morphling

Pixie

Fiend

Tort

Porxsie

Undead

Populous

Size

Type

Proficiencies

Features

Changling

Changes

Changes

Larceny, Perform

Perfectly Mimic other Ancestry Creatures, changing appearance, voice, and size

Elf

Medium

Elf

Perception, Precision

Dark Vision; Gain Arcana and Piety and 3 Abilities

Half-Elf

Medium

Humanoid-Elf

Athletics, Precision

Dark Vision; Gain 2 Proficiencies and 3 Abilities

Human

Medium

Humanoid

Athletics, Balance

Gain Additional Profession; Gain 3 Proficiencies and 3 Abilities

Morphling

Changes

Ooze

Grapple, Stealth

Morph into any Large or Smaller Ancestry creature or Object at will

Shorties

Size

Type

Proficiencies

Features

Dwarf

Medium

Humanoid

Athletics, Intimidation

Gain Smith Profession; +4 Armor

Gnome

Small

Fae

Investigation, Knowledge

Gain Tinkerer Profession; +2 Resist and +2 Endure

Gremlin

Tiny

Fae

Larceny, Stealth

Immune to Grabbed and Pinned States; Gain Hex and it cannot be Resisted

Halfling

Small

Humanoid

Empathy, Stealth

Always Chosen Last for Hostile Actions from Enemy Creatures

Pixie

Tiny

Fae

Perform, Persuasion

+3 Fly; Gain Willow-Wisp and it cannot be Endured

Planar

Size

Type

Proficiencies

Features

Celestial

Small / Medium

Celestial

Empathy, Piety

+2 Fly; Gain Heal-Harm, Revives Recently Dead Creatures, No Cost 3 times per Day

Chaos

Small / Medium

Random

Leadership, Survival

Randomize Appearance and creature type daily; Gain 3 Proficiencies and 3 Abilities

Construct

Small / Medium

Construct

Knowledge, Research

Double Carrying Capacity; Gain +4 Resist, Immune to Mental Effects

Elemental

Small / Medium

Elemental

Balance, Conjure

+1 Fly; Gain Elemental Immunity matching the Element you embody; Gain 3 Abilities

Fiend

Small / Medium

Demon / Devil

Deception, Persuasion

+2 Fly; Fire and Frightened Immune; Gain “Back Away, Now!” and it cannot be Endured

Scaly

Size

Type

Proficiencies

Features

Aquan

Medium

Humanoid

Swim Mastery

Able to provide Water Breathing and +3 Swim to allies for up to 1 hour at a time

Draken

Medium

Draconic

Conjure, Intimidate

+2 Fly; +4 Armor; Gain the Breath Weapon Feature from Dragoon Class at No Cost

Kobald

Small

Draconic

Intimidate, Stealth

+3 Fly; +2 Armor; Gain “Back Away, Now!” and it cannot be Endured

Lizarn

Medium

Reptilian

Intimidate, Swim

+4 Armor; Consume Raw Flesh as if using a HP Potion, rarity improves Heal, no action

Tort

Medium

Reptilian

Intimidate, Swim

+5 Armor, this Armor cannot be bypassed by Armor Ignoring Abilities

Furry

Size

Type

Proficiencies

Features

Beastmen

Medium

Humanoid- Beast

Athletics, Perception

Gain Bestial Communion and it cannot be Endured; Gain 2 Proficiencies and 3 Abilities

Felinid

Medium

Beast

Balance, Perception

Dark Vision, Gain Feather Fall and it has no Cost, Stealth Proficiency, and Hide and Seek

Kitsune

Medium

Beast

Control, Perception

Dark Vision, Gain Enthrall and it has No Cost and cannot be Resisted

Lupinid

Medium

Beast

Grapple, Perception

Gain Spirit of Wolf and it has No Cost; Grant Advantage to allies attacking Grappled foes

Porxsie

Medium

Beast

Empathy, Perception

Gain Gather Profession, Intuition, Knowledge, Persuasion, and 3 Abilities

Grotesque

Size

Type

Proficiencies

Features

Gnoll

Medium

Demon

Intimidation, Perception

Attacks with an Allied Creature near foe become Advantaged

Goblin

Small

Goblinoid

Larceny, Stealth

Dark Vision; Gain Hide and Sneak, Steal, Trick and they have Advantage on Rolls

Ogre

Large

Giant

Athletics, Intimidation

Double Carrying Capacity; Grant Mount Proficiency to allies Mounting you

Troll

Large

Goblinoid

Balance, Conjure

Regenerate 2 HP per Round while not at Death’s Door or Burning

Undead

Any

Undead / Any

Based on Other Ancestry Choice

Breathless; Hungerless; Poison Immune; Healing Harms you, Necrotic heals you

Harvester

Proficiency

Product

Identification

Apothecary

Medicine

Poisons & Potions

Alchemical Ingredients

Arcanist

Arcana

Foci & Relics

Foci & Relics

Bowyer

Precision

Bows/Crossbows & Arrows/Bolts

Bows/Crossbows & Arrows/Bolts

Jeweler

Perception

Jewelry

Gems & Jewelry

Leatherworker

Survival

Leather Equipment

Leather & Hide Quality

Munitioner

Precision

Guns, Grenades, & Ammo

Guns, Grenades, & Ammo

Rancher

Empathy

Raise & Train Non-Ancestry Creatures

Quality & Types of Creatures

Scribe

Research

Spells & Chant Scrolls

Spells & Chant Scrolls

Smith

Athletics

Metal Equipment

Metal Equipment and Ore Quality

Tailor

Precision

Cloth Equipment

Cloths & Fabric Quality

Tinkerer

Knowledge

Tools & Gadgets

Tools, Gadgets, & Constructs

Vocation

Proficiency

Product

Identification

Assassin

Stealth

Dead Ancestry Creatures

Identity of Ancestry Creatures

Bounty Hunter

Intimidation

Captured Ancestry Creatures

Identity of Ancestry Creatures

Forager

Survival

Wild Ingredients

Wild Ingredients

Hunter

Precision

Creature Parts

Creature Parts

Lumberjack

Athletics

Lumber

Trees & Lumber

Miner

Athletics

Ore & Stone

Quality of Ore & Stone

Thief

Larceny

Currency & Valuables

Value of Currency and Valuables

Trapper

Survival

Non-Ancestry Creatures

Quality of Non-Ancestry Creature

Crafter

Proficiency

Product

Identification

Commander

Leadership

Leadership Chants Cost 1 Less Morale

Enemy Tactics

Conservationist

Survival

Nature’s Companion allows for 2 Beasts

Beast Creatures

Dancer

Balance

Dance Maneuvers Cost 1 Less Stamina

Dance Moves

Diplomat

Empathy

Make a Friend Endure Roll is Disadvantaged

Treaties and Politics

Jester

Dodge

Barrel Roll has No Cost

Good & Bad Jokes

Magician

Arcana

Counterspell Resist Roll is Disadvantaged

Spells and Spell Casters

Priest

Piety

Gain Heal/Harm, Revives Recently Dead Creatures

Undead & Fiends

Royal

Persuasion

Considered Neutral or Friendly to Nobility

Pedigree of Ancestry

Singer

Perform

Song Chants Last Additional Round

Singing Quality

Therapist

Empathy

Therapeutic Conversation Has No Cost

Emotional States

Town Crier

Knowledge

Considered Neutral or Friendly to Commoners

Newsworthy Stories

Core Classes

Fighters

Berserker

Rage, Brutality, Ferocity

Required Aspects: 3 Body

A vicious fighter who can Rage to take less damage and obliterate foes with overwhelming furious assaults. While they can run out of Stamina, their explosive damage is unsurpassed.

Monk

Disciplined, Tranquil, Swift

Required Aspects: 3 Body

A precise fighter who is efficient with using its Stamina. They specialize in unarmed strikes to lethal effect, have fastest Run, and use Discipline to attack. Able to Chant Heal.

Rogue

Cunning, Quiet, Lethal

Required Aspects: 3 Body

A tricky fighter who is the the best at using Tools & deceiving foes. Their accuracy is unsurpassed while attacking from Hidden. Able to use Actions by expending Cunning.

Warrior

Surging, Stalwart, Commanding

Required Aspects: 3 Body

A unstoppable fighter who can withstand a tide of attacks and come out unscathed. Refuses to die at Death’s Door by expending Surge to Heal and recover Stamina.

Mages

Enchanter

Control, Enhancing, Charming

Required Aspects: 3 Mind

Unsurpassed at controlling the Mind and Actions of their foes and equally powerful at enhancing their allies’ capabilities. Expends Focus to enhance their Tactical Spells.

Necromancer

Grave, Undeath, Life Stealer

Required Aspects: 3 Mind

Builds & customizes an Abomination minion, transforms their Body into a Lich form, and can expend Grave charges to raise multiple undead: skeletons, zombies, or ghosts.

Sorcerer

Morphic, Adaptable, Unpredictable

Required Aspects: 3 Mind

Specializes in chosen spells which they can Morph to gain multiple new effects. Able to unleash chaotic bursts of spontaneous magic and use select Chants, such as Heal.

Wizard

Power, Knowledge, Mastery

Required Aspects: 3 Mind

Experts at learning a variety of useful Spells and some Chants. Powerful offensive casters. They can expend Power charges to double the damage of their Attack Spells and Chants.

Chanters

Cleric

Divine, Protective, Death’s Bane

Required Aspects: 3 Spirit

A highly durable chanter that is not afraid to fight on the front lines. Experts at using Heal/Harm, they are the best at inflicting harm to Undead and Fiends & reviving the dead.

Disciple

Discipline, Sun & Moon Forms, Peace

Required Aspects: 3 Spirit

A martial healer that mixes expending Stamina & Morale to soothe their allies & harm their foes by alternating between Attack Maneuvers & Attack Chants.

Druid

Creation, Devastation, Restoration

Required Aspects: 3 Spirit

Capable of transforming into customized Beast Forms. Attuned to nature, able to expend Creation charges to improve Heal or deliver devastating Elemental Attack Chants.

Shaman

Spiritual, Bolstering, Debilitating

Required Aspects: 3 Spirit

A martial combatant proficient with spears. Experts at bolstering with spiritual enhancements and debilitating foes with curses. Expends Spiritual charges to apply Barrier.

Generalist Classes

Adventurer

Worst, Class, Ever

Required Aspects: 2 Body/2 Mind/2 Spirit

The class that does it all, just not as well as others. Its a bit of a hot mess in here really, but if you enjoy customization, flexibility, & having more proficiencies than anyone else, you found your home.

Bard

Inspiration, Morale, Song

Required Aspects: 2 Body/2 Mind/2 Spirit

Experts at emboldening their allies with Songs & a versatile list of Abilities, including some Spells. Inspires allies to improve their Rolls or Instantly Chant Heal/Harm from afar.

Mimic

Copy, Create, Consume

Required Aspects: 2 Body/2 Mind/2 Spirit

A lover of all things amorphous, they are masters of mimicry, temporarily copying the abilities of their foes. They can Consume a Grabbed enemy to permanently learn their abilities.

Hybrid Classes

Crusaders

Beastlord

World Spirit, Wild, Warder

Required Aspects: 2 Body/2 Spirit

Masters of communing with the spirit of the world, they fight alongside their bestial attendants called Warders, which they customize as they progress on their spiritual journey.

Paladin

Oath-Sworn, Defender, Smite

Required Aspects: 2 Body/2 Spirit

Knight crusader that is quite durable and capable of Instantly Reciting Heal/Harm with a Lay on Hands. Bane against Fiends & Undead, with an Aura and Revive.

Ranger

Rugged, Roving, Survivalist

Required Aspects: 2 Body/2 Spirit

An expert of wilderness exploration, friend to beasts, and able to harrier foes with a Falcon. Additionally, they can Instantly Recite Heal/Harm and remove Afflictions.

Shadowknight

Oath-Sworn, Aggressive, Shadow Walker

Required Aspects: 2 Body/2 Spirit

Knight crusader that can Instantly Recite Heal/Harm to either enshroud themselves in a shadow shroud on inflict excruciating pain, & has a skeletal squire in service.

Channelers

Bloodmage

Power Hungry, Sanguine, Transfusion

Required Aspects: 2 Body/2 Mind

A grisly mage that uses the vitality of their Stamina & Health Points to empower their magics. Forms Blood Bonds between foes & allies to enhance their spells.

Dragoon

Dragons, Dragons, Dragons

Required Aspects: 2 Body/2 Mind

An armored, glave-wielding combatant who seeks to raise a dragon as their friend. Their Breath Weapon is devastating. Their capability to jump upon and mount foes is unsurpassed.

Spellblade

Swords, Sorcery, Slashing

Required Aspects: 2 Body/2 Mind

A dashing combatant that views slashing & casting as one and the same. Capable of alternating martial & magical attacks to gain White & Black Energy to enhance both.

Warden

Oath-Sworn, Antimagic, Telekinetic

Required Aspects: 2 Body/2 Mind

Knight who are masters of countering magic & turning spells back on their foes. They also excel at enhancing allied magic users & wield staffs to great effect.

Magi

Conjurer

Summoner, Elementals, Armaments

Required Aspects: 2 Mind/2 Spirit

A magi who has mastered the art of bringing forth objects and entities from the ether. They excel at commanding elemental and otherworldly beings as minions.

Elementalist

Fire, Air, Water, Earth

Required Aspects: 2 Mind/2 Spirit

A magi who embodies the elements they control. The Attune to a specific element at a time to gain benefits from their form & modify their attack magics to match their Attunement.

Occultist

Curses, Darkness, Animation

Required Aspects: 2 Mind/2 Spirit

A magi who excels at debilitating foes with long lasting curses, covering the battlefield in darkness, & animating objects to fight for them. Especially formidable atop their flying broom.

Ritualist

Reverence, Ancestors, Binding

Required Aspects: 2 Mind/2 Spirit

A magi who beckons forth spirits of the ancients to heed their call & cast their magics for them. By binding foes in spiritual chains, they can control the battlefield with their spirits.

Expert Classes

Chronomancer

Time, Marches, On

Required Aspects: 2 Body/2 Mind/2 Spirit

Manipulators of time & space, they focus on enhancing allies & debilitating foes, while remaining fairly competent combatants with their weaponry as well, using Barrier to great effect.

Inventor

Constructs, Explosions, Alchemy

Required Aspects: 2 Body/2 Mind/2 Spirit

A mechanical mastermind that creates their own customizable Construct, wields a mighty spanner to thwack foes, & has a penchant for explosive Tools and elixirs.

Sage

Evocation, Exaltation, Explooosion!

Required Aspects: 2 Body/2 Mind/2 Spirit

The ultimate masters of all magic, they have learned to harness High Magic to unleash the strongest magical abilities of all, Evocations. Highly vulnerable while channeling.

Health Points and Death’s Door

Creatures have a number of Health Points that represent the remaining harm they can endure before falling into a critically injured state called Death’s Door. Generally, Huge and larger creatures will have significantly more HP than smaller-sized creatures.

Calculating Health Points

For player characters, their starting health point total at 1st level is equal to a base of 8 + their Class Health Point Bonus. A character gains additional Health Points equal to their Class Health Point Bonus for each level beyond 1st. Please note that Aspect and Attribute points do not impact a creature’s Health Point total.

For example, the Warrior has a Class Health Point Bonus of 12. As such, a 1st level Warrior always has a total of 20 Health Points (8 base + 12 class).

For comparison, 1st level Wizard has a Class Health Point Bonus of 6, and as such only has a total of 14 Health Points (8 base + 6 class).

Death’s Door

While a Creature has 0 Health Points, they are in the Death’s Door state as they struggle to stave off their imminent demise. While in this state, the Creature must make a Death Prevention Roll at the end of their Round or each time they receive additional health point damage.

The dying Creature cannot take any Actions other than the Use Tools Action and has their Run reduced to 2 as they attempt to falteringly stagger to safety.

If a Creature fails its Death Prevention Roll, it immediately Dies.

At base, the required roll to succeed a Death Prevention Roll is a 2 or more on the d6. With each additional roll, the value needed to succeed increases by 1, so you would need to roll a 3 or more on your second Death Prevention Roll to stay alive.

Any source of health point recovery that brings the Creature to 1 health point or more immediately ends the Death’s Door state. Entering the Death’s Door state an additional time during the same combat maintains the Death Prevention Roll value discussed above.

Player Tip

While at Death’s Door, you can still Move a short distance and can Use Items on the Player Round! Having Healing Potions can literally be a lifesaver for deadly encounters and reduces the need for spending precious Morale on healing Chants!

Combat

Pathways to Adventure’s combat is brutal and swift, with each Round representing 10 seconds during combat. Players and Enemies alternate Rounds, with each creature acting simultaneously in their Round.

Initial Round

When Combat officially initiates, often at the Game Master’s discretion or when hostilities break out, each player rolls a 1d6 and adds their Initiative Bonus.

Creatures have an Initiative Bonus equal to the highest of among their Technique, Acuity, or Attunement Attributes.

The GM will roll for initiative and average the Initiative Bonus values of the enemies to determine what the players need to meet or exceed to get to join the Initial Round.

Round

A Round consists of all participating creatures’ actions, either Players (and allied NPC) or Enemies. Once all creatures have completed their actions, the next Round begins. This continues to alternate between the Player Round and the Enemy Round until combat has concluded.

Rarely, Rounds may also be used to handle time-sensitive, high-stakes moments, such as preparing for an assault or fleeing from a hazardous situation.

Actions & Reaction

Actions

Creatures Use a Single Action Per Round unless otherwise stated by a Feature, Boon, Affliction, or State. Below is the exhaustive list of all 6 Actions (+2 highly situational) in Pathways to Adventure:

Execute Maneuvers

Execute Up To Two Attack Maneuvers and Any Number of Tactical Maneuvers, such as Executing the Trip Tactical Maneuver and the Precise Strike and Flurry Attack Maneuvers.

Cast Spells

Cast a Single Spell, such as Casting the Arcane Bolt Spell, and it Takes Effect Immediately.

Recite Chants

Recite a Single Chant for 1 Round, such as Reciting the Heal/Harm Chant, and it Takes Effect Next Round.

Evoke Evocations

(Limited to Classes with the High Magic Feature)

Evoke a Single Evocation for 2 Rounds, such as Evoking the Reconstitute/Obliterate Evocation, and it Takes Effect After 2 Rounds.

Use Tools

Use Tools, such as Healing Potions, from your Backpack or the Environment.

Defend

Enter either the Dodging State or Blocking State to improve Defense and prevent receiving Critical Hit bonus damage.

Recovery

Recover for 1 Round to Recover All Stamina and Half Mana Upon Completion.

Channel

(Limited to Classes with the Channeler Feature)

Enter Channeling State 2 Rounds, Recover All Stamina, All Mana, All Morale Upon Completion

Reaction

Creatures May Use a Single Reaction Per Round, unless otherwise stated by a Feature, Boon, Affliction, or State.

Reaction Abilities are Used in response to Triggers, and cannot be Used as an Action, unless otherwise stated by a Feature, Boon, Affliction, or State.

A creature regains the use of its Reaction at the start of its Round.

Activation Methods of Abilities

Ability Activation Methods in Pathways To Adventure are categorized into three types of Actions: Execute, Cast, and Recite activation methods for Maneuvers, Spells, and Chants type Abilities.

Free Action Abilities and Reaction Abilities fall outside of the three previously mentioned Actions.

Execute Maneuvers

Executing Maneuvers to use physical Actions with your Body. You can Execute Attack Maneuvers against a Creature’s Defense to attempt to Damage a Creature with Martial Weapons, Execute Tactical Maneuvers against a Creature’s Avoid Roll to inflict a negative outcome, or use Skill Maneuvers to benefit yourself or others.

Cast Spells

Casting Spells to use magical Actions with your Mind. You can Cast Attack Spells against a Creature’s Defense to attempt to Damage a Creature with Focus Weapons, Cast Tactical Spells against a Creature’s Resist Roll to inflict a negative outcome, or use Skill Spells to Enhance Allied Creatures or produce effects on the battlefield.

Many powerful Spells require Concentration to maintain their effects. Incoming Attacks that Hit will require a Resist Concentration Roll of at least 5 to successfully continue Concentrating on the Spell.

Recite Chants

Recite Chants to use mystical Actions with your Spirit. You can Recite Attack Chants against a Creature’s Defense to attempt to Damage a Creature with Relic Weapons, Recite Tactical Chants against a Creature’s Endure Roll to inflict a negative outcome, or use Skill Chants to Enhance Allied Creatures.

Reciting a Chant requires an entire Round, and the Chant takes effect on the next Round. Incoming Attacks that Hit will require an Endure Concentration Roll of at least 5 to successfully continue Reciting the Chant.

Free Action Abilities

Free Action Abilities are used outside of the above three Action types, once per Round for each Ability.

Reaction Abilities

Reaction Abilities are used in response to Trigger events, often during the enemy’s Round, and as such are used outside of the above three Actions. You have one Reaction per Round.

Movement

Most Creatures can traverse the world by using their Run movement, which represents how far a Creature may move on its Round. By default, one Space represents 5 Feet if playing on a Grid.

A Creature with the standard baseline of 6 Run may horizontally traverse up to 6 Spaces (30 Feet) on its Round. All movement may be broken up in between any actions on a creature’s Round.

Creatures may restore all of their Run by using the Sprint Free

Special Movement

There are four special Modes of movement: Climb, Swim, Fly, and Burrow.

Climb

Creatures with Climb may use their Climb in any direction on vertical surfaces, including the Flank of Creatures.

Creatures may restore all of their Climb by using the Scramble Free Action, which may be used once per Round independent of any Action.

Creatures may not Climb without Climb Movement. Snared Creatures cannot Climb.

Swim

Creatures with Swim may use their Swim movement in any direction in liquids.

Creatures may restore all of their Swim by using the Swift Swim Free Action, which may be used once per Round independent of any Action.

Creatures may not Swim without Swim Movement. Snared Creatures cannot Swim.

Fly

Creatures with Fly may use their Fly to ascend in the air and Enter the Airborne State.

Creatures may restore all of their Fly by using the Gain Altitude Free Action, which may be used once per Round independent of any Action.

Creatures may not Fly without Fly Movement. Snared Creatures cannot Fly.

Airborne Creatures enter the Fall State if forced out of the Airborne State.

Burrow

Creatures with Burrow may use their Burrow in any direction in the Ground.

Creatures may restore all of their Burrow by using the Rushed Burrowing Free Action, which may be used once per Round independent of any Action.

Creatures may not Burrow without Burrow Movement. Snared Creatures cannot Burrow.

Creatures that end their Burrow Movement Underground enter the Full Cover State and as such cannot be affected by most Abilities.

Fall

Fall State forces a Creature to plummet toward the Surface below to receive Fall Damage.

Fall Damage equals 3 Bludgeoning Damage per 1 Square (5ft) of Distance.

Jump

Jump Height

Expend 1 Stamina to perform a High Jump to Vertically Move a Distance equal to your Jump Height.

Jump Height is calculated as:

(2 x Physique) / 5, rounded to the nearest 5.

You can perform Abilities at any point during your High Jump.

As such, a character with 2 Physique would have 1 Jump Height.

They can High Jump 1 Squares for 1 Stamina point.

Leap Distance

Expend 1 Stamina to perform a Leap to Horizontally Move a Distance equal to your Jump Distance. Performing a Leap requires a Creature to Run at least 1 Square (5 feet) before Leaping.

Leap Distance is calculated as:

(3 x Physique) / 5, rounded to the nearest 5.

You can perform Abilities at any point during your Leap.

As such, a character with 3 Physique has 2 Leap Distance.

They can Leap 2 Squares (10 Feet) for 1 Stamina point after running at least 1 Square.

Player Tip

To keep things extra simple, note your Leap Distance and Jump Height on your Character Sheet! You will only ever need to adjust this value if your Athletics Skill Increases.

Creature Size

Creatures have a Size category that determines the physical space they take up in the world and on a grid if using one. Depending on the Size, some Creatures may even be able to exist in the same Space: A creature two sizes smaller than another creature may exist within the same space.

Tiny

Small

Medium

Large

Huge

Gargantuan

Climb and Mount

Climbing on Creatures is possible, provided you have Climb movement. You simply spend 1 Climb Movement per Square (5ft) of their Height. You can Cling to the Flank of a Creature if you end your Climb Movement on their side.

Alternatively, you can position yourself on top of the Creature to enter the Mounting State. A Creature who has another Creature on top of them is considered in the Mounted State.

Mount Creatures

When Mounting a creature, you can use your Mount Proficiency abilities to attempt to control the creature’s Movement on your Round with the Lead Tactical Maneuver. For Friendly creatures, this Maneuver always succeeds, but for Hostile creatures, this Maneuver is Disadvantaged.

Alternatively, you can Cling to the side of a Creature if you wish to attack their Flank. This can be a very risky, but awesome, way of staying in melee range of Creatures that can Fly, like dragons and griffins, but be careful of Falling off!

Some Creatures have vulnerable Weak Spots on their body that can guarantee Critical Hits if successfully Attacked! Proficiency in Knowledge, Survival, or Perception can help identify Weak Points, and your Game Master will tell you about them.

Skills

Skills represent a measure of how awesome or mundane you are at performing a range of tasks. Each of the 30 Skills falls under one of the three Aspects.

Every Skill in Pathways to Adventure has at least one, if not multiple, dedicated Abilities that a player may use as they wish without having to rely on the Game Master’s discretion.

The full list of Abilities that use Skills is found in the Ability Anthology section.

Proficiency

Proficiency improves the Skill by Double its base value from its governing Aspect. You gain Proficiency in specific Skills by default based on a combination of your Ancestry, Profession, and Class choices.

Mastery

Gaining an additional Proficiency in a Skill you are already Proficient in improves the Skill to Mastery, which improves the Skill by Triple its base value of the Aspect.

Body

Mind

Spirit

Athletic

Arcana

Commune

Balance

Control

Conjure

Climb

Focus

Deception

Dodge

Knowledge

Empathy

Grapple

Medicine

Intimidation

Larceny

Intuition

Leadership

Precision

Investigate

Perform

Mount

Perceive

Persuasion

Stealth

Research

Piety

Swim

Summon

Survival

Ability Anthology

There are over 200 Abilities in Pathways to Adventure, sectioned into 20 Abilities per Category. An Ability can be categorized as an Attack, Skill, or Tactical Effect in the Maneuver, Spell, or Chant Activation Methods. Additionally, there are Free Action and Reaction Abilities in addition to the above.

For example, using one of the 20 Martial Attack Maneuvers would use a Melee Weapon to Execute a specific Attack against a foe’s Defense, Inflicting Weapon Damage on Success.

Proficiency and Learning Abilities

Proficiency in a Skill is required to be able to Know its associated Abilities. You may Know a number of abilities limited by your Technique for Maneuvers, Acuity for Spells, and Attunement for Chants.

All Free Actions and Reactions are always Known if you have the required Skill Proficiency and do not take up Known ability limits.

Power Tiers and Ability Cost

The Power Tier of an Ability is equal to its resource Cost. Your Physique, Intellect, or Willpower must equal Twice the Cost of the Ability to be able to Use the Ability. As such, investing in Physique, Intellect, and Willpower enables a creature to learn increasingly powerful and costly Abilities:

For example, a Creature with 3 Physique would only be able to Execute Tier 1 Power Maneuvers that Cost 1 Endurance.

Alternatively, a Creature with 4 Physique could Execute Tier 2 Power Maneuvers that Cost 2 Endurance.

Attacks and Accuracy

Attack abilities have a base Accuracy modifier of either +0, +5, or +10, with the majority of Attacks having +5 as the standard Accuracy value.

Ranged Attacks

The GM may adjudicate that a creature is hidden behind Cover. A creature in Full Cover cannot be hit by most Ranged Attacks, while a creature in Partial Cover gains +5 Defense against most Ranged Attacks.

Tactics and Potency

Potency is the difficulty of Preventing your Tactical Abilities. Enemies make a specific Prevention Roll and must meet or exceed your Potency value to successfully Prevent the negative Tactical Ability.

Potency equals a base of 3 + Technique for Maneuvers, Acuity for Spells, or Attunement for Chants.

Free Action Ability

Proficiency

Effect

Cost

Gain Altitude

Athletics

Gain double Fly this Round

1 Stamina

Rushed Burrowing

Athletics

Gain double Burrow this Round

1 Stamina

Sprint

Athletics

Gain double Run this Round

1 Stamina

Kip-Up

Balance

Exit Prone State at no Cost

No Cost

Safe Fall

Balance

Prevent up to 4 Range of Falling Damage at no Cost

No Cost

Climb On

Climb

Climb the Flank of a Creature At Least One Size Larger

1 Stamina

Scramble

Climb

Gain double Climb this Round

1 Stamina

Disengage

Dodge

Prevent Triggering Punishing Strike Attack Reaction

1 Stamina

Shake Off

General

Attempt to exit Grabbed, Pinned, Mounted States and Burning, Immobilized, Snared Afflictions

2 Stamina

Locate Clues

Investigate

Attempt to Locate Clues with a Skill Challenge

No Cost

Identify Creature

Knowledge

Identify a creature to recall the creature’s HP, Defense, Weak Spots, Resistances, Vulnerabilities, and Movement types that you could have learned

1 Mana

Recall

Knowledge

Ask GM to remind you of knowledge you have previously learned or would likely know

No Cost

Pick Lock

Larceny

Attempt to Pick a Lock with a Skill Challenge

No Cost

Diagnose

Medicine

Attempt to Identify medical issues of a creature with a Skill Challenge

1 Mana

Triage

Medicine

Cures Poisoned and Hemorrhage Afflictions and Silence and Blind Afflictions caused by Maneuvers

1 Stamina

Lead Mount

Mount

Enter Leading State While In Mounted State On Creature

1 Stamina

Ride Mount

Mount

Force Mounted State on Creature At Least One Size Larger

1 Stamina

Search

Perception

Attempt to Locate hidden creatures or objects with a Skill Challenge

1 Mana

Disarm Trap

Precision

Attempt to Disarm a Trap with a Skill Challenge

2 Stamina

Engage

Precision

Prevent Triggering Intercepting Strike Attack Reaction

1 Stamina

Consult Notes

Research

Quickly consult notes taken during the campaign, with GM’s assistance

1 Mana

Identify Object

Research

Identify the properties of an object, but may take several uses for rare items

1 Mana

Study Creature

Survival

Observe and learn an unknown creature’s Health Points, Defense, Weak Spots, Resistances, Vulnerabilities, and Movement types after 1 Round

1 Morale

Hide and Sneak

Stealth

Enter Hidden State as a Challenge Roll (GM Will Set Challenge Rating)

1 Stamina

Swift Swim

Swim

Gain double Swim this Round

1 Stamina

Free Action Abilities

The following Abilities can be used each Once per Round independently from any Actions.

Martial Attack Maneuvers

Maneuver

Proficiency

Accuracy

Damage

Effect

Cost

Bash

Athletics

+5

Physique + 3

Defense of Shield as Damage, Force Concentration Prevention Roll

2 Stamina

Dragon Punch

Athletics

+0

2 x Physique + 15

Ignore Damage Resistance, Unarmed Strike

3 Stamina

Evasive Strike

Athletics

+5

Physique + 6

Leap Backwards Long Jump Distance

1 Stamina

Flurry

Athletics

+0

Physique + 3 Each

Execute 3 Attacks

2 Stamina

Flying Kick

Athletics

+5

2 x Physique + 15

Execute a Long Jump from 3 Range Force Prone, Unarmed Strike

3 Stamina

Helmsplitter

Athletics

+5

2 x Physique + 9

Ignores Armor, Requires 2-Hand Wielded Weapon

2 Stamina

Leap Strike

Athletics

+5

Physique + 9

Execute a Long Jump from 3 Range

1 Stamina

Overwhelm

Athletics

+0

2 x Physique + 15

Requires 2-Hand Wielded Weapon Ignores Damage Resistance

3 Stamina

Plunging Strike

Athletics

+5

2 x Physique + 12

Requires Falling 2 Range From Above Before Hitting

2 Stamina

Power Cleave

Athletics

+5

2 x Physique + 12

1 Range Adjacent 3 Squares Requires Two Hand or Dual Wield

3 Stamina

Bladedance

Balance

+5

Physique + 6

Hits 3 Creatures in 3 Range, Does Not Expend Movement

2 Stamina

Feint Attack

Deception

+10

Physique + 3

Enter Hidden State

1 Stamina

Backstab

Precision

+5

Physique + 6

Damage Doubled if Behind or Hidden Requires Piercing Weapon

2 Stamina

Bladestorm

Precision

+5

Physique + 9

Hit Creatures within 1 Radius of Self Requires Slashing Weapon

2 Stamina

Crushing Wave

Precision

+5

Physique + 6

Ignores Armor, Unarmed Strike

2 Stamina

Cutthroat

Precision

+5

Physique + 3

Hemorrhage & Silence Afflictions 6 Rounds, Removed if Healed

2 Stamina

Dualstrike

Precision

+5

2 x Physique + 9

Ignores Dodge, Requires Dual Wield Weapons

2 Stamina

Execute

Precision

+5

Physique + 6

Double Damage vs Bloodied, Lethal if foe enters Death’s Door

2 Stamina

Precise Strike

Precision

+10

Physique + 6

Ignores Benefits of Defend Action and Shield

1 Stamina

Sweeping Kick

Precision

+5

Physique + 6

1 Range Adjacent 3 Squares Force Prone State, Unarmed Strike

2 Stamina

Maneuver

Proficiency

Accuracy

Damage

Effect

Cost

Evasive Shot

Athletics

+5

Physique + 6

Leap Backwards Jump Distance 6 Range

1 Stamina

Fulldraw

Athletics

+0

2 x Physique +15

Requires Bow Weapon 20 Range

3 Stamina

Jump Shot

Athletics

+5

Physique + 6

Execute a High Jump Then Shoot 12 Range

1 Stamina

Leaping Shot

Athletics

+5

Physique +6

Execute a Long Jump Then Shoot 6 Range

1 Stamina

Swift Shot

Athletics

+5

Physique +6

Execute Dash Free Action

2 Stamina

Trueshot

Athletics

+5

Physique + 9

Ignores Armor, Requires 2 Hand Wielded Weapon, 12 Range

2 Stamina

Aimed Shot

Precision

+10

Physique + 6

Ignores Benefits of Defend Action and Shield, 12 Range

1 Stamina

Arching Shot

Precision

+5

Physique + 6

Ignores Cover if an arching line could reach the creature, 12 Range

1 Stamina

Barrage

Precision

+0

Physique + 3 Each

Execute 3 Attacks, 12 Range

2 Stamina

Disarming Shot

Precision

+5

Physique + 3

Disarm a Weapon Wielded by Creature, 12 Range

2 Stamina

Ensnaring Shot

Precision

+5

Physique + 3

Inflicts the Snare Affliction, 3 Rounds 12 Range

1 Stamina

Headshot

Precision

+0

2 x Physique +12

Lethal if foe enters Death’s Door, 12 Range

3 Stamina

Payload Shot

Precision

+5

Physique + 3

Knock Back 2 Range & Force Prone, 12 Range

2 Stamina

Puncture

Precision

+5

Physique + 3

Inflicts Hemorrhage Affliction, 3 Rounds, 12 Range

1 Stamina

Ricochet

Precision

+5

Physique +6

Hits 3 Creatures in 3 Range, 6 Range, Thrown Ricochet Weapons Only

2 Stamina

Snipe

Precision

+10

Physique + 9

Ignores Partial Cover, 20 Range

2 Stamina

Spread Shot

Precision

+0

Physique + 6

6 Range Cone, No Reload Weapons

2 Stamina

Vantage Shot

Precision

+5

2 x Physique +12

Requires 2 Range Above Foe, 20 Range

2 Stamina

Volley

Precision

+5

Physique + 6

3 Range Radius At Location, No Reload Weapons, 12 Range

2 Stamina

Whirlwind of Blades

Precision

+5

Physique + 6

Hit Creatures 3 Radius Around Self Only Thrown Weapons

2 Stamina

Projectile Attack Maneuvers

Maneuver

Proficiency

Effect

Cost

Headbutt

Athletics

Forced Dazed State on user and creature, 1 Round

2 Stamina

Kick

Athletics

Force Prone State, Push 1 Range Away

1 Stamina

Push

Athletics

Push 2 Range Away

1 Stamina

Tackle

Athletics

Move 3 Range Then Force Pinned State and Force Concentration Prevention Roll

3 Stamina

Charming Courante

Balance

Enter Dancing State for 1 Round, Cause A Creature to Avoid or Be Charmed for 1 Round, 6 Range

4 Stamina

Disruptive Dance

Balance

Enter Dancing State for 1 Round, Cause Choice Creatures To Make Disadvantaged Concentration Prevention Roll, 6 Range

2 Stamina

Frightening Fandango

Balance

Enter Dancing State for 1 Round, Cause Choice Creatures to Avoid or Be Frightened for 1 Round, 6 Range

3 Stamina

Seductive Samba

Balance

Enter Dancing State for 1 Round, Force Unconscious on Choice Creatures Within 6 Range, Exit State If Damaged or After 1 Round

4 Stamina

War Dance

Balance

Enter Dancing State, Cause Choice Creatures Be Challenged, 6 Range, 1 Round

2 Stamina

Choke Out

Grapple

Force Unconscious State vs Pinned Creature

1 Stamina

Grab

Grapple

Force Grabbed State vs Creature

1 Stamina

Pin

Grapple

Force Pinned State vs Grabbed or Prone State Creature

1 Stamina

Throw

Grapple

Push a Grabbed State Creature 2 Range Away and Force Prone State

2 Stamina

Disarm

Larceny

Force Avoid Roll or Disarm a Weapon Wielded by Creature, 1 Range

2 Stamina

Steal

Larceny

Steal Tools of Creature

1 Stamina

Trick

Larceny

Force Facing State on Creatures to Location 1 Round, 3 Radius, 3 Range

1 Stamina

Gouge Eyes

Precision

Force Blind for 1 Round On A Creature Within 1 Range

1 Stamina

Slap

Precision

Force Concentration Prevention Roll, Disadvantaged

1 Stamina

Trip

Precision

Force Prone State, Avoid Roll Disadvantaged if Behind Creature

1 Stamina

Drown

Swim

Force Unconscious State vs Swimming Air Breathing Creature

2 Stamina

Tactical Maneuvers

Maneuver

Proficiency

Effect

Cost

Bunker Down

Athletics

Enter Block State

2 Stamina

Commando Crawl

Athletics

Maintain Prone State While Moving With Run

1 Stamina

Deadlift

Athletics

Double Carrying Capacity, 1 Round

2 Stamina

Power Leap

Athletics

Triple Jump Height and Length, 1 Round

2 Stamina

Triathlon

Athletics

Double Run, Swim, Climb, Flight, and Burrow Movement, 1 Round

3 Stamina

Chanter's Cachucha

Balance

Enter Dancing State, Creatures of Choice Other than Self Within 6 Range Recover 1 Morale, 1 Round

4 Stamina

Dashing Dance

Balance

Enter Dancing State, Inspire All Creatures of Choice Within 6 Range To Receive The Charge Boon, 1 Round

2 Stamina

Distracting Dance

Balance

Enter Dancing State, 1 Round

1 Stamina

Fighter’s Fandango

Balance

Enter Dancing State for 1 Round, Creatures of Choice Other than Self Within 6 Range Recover 4 Stamina

2 Stamina

Lion’s Dance

Balance

Enter Dancing State for 1 Round, Grant Creatures of Choice Other than Self Within 6 Range the Empower Boon

3 Stamina

Mage’s Mamba

Balance

Enter Dancing State for 1 Round, Creatures of Choice Other than Self Within 6 Range Recover 1 Mana

3 Stamina

Turtle’s Dance

Balance

Enter Dancing State for 1 Round, Inspire All Creatures of Choice Within 6 Range To Take Defense Action and gain Bolstered Boon

3 Stamina

Parkour

Climb

Double Climb, Jump at no Cost, Climb at no Cost No Fall Damage for 4 Range

2 Stamina

Bob and Weave

Dodge

Enter Dodge State

2 Stamina

Evasion

Dodge

Incoming Attacks Disadvantaged, 1 Round

1 Stamina

Disguise

Larceny

Assist Willing Creature or Self Enter Disguised State

1 Stamina

Trap Dancer

Larceny

Avoid Surface Hazards and Traps for 1 Round

1 Stamina

Careful Aim

Precision

Gain Advantage on the next Attack this Round

1 Stamina

Deadly Aim

Precision

Score a Critical Hit on a roll of 5 or 6 on the next Attack

2 Stamina

Shadow Strike

Stealth

While Hidden, the next attack ignores Dodge

1 Stamina

Skill Maneuvers

Attack Spells

Spell

Proficiency

Accuracy

Damage

Effect

Cost

Arcane Barrage

Arcane

+10

Intellect + 6 Arcane Each

Cast Arcane Bolt 3 Times, 20 Range

1 Mana

Arcane Bolt

Arcane

+10

Intellect + 6 Arcane

20 Range

1 Stamina

Arcane Eruption

Arcane

+5

2 x Intellect + 24 Arcane

4 Radius Location, 20 Range

2 Mana

Arcane Beam

Arcane

+10

2 x Intellect + 24 Arcane

Self Location, 3 Wide by 20 Length Range Beam

2 Mana

Arcane Wave

Arcane

+10

2 x Intellect + 15 Arcane

Self Location, 3 Range Cone

1 Mana

Disintegrate

Arcane

+0

6 x Intellect + 36 Force

Lethal, Destroys Corpse, 12 Range

3 Mana

Manaburst

Arcane

+0

9 x Intellect +54 Irresistible

Additional 3 Stamina Cost Melee Range

4 Mana

Manastrike

Arcane

+5

3 x Intellect + 21 Irresistible

Additional 1 Stamina Cost Melee Range

1 Mana

Mind Blast

Control

+10

1 Mana Damage

Concentration Resist Disadvantage, 12 Range

1 Mana

Acid Rain

Summon

+10

Intellect + 12 Toxic / Round

Concentration: 4 Radius Location Relocate each Round, 12 Range

1 Mana

Armament Strike

Summon

+10

Intellect + 9 Physical

Create a Martial Weapon to Attack Melee Range

1 Stamina

Bone Storm

Summon

+10

Intellect + 15 Physical / Round

Concentration: 2 Radius Location, 12 Range

2 Mana

Crown of Stars

Summon

+10

Intellect + 6 Arcane

Concentration: Summon 7 Stars Consume Star, Cast Arcane Barrage

3 Mana

Daggerfall

Summon

+10

Intellect + 15 Piercing

3 Radius Location, 12 Range

1 Mana

Envenomate

Summon

+5

2 x Intellect + 12 Toxic / Round

Concentration, 12 Range

1 Mana

Flurry of Arms

Summon

+10

Intellect + 9 Physical Each

Cast Armament Strike 3 Times, Melee Range

1 Mana

Occult Barrage

Summon

+10

Intellect + 6 Occult Each

Cast Occult Bolt 3 Times, 20 Range

1 Mana

Occult Bolt

Summon

+10

Intellect + 6 Occult

20 Range

1 Stamina

Siphon Life

Summon

+10

2x Intellect +15

Recover HP Equal to Damage Dealt to a Creature in 12 Range, 12 Range

1 Mana

Storm of Blades

Summon

+10

3 x Intellect + 21 Slashing / Round

Concentration: 1 Radius Location, 12 Range

2 Mana

Spell

Proficiency

Effect

Cost

Arcane Bindings

Arcana

Inflict Immobilize Affliction, breaks on damage, 6 Rounds, 12 Range

1 Mana

Arcane Chains

Arcana

Inflict Snare Affliction, 6 Rounds, 12 Range

2 Mana

Dispel

Arcana

Destroy a Persistent Magical Effect or Dispel a Creature’s Boons, 1 Range

1 Mana

Hex

Arcana

Inflict Blind, Vulnerable, Silenced, or Weakened Afflictions, 3 Rounds, 12 Range

2 Mana

Polymorph

Arcana

Concentration: Curse Creature Into a Tiny Beast Form, Effect Fades If Damaged, 60 Rounds,12 Range

2 Mana

Temporal Stasis

Arcana

Concentration: Inflict Stop Affliction, Requires Channeling to maintain Concentration, Range 12

3 Mana

Time Dilation

Arcana

Concentration: Either Inflict Slow Affliction or Enchant Haste Boon on Creature, 6 Rounds, 12 Range

2 Mana

Charm

Control

Concentration: Force Controlled State, 60 Rounds, 12 Range

2 Mana

Compel

Control

Force Creature to Move Toward Location, 12 Range

1 Mana

Direct

Control

Force Creature to Immediately Use an Action of your Choice, 12 Range

1 Mana

Enthrall

Control

Force Unconscious & Facing States, Exits States Upon Receiving Damage or 6 Rounds, 12 Range

1 Mana

Sleep

Control

Force Sleep State on Single Creature, 60 Rounds, Cast Silently, 12 Range

1 Mana

Telekinesis

Control

Concentration: Use Action each Round to Push or Lift an Object 6 Range, 12 Range

2 Mana

Mind Invasion

Intuition

Concentration: Allows Creature to Locate Sentient Creatures & Read Thoughts, 6 Radius, 6 Rounds

1 Mana

Banish

Summon

Concentration: Teleport To Pocket Dimension, 60 Rounds, 12 Range

3 Mana

Illusionary Terror

Summon

Inflict Frightened Affliction From Illusion’s Location, 3 Hits Dispels Illusion, 3 Radius 6 Rounds, 12 Range

2 Mana

Illusionary Challenger

Summon

Force Challenged State Towards Illusion, 3 Hits Dispel Illusion, 3 Radius, 6 Rounds, 12 Range

1 Mana

Illusionary Dragon

Summon

Inflict Frightened Affliction & Force Challenged State, 10 Hits Dispel Illusion,12 Radius, 6 Rounds, 12 Range

4 Mana

Illusionary Prison

Summon

Force Unconscious & Facing States, 5 Hits Dispels Illusion, 3 Radius, 6 Rounds, 12 Range

3 Mana

Spatial Translation

Summon

Teleport Creature to Location Within 12 Range, 12 Range

1 Mana

Tactical Spells

Skill Spells

Spell

Proficiency

Effect

Cost

Gravity

Arcana

Concentration: Continually Inflicts Snare on Creatures in Area, 60 Rounds, 4 Radius, 12 Range

1 Mana

Invisibility

Arcana

Creature Enters Invisible State, 60 Rounds, 1 Range

1 Mana

Light & Darkness

Arcana

Concentration: Area becomes Bright Light or Total Darkness, up to 4 Radius, 60 Rounds, 12 Range

1 Mana

Rune of Accuracy

Arcana

Concentration: Enchant Creature with Advantage on Attacks, 6 Rounds, 12 Range

2 Mana

Rune of Power

Arcana

Concentration: Enchant Creature with Empower Boon, 6 Rounds, 12 Range

2 Mana

Rune of Shelter

Arcana

Concentration: Enchant Creature With Resistance to All Damage, 6 Rounds, 12 Range

2 Mana

Silence

Arcana

Concentration: Creatures Silenced & Sounds Muted In Area, up to 4 Radius, 60 Rounds, 12 Range

1 Mana

Levitate

Control

Concentration: Willing Creature or Object Enters Levitation State, 60 Rounds, 12 Range

1 Mana

Clarity of Thought

Intuition

Enchant Creature to Recover 1 Mana Per Round 6 Rounds, Range 12

3 Mana

Instinctive Prediction

Intuition

Concentration: Bestow Enchantment Causing Incoming Attacks Disadvantaged, 6 Rounds, 12 Range

1 Mana

Mana Infusion

Intuition

Grant Creature 2 Mana, 12 Range

2 Mana

Mana Shell

Intuition

Concentration: Enchant Creature to Prevent Attacks by Expending 1 of Your Mana, 6 Rounds, 12 Range

1 Mana

Telepathy

Intuition

Concentration: Creatures Gain Ability to Communicate Telepathically, 60 Rounds, 20 Range

1 Mana

Animated Weapons

Summon

Concentration: Animate a Non-Magical Weapon, 60 Rounds, Limit of 1, See GM for Statistics

1 Mana

Call of the Hero

Summon

Summon a Willing Creature to Your Location, But The Creature Must Be On The Same Plane of Existence

4 Mana

Force Construct

Summon

Concentration: Erect Wall up to 20 Units Long/10 Units High or Dome up to 4 Radius, 12 Range

2 Mana

Gate

Summon

Choice of Setting a Bind Point or Teleporting to an Existing Bind Point, Self Only

3 Mana

Illusionary Disguise

Summon

Change the appearance of a creature with the same number of limbs & same size, 60 Rounds, 1 Range

1 Mana

Phantasm

Summon

Concentration: Summon Phantasmal Archer, Berserker, or Mount, See GM for Statistics

2 Mana

Phantasmal Armor

Summon

Create Phantasmal Armor on Creature, increasing their Armor to 10 (max), 6 Rounds, 12 Range

1 Mana

Attack Chants

Chant

Proficiency

Accuracy

Damage

Effect

Cost

Calamitous Conduit

Conjure

+5

3 x Willpower + 36 Elemental

3 Rounds, 6 Radius, Self Range

3 Morale

Call Lightning

Conjure

+10

3 x Willpower +27 Lightning

Conjure a Storm Cloud, 6 Rounds, Recite Action to Strike

2 Morale

Elemental Barrage

Conjure

+10

Willpower + 9 Elemental

Recite Elemental Bolt 3 Times, 20 Range

1 Morale

Elemental Bolt

Conjure

+10

Willpower + 9 Elemental

20 Range

1 Stamina

Elemental Eruption

Conjure

+5

2 x Willpower + 36 Elemental

4 Radius, 20 Range

2 Morale

Elemental Rain

Conjure

+10

2 x Willpower + 30 Elemental/Round

3 Rounds, 4 Radius, 20 Range

3 Morale

Elemental Strike

Conjure

+10

Phys + Will +12 Elemental

Deal Damage to Creatures Within 1 Radius of Hit Creature

2 Stamina

“Admit Defeat!”

Intimidation

+10

1 Morale Damage

Recite Instantly, 12 Range

1 Morale

Clamorous Cacophony

Perform

+5

3 x Willpower + 36 Thunder

3 Rounds, 6 Radius, Breaks Concentration, Self Range

3 Morale

Sonic Boom

Perform

+5

2 x Willpower + 33 Thunder

4 Radius, Concentration Disadvantaged, 20 Range

2 Morale

Sonic Shriek

Perform

+10

Willpower + 9 Thunder

20 Range

1 Stamina

Sonic Sonnet

Perform

+10

Willpower + 9 Thunder Each

Recite Sonic Shriek 3 Times

1 Morale

Sonic Strike

Perform

+10

Phys + Will +12 Thunder

Concentration Disadvantaged Melee Range

2 Stamina

Forced Concession

Persuasion

+0

6 Morale Damage

1 Range

4 Morale

Divine Blast

Piety

+10

3 x Willpower +25 Divine

20 Range

1 Morale

Divine Expulsion

Piety

+5

2 x Willpower +36 Divine

4 Radius, 20 Range

2 Morale

Divine Rain of Fire

Piety

+10

2 x Willpower + 30 Divine/Round

3 Rounds, 4 Radius, 20 Range

3 Morale

Guiding Divine Strike

Piety

+10

Physique + Willpower +12 Divine

Next Attack On Creature Advantaged, Melee Range

2 Stamina

Heal-Harm

Piety

+10

3 x Willpower + 30 Divine or Heal HP

Choice of dealing Divine Damage or Magically Restoring HP

1 Morale

Healing Divine Strike

Piety

+10

Physique + Willpower +12 Divine

Heal Allies Within 2 Range of Hit For Damage Dealt, Melee Range

1 Morale

Tactical Chants

Chant

Proficiency

Effect

Cost

Curse of Darkness

Commune

Inflict Blindness Affliction, 60 rounds, 12 Range

1 Morale

Curse of Enfeeblement

Commune

Inflict Weakness Affliction, 60 rounds, 12 Range

3 Morale

Curse of Malaise

Commune

Inflict Vulnerable Affliction & Poison Affliction, 60 rounds, 12 Range

2 Morale

Curse of Tongue-Bite

Commune

Inflict Silence Affliction, 60 rounds, 12 Range

2 Morale

Spirit Call

Commune

Request a Spirit to Follow You For 24 Hours, Limit of 1, See GM for Statistics

1 Morale

Plead for Mercy

Deception

Instant Recite, Force Creature To Attack All Other Creatures Before The User, 60 Rounds

1 Morale

Sow Chaos

Deception

Cause Two or More Creatures to Immediately Regard Each Other as Hostile, 1 Range

3 Morale

Sow Doubt

Deception

Cause Two or More Creatures to Lower Their Regard for Each other by One Stage, 1 Range

1 Morale

Natural Communion

Empathy

Regard of a Beast or Plant/Fungi Shifts to Neutral or Friendly, Enable Beast and Plant/Fungi Speech for 60 Rounds

1 Morale

Make A Friend

Empathy

Regard of an Ancestry Creature Shifts to Neutral or Friendly, Requires Shared Language

1 Morale

Weight of Guilt

Empathy

Creature takes 1 Morale Damage when they inflict damage, 6 Rounds, 12 Range

3 Morale

“Back Away, Now!”

Intimidation

Recite Instantly, Inflict Frightened Affliction & Snared Affliction, 3 Rounds, 12 Range

1 Morale

“Cease and Desist!”

Intimidation

Recite Instantly, Inflict Immobilized Affliction, 3 Rounds, 12 Range

1 Morale

“Coward!”

Intimidation

Recite Instantly, Force Creature to Enter Challenged State, 12 Range

1 Stamina

“On Your Knees!”

Intimidation

Recite Instantly, Force Creature to Enter Prone State, 1 Range

1 Stamina

Control Undead

Piety

Force an Undead to Follow You For 24 Hours, Limit of 1, See GM for Statistics

1 Morale

Mark of the Hunter’s Quarry

Survival

Incoming Attacks Advantaged, Physical Attacks Restore Half Damage As HP, 3 Rounds, 12 Range

3 Morale

Nature's Companion

Survival

Request a Beast or Plant/Fungi to Follow You For 24 Hours, Limit of 1, See GM for Statistics

1 Morale

Nature’s Entrapment

Survival

Choose Either: Inflict Snare Affliction & Hemorrhage Affliction or Inflict Immobilized Affliction, 6 Rounds, 12 Range

1 Morale

Will-o'-wisp

Survival

Inflict Burning Affliction, 12 Range

1 Morale

Chant

Proficiency

Effect

Cost

Spirit of Bear

Commune

Grant Empower (Martial Only) & Double Carry Capacity, 6 Rounds, 12 Range

1 Morale

Spirit of Eagle

Commune

Grant Empower (Projectile Only) & Eagle-Eyed Boons, 6 Rounds, 12 Range

1 Morale

Spirit of Monkey

Commune

Grant Empower (Spell Only) & 6 Climb Speed, 6 Rounds, 12 Range

1 Morale

Spirit of Swine

Commune

Grant Empower (Chant Only) & Double Perception, 6 Rounds, 12 Range

1 Morale

Spirit of Wolf

Commune

Grant Swiftness Boon, 60 Rounds, 12 Range

1 Morale

Conjure Celestial-Fiend

Conjure

Conjure Forth a Celestial or Fiend Minion That Persists For 1 Hour, Limit of 1, See GM for Statistics

2 Morale

Conjure Construct-Chaos

Conjure

Conjure Forth a Construct or Chaos Minion That Persists For 1 Hour, Limit of 1, See GM for Statistics

2 Morale

Conjure Elemental

Conjure

Conjure Forth an Elemental Minion That Persists For 1 Hour, Limit of 1, See GM for Statistics

2 Morale

Courage

Empathy

Increase HP by 3 x Willpower + 15 for 60 Rounds, 1 Range, Revives Creatures Who Died in Last 6 Rounds

1 Morale

Therapeutic Conversation

Empathy

Instant Recite, Grant Willing Creature 1 Morale, 12 Range

1 Morale

Charge!

Leadership

Instant Recite, Inspire All Creatures of Choice Within 12 Range To Receive The Charge Boon

1 Morale

Hold The Line!

Leadership

Instant Recite, Inspire All Creatures of Choice Within 12 Range To Take The Defend Action

2 Morale

On My Command!

Leadership

Instant Recite, Immediately Choose An Action For A Willing Creature, 12 Range

1 Morale

Strike Now!

Leadership

Instant Recite, Inspire All Creatures of Choice Within 12 Range To Gain Alacrity Boon

3 Morale

Tactical Retreat!

Leadership

Instant Recite, Inspire All Creatures of Choice Within 12 Range To Move 3 Squares Safely

1 Morale

Chant of Clarity

Perform

Instant Recite, Restore 1 Mana To All Creatures of Choice Within 12 Range, Channeled for 3 Rounds

2 Morale

Song of Surging

Perform

Instant Recite, Restore 2 Stamina To All Creatures of Choice Within 12 Range, Maintained for 3 Rounds

1 Morale

Whistling Warsong

Perform

Instant Recite, Grant Empower Boon To All Creatures of Choice Within 12 Range, Channeled for 3 Rounds

3 Morale

Armor of The Faith

Piety

Grant +2 Armor That Can Exceed The 10 Armor Cap, 60 Rounds, 1 Range

1 Morale

Create Undead

Piety

Create a Ghost, Skeleton, or Zombie That Persists For 24 Hours, Limit of 1, See GM for Statistics

1 Morale

Skill Chants

Maneuver

Proficiency

Trigger

Effect

Cost

Counter Bash

Athletics

Preventing Attack In Block State

Execute the Bash Attack Maneuver Against the Triggering Creature

1 Stamina

Endure Pain

Athletics

Receive Incoming Damage

Gain Resistance to All Damage For Triggering Attack

1 Stamina

Punishing Strike

Athletics

Creature Moves Out of Melee Range

Execute a single target Athletics Martial Attack Maneuver Against the Triggering Creature

1 Stamina

Find Footing

Balance

Entering the Prone State

Prevent Prone State

1 Stamina

Cling

Climb

Creature Executes Shake Off

Avoid Rolls Vs. Shake Off Becomes Advantaged for 1 Round

1 Stamina

Barrel Roll

Dodge

Hit By Attack

Move 1 Space & Prevent Triggering Attack

2 Stamina

Counter Strike

Dodge

Preventing Attack In Dodge State

Execute a single target Martial Attack Maneuver Against Triggering Creature

1 Stamina

Return Fire

Dodge

Preventing Attack In Dodge State

Execute a single target Projectile Attack Maneuver Against the Triggering Creature

1 Stamina

Intercepting Strike

Precision

Creature Moves Into of Melee Range

Execute a single target Precision Martial Attack Maneuver Against Triggering Creature

1 Stamina

Riposte

Precision

Preventing Attack In Block State

Execute a single target Precision Martial Attack Maneuver Against Triggering Creature

1 Stamina

Chant

Proficiency

Trigger

Effect

Cost

Hide Amongst The Crowd

Deception

Hide & Sneak Executed With Two Creatures Nearby

Hide & Sneak Executed As If In Full Cover

1 Stamina

They Did It!

Deception

Attacked

Force the Attack to Affect Another Creature Within 1 Range

1 Morale

Steady Resolve

Empathy

Creature In 6 Range Losses Morale

Morale Attack Roll Becomes Disadvantaged

1 Morale

Reaction Abilities

Spell

Proficiency

Trigger

Effect

Cost

Counter Spell

Arcana

Spell Cast Within 12 Range

Force Resist Roll Vs. Spell’s Caster Or Spell Becomes Interrupted

1 Mana

Maintain Focus

Concentration

Failing Concentration

Concentration Resist Roll Becomes Advantaged

1 Mana

Feather Fall

Control

Creature within 12 Range Enters Falling State

Creature Instead Enters Levitation State

1 Mana

Counter Blast

Dodge

Preventing Attack In Dodge State

Execute a single target Attack Spell vs the Triggering Creature

1 Mana

Equipment

Equipment includes all items that may be Worn or Wielded by a creature. Equipment comes in four categories: Weapons, Shields, Armor, and Tools.

Weapons

Weapons are Equipment that are usually Wielded in one or two hands and are used to make Attacks as part of using your Action to either Execute a Maneuver, Cast a Spell, or Recite a Chant.

Shields

Shields are Equipment that are Wielded in usually one hand that passively improves your Defense. Importantly, their Defense increase is doubled when taking the Block Action to enter the Blocking state.

Armor

Armor is Equipment that is Worn on the Body that passively improves your Defense. Armor serves to protect a character’s Health Points from Attacks by increasing Defense.

Tools

Tools are Equipment that is carried on your person, usually in an accessible Backpack, Bandolier, or hidden in your Armor. You use tools by taking the Use Tool Action. Using a Tool requires at least one free hand.

They include using useful items such as Potions, tossing out Caltrops, or even using the dreaded Pocket Sand to Blind your foes!

Equipment Weight and Encumbered

A measure of the heaviness of all your Equipment on your character’s Body, and the Physique needed to effectively carry the Weight without becoming Encumbered.

Total Weight

Total Weight is a combination of your Armor, Shield, Weapons, and Tools combined.

Carrying Capacity

Carrying Capacity is the amount of Total Weight you can carry on your person before becoming Encumbered.

Carrying Capacity equals Double your Physique.

Encumbered

Encumbered State lowers your Movement, Accuracy, Prevention, and Potency. It is calculated by your Carrying Capacity minus your Total Weight.

Each point of Encumbrance reduces your character’s Effectiveness, which is their Movement, Accuracy, Prevention, and Potency by 1.

Weapons

Weapons are the implements of destruction, used to cause harm to your foes. They come in Five varieties and ensure every Class has something to have fun killing with!

Martial

Martial Weapons are Melee Weapons that usually deal Physical Outcome Damage and use the Body Aspect to determine their Attack Accuracy and Outcome Damage. While Wielding a Martial Weapon, you can Attack by Executing Melee Maneuvers with your Body.

Projectile

Projectile Weapons are Ranged Weapons that usually deal Physical Outcome Damage and use the Body Aspect to determine their Attack Accuracy and Outcome Damage. While Wielding a Projectile Weapon, you can Attack by Executing Ranged Maneuvers with your Body.

Some Projectile Weapons have unique properties that either limit the number of Attacks they can be used for in a given Execute Maneuver Action or denote some drawback for their use:

Focus

Focus Weapons are Melee and Ranged Weapons that Inflict Arcane or Occult Damage and use the Mind Aspect to determine their Attack Accuracy and Outcome Damage. While Wielding a Focus Weapon, you can Attack by Casting Spells with your Mind.

Relic

Relic Weapons are Melee and Ranged Weapons that Inflict Divine, Elemental, or Thunder Damage and use the Spirit Aspect to determine their Attack Accuracy and Outcome Damage. While Wielding a Relic Weapon, you can Attack by Reciting Chants with your Spirit.

Versatile

Versatile Weapons use a combination of the Body, Mind, and Spirit Aspects to determine their Accuracy and Damage bonuses. While wielding a Versatile Weapon, you can Attack by Executing Maneuvers with your Body, Casting Spells with your Mind, and Reciting Chants with your Spirit. As such, they are exceptionally practical when wielded by the Hybrid Classes.

Martial Weapons

Martial Weapons are used to Execute Melee Attack Maneuvers. (Sorted by Aspect Req.)

Weapon

Wield Style

Physique Requirement

Property

Weight

Greathammer

2 Hands

5

Maneuver Weapon Accuracy Ignores 10 Armor

5

Ultra Greatsword

2 Hands

5

2x Body as Maneuver Weapon Damage Overwhelm

5

Lance

2 Hands/1 Hand Mounted

5

2x Body as Maneuver Weapon Damage Leaping Strike

5

Greatsword

2 Hands

4

3x Body as Maneuver Weapon Damage vs Bloodied

4

Greataxe

2 Hands

4

Body as Maneuver Weapon Damage Flurry

4

Glaive

2 Hands

4

2x Body as Maneuver Weapon Damage vs Huge Creature

4

Warhammer

1 Hand

3

Attack Accuracy Ignores 6 Armor

3

Staff

2 Hand

3

Critical Hits Knocks Prone

2

Longsword

1 Hand / 2 Hand

3

Body as Maneuver Attack Accuracy if 2-Handed Wield

2

Scimitar

1 Hand

2

Recover 2 Stamina on Maneuver Weapon Critical Hit

2

Mace

1 Hand

2

Inflicts Weakness Affliction for 1 Round

2

Rapier

1 Hand

2

Riposte Advantaged, Wielded as a Buckler if free-handed

2

Spear (Trident)

1 Hand / Thrown

2

2x Body as Weapon Damage for Leap Strike

2

Shield

1 Hand / 2 Hand

2

Body as Damage for Bash

2

Flail

Dual Wield

2

Maneuver Weapon Attack Accuracy Ignore Shields

2

Short Sword

Dual Wield

1

Body as Maneuver Weapon Accuracy for Precise Strike

1

Hand Axe

Dual Wield / Thrown

1

Body as Accuracy for Flurry

1

Hammer

Dual Wield / Thrown

1

Maneuver Weapon Accuracy Ignores 4 Armor

1

Dagger

Dual Wield / Thrown

1

2x Body as Maneuver Weapon Damage vs Bloodied

1

Fist/Wristblade

Worn

1

Body as Maneuver Weapon Damage While Unarmed

0

Weapon

Wield Style

Technique Requirement

Property

Weight

War Boomerang *

2 Hand/Thrown

4

3x Body Damage, Thrown, Return

4

Heavy Crossbow

2 Hands

4

3x Body Damage, Reload, Ammo

4

Longbow

2 Hands

4

Double Base Attack Maneuver Range, Ammo

3

Rifle *

2 Hands

4

Triple Base Attack Maneuver Range, Reload, Ammo, Loud

3

Light Crossbow

2 Hand

3

2 x Body to Damage, Reload, Ammo

2

Heavy Shuriken

1 Hand / Thrown

3

2x Body as Damage, Thrown

2

Spear (Trident)

1 Hand / Thrown

3

2x Body as Damage, Thrown

2

Shortbow

2 Hand

3

Half Increased Attack Maneuver Range, Ammo

1

Pistol *

1 Hand

3

Double Base Attack Maneuver Range, Reload, Ammo, Loud

1

Atlatl

1 Hand/Thrown

3

2x Body as Damage, Thrown, Ammo

1

Javelin

1 Hand/Thrown

2

2x Body as Damage, Thrown

1

Hand Crossbow

1 Hand

2

2x Body to Damage, Reload, Ammo

1

Chakram

Dual Wield/Thrown

2

Body Damage, Thrown, Returns

1

Dagger

Dual Wield/Thrown

2

2x Body as Maneuver Weapon Damage vs Bloodied, Thrown

1

Hand Axe

Dual Wield/Thrown

2

2x Body as Maneuver Weapon Damage for Headshot

1

Boomerang

Dual Wield/Thrown

2

Body as Maneuver Weapon Damage, Returns

1

Sling

1 Hand

2

Body as Maneuver Weapon Damage, Ammo

0

Slingshot

2 Hand

1

Body as Maneuver Weapon Accuracy, Ammo

0

Shuriken

Worn/Thrown

1

Body as Maneuver Weapon Damage While Unarmed

0

Throwing Knife

Worn/Thrown

1

Body as Maneuver Weapon Accuracy While Unarmed

0

Rock

Worn/Thrown

1

Body as Maneuver Weapon Damage While Unarmed

0

Wrist Crossbow

Worn

1

Body as Maneuver Weapon Damage, Reload

0

* May Not be suited to all campaign settings!

Projectile Weapons

Projectile Weapons are used to Execute Ranged Attack Maneuvers. (Sorted by Aspect Req.)

Focus Weapons

Focus Weapons are used to Cast Attack Spells. (Sorted by Aspect Req.)

Weapon

Wield Style

Intellect Requirement

Property

Weight

Staff

2 Hand

4

Mind as Spell Damage

2

Longbow

2 Hand

4

Double Increased Spell Range

2

Rifle *

2 Hand

4

Triple Increased Spell Range, Loud

2

Astrolabe

2 Hand

3

3x Mind as Spell Damage on Critical Spell Hit

2

Orb

2 Hand

3

50% Increased Spell Base Area

2

Wand

1 Hand

3

Mind as Spell Weapon Accuracy

1

Tome

1 Hand

3

Know 6 Additional Spells

1

Glaive

2 Hands

2

Execute One Maneuver Per Cast Spell Action

4

Scimitar

1 Hand

2

Execute One Maneuver Per Cast Spell Action

2

Longsword

1 Hand

2

Execute One Maneuver Per Cast Spell Action

2

Mace

1 Hand

2

Execute One Maneuver Per Cast Spell Action

2

Shortbow

2 Hand

2

50% Increased Spell Range

1

Rapier

1 Hand

2

Execute One Maneuver Per Cast Spell Action

2

Spear (Trident)

1 Hand / Thrown

2

Execute One Maneuver Per Cast Spell Action

2

Scepter

1 Hand

2

Execute One Maneuver Per Cast Spell Action

1

Pistol *

1 Hand

2

Increase Spell Range by Half

1

Dagger

1 Hand

2

2x Mind vs Bloodied Creatures

1

Cards

1 Hand

2

Recover 2 Mana on a Critical Spell Hit

0

Shield

1 Hand

1

Mind as Defense

Varies

Short Sword

Dual Wield

1

Execute One Maneuver Per Cast Spell Action

1

Vambracers

Worn

1

Block Grants Mind as Defense

0

Worn Focus

Worn

1

Mind as Spell Damage While Unarmed

0

* May Not be suited to all campaign settings!

Relic Weapons

Relic Weapons are used to Recite Chants. (Sorted by Aspect Req.)

Weapon

Wield Style

Willpower Requirement

Property

Weight

Staff

2 Hand

4

2x Spirit as Weapon Damage

2

Longbow

2 Hand

4

Double Increased Chant Range

2

Rifle *

2 Hand

4

Triple Increased Chant Range, Loud

2

Astrolabe

2 Hand

3

3x Spirit on Critical Chant Hit

2

Instruments

2 Hand

3

Recover 1 Morale on Chant Critical Hit

2

Microphone*

2 Hand

3

Double Chant Base Area

2

Orb

2 Hand

3

Double Chant Base Area

1

Wand

1 Hand

3

Spirit as Chant Weapon Accuracy

1

Tome

1 Hand

3

Know 6 Additional Chants

1

Cards

1 Hand

3

Recover 1 Morale on Critical Chant Hit

1

Ultra Greatsword

2 Hands

2

Execute One Maneuver Per Recite Chant Action

5

Greathammer

2 Hand

2

Execute One Maneuver Per Recite Chant Action

5

Greatsword

2 Hand

2

Execute One Maneuver Per Recite Chant Action

3

Scimitar

1 Hand

2

Execute One Maneuver Per Recite Chant Action

2

Longsword

1 Hand

2

Execute One Maneuver Per Recite Chant Action

2

Mace

1 Hand

2

Execute One Maneuver Per Recite Chant Action

2

Rapier

1 Hand

2

Execute One Maneuver Per Recite Chant Action

2

Spear (Trident)

1 Hand / Thrown

2

Execute One Maneuver Per Recite Chant Action

2

Pistol *

1 Hand

2

Increase Chant Range by Half

1

Short Sword

Dual Wield

1

Execute One Maneuver Per Recite Chant Action

1

Dagger

1 Hand

1

2x Spirit vs Bloodied Creatures

1

Shield

1 Hand

1

Block Grants Spirit as Defense

Varies

Vambracers

Worn

1

Block Grants Spirit as Defense

0

Voice

Innate

1

Spirit as Weapon Damage While Unarmed

0

* May Not be suited to all campaign settings!

Shields

Shields provide extra protection in addition to Armor by providing additional Defense when actively being Wielded. Each Shield has a different Defense, Quality, and Weight. You can only benefit from the Defense bonus of one Wielded Shield at a time.

Blocking

The Blocking State is entered with the Block Action that Doubles the Defense bonus from your Shield and can trigger specific Abilities as a Reaction when you successfully Prevent an Attack and prevents the additional damage from Critical Hits against you.

Armor

Worn Armor serves to protect a character from Attacks by increasing Defense to cause attacks to be Prevented. Each Worn Armor has a different Armor, Attribute, and Weight.

Armor directly boosts your total Defense score due to the protective nature of the Armor.

(There are other ways to boost Defense besides Armor, but they are often the Dodge Skill, Class Features, or Abilities.)

Shield Types

Shield

Wield Style

Defense

Quality

Weight

Gargantuan

2 Hands

10

Blocking Provides Full Cover to self and an Ally Behind you.

8

Tower

1 Hand

8

Blocking Prevents Ranged Attacks, -1 All Movement

3

Kite

1 Hand

6

+6 Damage Bash Maneuver

2

Wooden Buckler

1 Hand

4

+3 Damage Bash Maneuver

1

Vambraces

Free Hands

2

Reflect Ranged Attacks when Defending, does not count as Wielding a Shield

0

Armor Types

Class

Equip Time

Armor

Attribute

Weight

Plate

6 Rounds to Wear

10

Incoming Lightning Attacks Advantaged; Cannot Wear Vambracers

4

Breastplate

2 Rounds to Wear

8

Incoming Lightning Attacks Advantaged

3

Chain

1 Round to Wear

6

Incoming Lightning Attacks Advantaged

2

Leather

Can Sleep In

4

Incoming Lightning Attacks Disadvantaged

1

Cloth

Can Sleep In

2

May Count As Formal or Work Attire

0

Tool

Effects

Weight

Trap

1 Range Area, Traps Trigger when Creatures Move onto their space, Effect Varies

3

Rope

50 Feet of Rope, able to restrain creatures, tie to anchor points, and several other uses.

2

Grapple Hook

Provides Climb Speed equal to Run Speed.

2

Manacles

Used to restrain the Actions of a creature that is Pinned or Unconscious.

1

Shovel

Enables 60 Rounds of Digging to burrow 1 space.

1

Triage Kit

Provides effect of Heal Chant after 6 Rounds, consuming the kit.

1

Lantern

Illuminate 20 Range, can be directed or general illumination.

0

Lock Pick

Pick Lock Free Maneuver becomes Advantaged.

0

Torch

Ignite Surface within 1 Range and Illuminates out to 10 Range.

0

Megaphone

Double Vocal Range.

0

Potion

Drink a Potion, effects vary.

0

Grenade

Throw a Grenade, effects vary.

0

Medicine Kit

Cure Poison and Hemorrhage Afflictions, 1 Range.

0

Poison

Coat Martial/Projectile Weapons in Poison, Effect Varies.

0

Pocket Sand

Blind Creature for 1 Round, 1 Range.

0

Dung

Throw at a creature to issue a Challenge for 1 Round, 6 Range.

0

Caltrops

Inflicts Snare on Creature for 1 Round, or apply to a Surface, 1 Range, 1 Range Area

0

Ball Bearings

Inflicts Prone on Creature for 1 Round, or apply to a Surface, 1 Range, 1 Range Area

0

Oil

Inflicts Oiled on Creature until removed, or apply to a Surface, 1 Range, 1 Range Area

0

Tar

Inflicts Immobilized on Creature for 1 Round, or apply to a Surface, 1 Range, 1 Range Area

0

Tools

Tools are Equipment that is carried on your person, usually in an accessible Backpack, Bandolier, or hidden in your Armor. You use tools by taking the Use Tool Action.

Below is a list of suggested tools and their uses, but consider making your own and allowing players to improvise.

Crafting

Basic, Proficient, Master

Crafting and Harvesting are Challenge Rolls that attempt to either Craft Equipment or Harvest Resources. To Succeed at these tasks, the Creature must Meet or Exceed the Challenge Difficulty, or the process Fails and the Resources are Destroyed.

Critical Success always Crafts the Equipment or Harvests the Resource.

Epic Fail always fails to Craft the Equipment or Harvest the Resource, Destroying the Resource.

For Harvesting, you may make multiple Challenge Roll attempts to successfully Harvest the Resource until you either Epic Fail, Succeed, or Critically Succeed. Critical Success results in Double Resources Harvested.

For Crafting, you may make multiple Challenge Roll attempts to successfully Craft the Equipment until you either Epic Fail, Succeed, or Critically Succeed. Critical Success results in Returning Half the Resources.

Basic Crafting and Harvesting

Basic Crafting has a 5 Challenge Difficulty.

Creating Mundane Equipment or Harvesting Mundane Materials requires Basic Crafting or Harvesting.

Proficient Crafting and Harvesting

Proficient Crafting and Harvesting has a 10 Challenge Difficulty.

Creating Magic Equipment or Harvesting Magic Materials requires Proficiency in Crafting or Harvesting.

Master Crafting and Harvesting

Master Crafting and Master Harvesting has a 15 Challenge Difficulty.

Creating Legendary Equipment or Harvesting Legendary Materials requires Mastery in Crafting or Harvesting.

States

States are particular conditions a Creature may find themselves in which have persistent effects.

Berserk

Challenged

Controlled

Dancing

Dazed

Death’s Door

Demoralized

Disguised

Dodging

Exhausted

Facing

Hidden

Immobilized

Invisible

Levitation

Mounted

Mounting

Oiled

Pinned

Prone

Retaliation

Sleep

Unconscious

Wet

Afflictions and Boons

Afflictions and Boons are temporary Effects that persist for a duration and Debilitate or Enhance a Creature. Unlike States, Afflictions and Boons can be Cured or Dispelled.

Afflictions

Blinded

Burning

Frightened

Hemorrhaging

Immobilized

Poisoned

Silenced

Slowed

Snared

Stop

Vulnerable

Weakened

Boons

Alacrity

Amplified

Bold

Bolstered

Charge

Eagle-Eyed

Empowered

Haste

Swiftness

Standard Classes

The following four Classes are provided as part of the standard rules: Adventurer, Cleric, Sorcerer, and Warrior.

Adventurer

Mechanics

1st - An Abserd Adventure

2nd - Larcenist

3rd - Live Another Day

4th - Always Prepared

5th - (Un)Lucky

6th - Assistance, Please

7th - Surprising Competency

8th - Celebration

9th - Renown

10th - Lucky Break

HP

10

(+10 per level)

Body

2

Physique

2

Technique

3

Endurance

3

Stamina

4

Body Proficiency

Maneuver

Power Tier

1

Accuracy

3

Potency

6

Avoid

3

Equipment

Weapons

Armor

Shield

Tools

1st Level Adventurer Chart

Defense

Bonus

Type

14

+4 Armor

(Leather)

+6 Shield

(Stance)

+4 Dodge

Mind

2

Intellect

2

Acuity

2

Resilience

3

Spell

Power Tier

1

Accuracy

2

Potency

5

Resist

3

Mana

4

Mind Proficiency

Spirit

2

Willpower

2

Attunement

2

Resolve

3

Chant

Power Tier

1

Accuracy

2

Potency

5

Endure

3

Hero Charges

3

Morale

4

Spirit Proficiency

Equipment Weight

4

Movement

6

Carry

4

Maneuvers

Proficiency

Accuracy

Damage

Effect

Cost

Evasive Shot

Athletics

+5

Physique + 6

Leap Backwards Jump Distance, 9 Range

1 Stamina

Ensnaring Shot

Precision

+5

Physique + 3

Inflicts the Snare Affliction, 3 Rounds, 18 Range

1 Stamina

Puncture

Precision

+5

Physique + 3

Inflicts Hemorrhage Affliction, 3 Rounds, 18 Range

1 Stamina

Snipe

Precision

+10

Physique + 9

Ignores Partial Cover, 30 Range

1 Stamina

Maneuvers

Proficiency

Accuracy

Damage

Effect

Cost

Evasive Strike

Athletics

+5

Physique + 6

Leap Backwards Long Jump Distance

1 Stamina

Leap Strike

Athletics

+5

Physique + 9

Execute a Long Jump from 3 Range

1 Stamina

Feint Attack

Deception

+10

Physique + 3

Enter Hidden State

1 Stamina

Precise Strike

Precision

+10

Physique + 6

Ignores Benefits of Defend Action

1 Stamina

Projectile Attack Maneuvers

Shortbow - Increases Range by 50% (Already Calculated)

Martial Attack Maneuvers

Longsword- Body as Maneuver Attack Accuracy if 2-Handed Wielded (+2 Accuracy)

Tactical Maneuvers

Maneuvers

Proficiency

Effect

Cost

Kick

Athletics

Force Prone State, Push 1 Range Away

1 Stamina

Push

Athletics

Push 2 Range Away

1 Stamina

Grab

Grapple

Force Grabbed State vs Creature

1 Stamina

Steal

Larceny

Steal Tools of Creature

1 Stamina

Slap

Precision

Force Concentration Prevention Roll, Disadvantaged

1 Stamina

Trip

Precision

Force Prone State, Avoid Roll Disadvantaged if Behind Creature

1 Stamina

Skill Maneuvers

Maneuvers

Proficiency

Effect

Cost

Evasion

Dodge

Incoming Attacks Disadvantaged, 1 Round

1 Stamina

Disguise

Larceny

Assist Willing Creature or Self Enter Disguised State

1 Stamina

Careful Aim

Precision

Gain Advantage on the next Attack this Turn

1 Stamina

Spells

Proficiency

Effect

Cost

Arcane Bindings

Arcana

Inflict Immobilize Affliction, breaks on damage, 6 Rounds, 18 Range (if using Bow)

1 Mana

Skill Spells

Chants

Proficiency

Accuracy

Damage Calculation

Effect

Cost

Elemental Barrage

Conjure

+10

Willpower + 9 Elemental

Recite Elemental Bolt 3 Times, 30 Range (if using bow)

1 Morale

Elemental Bolt

Conjure

+10

Willpower + 9 Elemental

30 Range (if using bow)

1 Stamina

Heal-Harm

Piety

+10

3 x Willpower + 30 Divine or Heal HP (Halved)

Choice of dealing Divine Damage or Magically Restoring HP, 4 Range

1 Morale

Spells

Proficiency

Accuracy

Damage Calculation

Effect

Cost

Siphon Life

Summon

+10

2x Intellect +15 Necrotic

Recover HP Equal to Damage Dealt to a Creature in 18 Range, 18 Range (if using Bow)

1 Mana

Attack Spells

Longsword - Execute One Maneuver Per Cast Spell Action

Shortbow - Increases Range by 50% (Already Calculated)

Attack Chants

Longsword - Execute One Maneuver Per Recite Chant Action

Shortbow - Increases Range by 50% (Already Calculated)

Tactical Chants

Chants

Proficiency

Effect

Cost

Courage

Empathy

Increase HP by 3 x Willpower + 15 and grants Bold Boon for 60 Rounds, 1 Range, Revives Creatures Who Died in Last 6 Rounds

1 Morale

Therapeutic Conversation

Empathy

Instant Recite, Grant Willing Creature 1 Morale, 12 Range

1 Morale

Tactical Spells

Spells

Proficiency

Effect

Cost

Invisibility

Arcana

Creature Enters Invisible State, 60 Rounds, 1 Range

1 Mana

Chants

Proficiency

Effect

Cost

Make A Friend

Empathy

Regard of an Ancestry Creature Shifts to Neutral or Friendly, Requires Shared Language

1 Morale

Skill Chants

Maneuver

Proficiency

Trigger

Effect

Cost

Counter Bash

Athletics

Preventing Attack In Block State

Execute the Bash Attack Maneuver Against Triggering Creature

1 Stamina

Endure Pain

Athletics

Receive Incoming Damage

Gain Resistance to All Damage For Triggering Attack

1 Stamina

Punishing Strike

Athletics

Creature Moves Out of Melee Range

Execute a single target Athletics Martial Attack Maneuver Against Triggering Creature

1 Stamina

Find Footing

Balance

Entering the Prone State

Prevent Prone State

1 Stamina

Cling

Climb

Creature Executes Shake Off

Avoid Rolls Vs. Shake Off Becomes Advantaged for 1 Round

1 Stamina

Barrel Roll

Dodge

Hit By Attack

Move 1 Space & Prevent Triggering Attack

2 Stamina

Counter Strike

Dodge

Preventing Attack In Dodge State

Execute a single target Martial Attack Maneuver Against Triggering Creature

1 Stamina

Return Fire

Dodge

Preventing Attack In Dodge State

Execute a single target Projectile Attack Maneuver Against Triggering Creature

1 Stamina

Intercepting Strike

Precision

Creature Moves Into of Melee Range

Execute a single target Precision Martial Attack Maneuver Against Triggering Creature

1 Stamina

Riposte

Precision

Preventing Attack In Block State

Execute a single target Precision Martial Attack Maneuver Against Triggering Creature

1 Stamina

Spells

Proficiency

Trigger

Effect

Cost

Counter Spell

Arcana

Spell Cast Within 12 Range

Force Resist Roll Vs. Spell’s Caster Or Spell Becomes Interrupted

1 Mana

Maintain Focus

Concentration

Failing Concentration

Concentration Resist Roll Becomes Advantaged

1 Mana

Feather Fall

Control

Creature within 12 Range Enters Falling State

Creature Instead Enters Levitation State

1 Mana

Counter Blast

Dodge

Preventing Attack In Dodge State

Execute the a single target Attack Spell Against Triggering Creature

1 Mana

Chants

Proficiency

Trigger

Effect

Cost

Hide Amongst The Crowd

Deception

Hide & Sneak Executed With Two Creatures Nearby

Hide & Sneak Executed As If In Full Cover

1 Stamina

They Did It!

Deception

Attacked

Force the Attack to Affect Another Creature Within 1 Range

1 Morale

Steady Resolve

Empathy

Creature In 6 Range Losses Morale

Morale Attack Roll Becomes Disadvantaged

1 Morale

Reactions

Free Action Ability

Proficiency

Effect

Cost

Gain Altitude

Athletics

Gain double Fly this Round

1 Stamina

Rushed Burrowing

Athletics

Gain double Burrow this Round

1 Stamina

Sprint

Athletics

Gain double Run this Round

1 Stamina

Kip-Up

Balance

Exit Prone State at no Cost

No Cost

Safe Fall

Balance

Prevent up to 4 Range of Falling Damage at no Cost

No Cost

Climb On

Climb

Climb the Flank of a Creature At Least One Size Larger

1 Stamina

Scramble

Climb

Gain double Climb this Round

1 Stamina

Disengage

Dodge

Prevent Triggering Punishing Strike Attack Reaction

1 Stamina

Shake Off

General

Attempt to exit Grabbed, Pinned, Mounted States and Burning, Immobilized, Snared Afflictions

2 Stamina

Locate Clues

Investigate

Attempt to Locate Clues with a Skill Challenge

No Cost

Identify Creature

Knowledge

Identify a creature to recall the creature’s HP, Defense, Weak Spots, Resistances, Vulnerabilities, and Movement types that you could have learned

1 Mana

Recall

Knowledge

Ask GM to remind you of knowledge you have previously learned or would likely know

No Cost

Pick Lock

Larceny

Attempt to Pick a Lock with a Skill Challenge

No Cost

Diagnose

Medicine

Attempt to Identify medical issues of a creature with a Skill Challenge

1 Mana

Triage

Medicine

Cures Poisoned and Hemorrhage Afflictions and Silence and Blind Afflictions caused by Maneuvers

1 Stamina

Lead Mount

Mount

Enter Leading State While In Mounted State On Creature

1 Stamina

Ride Mount

Mount

Force Mounted State on Creature At Least One Size Larger

1 Stamina

Search

Perception

Attempt to Locate hidden creatures or objects with a Skill Challenge

1 Mana

Disarm Trap

Precision

Attempt to Disarm a Trap with a Skill Challenge

2 Stamina

Engage

Precision

Prevent Triggering Intercepting Strike Attack Reaction

1 Stamina

Consult Notes

Research

Quickly consult notes taken during the campaign, with GM’s assistance

1 Mana

Identify Object

Research

Identify the properties of an object, but may take several uses for rare items

1 Mana

Study Creature

Survival

Observe and learn an unknown creature’s Health Points, Defense, Weak Spots, Resistances, Vulnerabilities, and Movement types after 1 Round

1 Morale

Hide and Sneak

Stealth

Enter Hidden State as a Challenge Roll (GM Will Set Challenge Rating)

1 Stamina

Swift Swim

Swim

Gain double Swim this Round

1 Stamina

Free Actions

Cleric

Mechanics

1st - Ordained Priest

2nd - Sanctify

3rd - Dawnsinger

4th - Intercession

5th - Divine Arbiter

6th - Purification

7th - Divine Providence

8th - Seal Evil

9th - Absolute Authority

10th - Divine Absolution

1st Level Cleric Chart

HP

16

(+8 per level)

Body

2

Physique

4

Technique

2

Endurance

3

Stamina

4

Body Proficiency

Maneuver

Power Tier

2

Accuracy

3 (Feature)

Potency

5

Avoid

3

Equipment

Weapons

Armor

Shield

Tools

Defense

Bonus

Type

16

+8 Armor

(Breastplate)

+6 Shield

(Kiteshield)

+2 Dodge

Mind

1

Intellect

0

Acuity

0

Resilience

0

Spell

Power Tier

0

Accuracy

0

Potency

3

Resist

0

Mana

1

Mind Proficiency

Equipment Weight

8

Spirit

3

Willpower

5

Attunement

3

Resolve

4

Chant

Power Tier

2

Accuracy

3

Potency

6

Endure

4

Devotion Charges

5

Morale

5

Spirit Proficiency

Movement

6

Carry

8

Chants

Proficiency

Effect

Cost

“Coward!”

Intimidation

Recite Instantly, Force Creature to Enter Challenged State, 12 Range

1 Stamina

“Cease and Desist!”

Intimidation

Recite Instantly, Inflict Immobilized Affliction, 3 Rounds, 12 Range

1 Morale

Martial Attack Maneuvers

Mace - Inflicts Weakness Affliction for 1 Round

Maneuvers

Proficiency

Accuracy

Damage

Effect

Cost

Bash

Athletics

+5

Physique + 3

Defense of Shield as Damage, Force Concentration Prevention Roll

2 Stamina

Evasive Strike

Athletics

+5

Physique + 6

Leap Backwards Long Jump Distance

1 Stamina

Flurry

Athletics

+0

Physique + 3 Each

Execute 3 Attacks

2 Stamina

Leap Strike

Athletics

+5

Physique + 9

Execute a Long Jump from 3 Range

1 Stamina

Execute

Precision

+5

Physique + 6

Double Damage vs Bloodied, Lethal if foe enters Death’s Door

2 Stamina

Precise Strike

Precision

+10

Physique + 6

Ignores Benefits of Defend Action

1 Stamina

Attack Chants

Mace - Execute One Martial Attack Maneuver when Chanting

Chants

Proficiency

Accuracy

Damage Calculation

Effect

Cost

“Admit Defeat!”

Intimidation

+10

1 Morale Damage

Recite Instantly, 12 Range

1 Morale

Divine Blast

Piety

+10

3 x Willpower +25 Divine

20 Range

1 Morale

Divine Expulsion

Piety

+5

2 x Willpower +36 Divine

4 Radius, 20 Range

2 Morale

Guiding Divine Strike

Piety

+10

Physique + Willpower +12 Divine

Next Attack On Creature Advantaged, Melee Range

2 Stamina

Heal-Harm

Piety

+10

3 x Willpower + 30 Divine or Heal HP

Choice of dealing Divine Damage or Magically Restoring HP, 3 Range

1 Morale

Healing Divine Strike

Piety

+10

Physique + Willpower +12 Divine

Heal Allies Within 2 Range of Hit For Damage Dealt, Melee Range

1 Morale

Tactical Chants

Mace - Execute One Martial Attack Maneuver when Chanting

Maneuver

Proficiency

Trigger

Effect

Cost

Counter Bash

Athletics

Preventing Attack In Block State

Execute the Bash Attack Maneuver Against the Triggering Creature

1 Stamina

Endure Pain

Athletics

Receive Incoming Damage

Gain Resistance to All Damage For Triggering Attack

1 Stamina

Punishing Strike

Athletics

Creature Moves Out of Melee Range

Execute a single target Athletics Martial Attack Maneuver Against the Triggering Creature

1 Stamina

Intercepting Strike

Precision

Creature Moves Into of Melee Range

Execute a single target Precision Martial Attack Maneuver Against Triggering Creature

1 Stamina

Riposte

Precision

Preventing Attack In Block State

Execute a single target Precision Martial Attack Maneuver Against Triggering Creature

1 Stamina

Chants

Proficiency

Trigger

Effect

Cost

Steady Resolve

Empathy

Creature In 6 Range Losses Morale

Morale Attack Roll Becomes Disadvantaged

1 Morale

Free Action Ability

Proficiency

Effect

Cost

Gain Altitude

Athletics

Gain double Fly this Round

1 Stamina

Rushed Burrowing

Athletics

Gain double Burrow this Round

1 Stamina

Sprint

Athletics

Gain double Run this Round

1 Stamina

Shake Off

General

Attempt to exit Grabbed, Pinned, Mounted States and Burning, Immobilized, Snared Afflictions

2 Stamina

Disarm Trap

Precision

Attempt to Disarm a Trap with a Skill Challenge

2 Stamina

Engage

Precision

Prevent Triggering Intercepting Strike Attack Reaction

1 Stamina

Reactions

Free Actions

Chants

Proficiency

Effect

Cost

Courage

Empathy

Increase HP by 3 x Willpower + 15 and grants Bold Boon for 60 Rounds, 1 Range, Revives Creatures Who Died in Last 6 Rounds

1 Morale

Therapeutic Conversation

Empathy

Instant Recite, Grant Willing Creature 1 Morale, 12 Range

1 Morale

“Charge!”

Leadership

Instant Recite, Inspire All Creatures of Choice Within 12 Range To Receive The Charge Boon

1 Moral

“Hold The Line!”

Leadership

Instant Recite, Inspire All Creatures of Choice Within 12 Range To Take The Defend Action

2 Morale

On My Command!

Leadership

Instant Recite, Immediately Choose An Action For A Willing Creature, 12 Range

1 Morale

Armor of The Faith

Piety

Grant +2 Armor That Can Exceed The 10 Armor Cap, 1 Range (Limit of one target, last indefinitely due to feature)

0 Morale

Skill Chants

Mace - Execute One Martial Attack Maneuver when Chanting

Sorcerer

Mechanics

1st - Powers Unknown

2nd - Twined Magics

3rd - Magnitude Magics

4th - Font of Magic

5th - Spontaneous Manifestation

6th - Effortless Casting

7th - Supreme Magic -

8th - Spell Shifter

9th - Trinity Force

10th - Sorcerer Supreme

HP

14

(+6 Per Level)

Body

1

Physique

0

Technique

0

Endurance

1

Stamina

2

Body Proficiency

Maneuver

Power Tier

0

Accuracy

0

Potency

3

Avoid

1

Equipment

Weapons

Armor

Shield

Tools

1st Level Sorcerer Chart

Defense

Bonus

Type

8

+2 Armor

(Cloth)

+6 Shield

(Orb)

Mind

3

Intellect

4

Acuity

3

Resilience

5

Spell

Power Tier

2

Accuracy

4 (Feature)

Potency

7 (Feature)

Resist

5

Mana

6

Mind Proficiency

Equipment Weight

0

Spirit

2

Willpower

4

Attunement

1

Resolve

3

Chant

Power Tier

2

Accuracy

4 (Feature)

Potency

7 (Feature)

Endure

3

Morph Charges

5

Morale

4

Spirit Proficiency

Movement

6

Carry

0

Skill Spells

Spells

Proficiency

Effect

Cost

Arcane Bindings

Arcana

Inflict Immobilize Affliction, breaks on damage, 6 Rounds, 12 Range

1 Mana

Arcane Chains

Arcana

Inflict Snare Affliction, 6 Rounds, 12 Range

2 Mana

Dispel

Arcana

Destroy a Persistent Magical Effect or Dispel a Creature’s Boons, 1 Range

1 Mana

Attack Spells

Attack Chants

Spells

Proficiency

Accuracy

Damage Calculation

Effect

Cost

Spells

Proficiency

Accuracy

Damage Calculation

Effect

Cost

Arcane Barrage

Arcane

+10

Intellect + 6 Arcane Each

Cast Arcane Bolt 3 Times, 20 Range

1 Mana

Arcane Bolt

Arcane

+10

Intellect + 6 Arcane

20 Range

1 Stamina

Arcane Eruption

Arcane

+5

2 x Intellect + 24 Arcane

4 Radius Location, 20 Range

2 Mana

Arcane Beam

Arcane

+10

2 x Intellect + 24 Arcane

Self Location, 3 Wide by 20 Length Range Beam

2 Mana

Manastrike

Arcane

+5

3 x Intellect + 21 Irresistible

Additional 1 Stamina Cost Melee Range

1 Mana

Spells

Proficiency

Effect

Cost

Rune of Accuracy

Arcana

Concentration: Enchant Creature with Advantage on Attacks, 6 Rounds, 12 Range

2 Mana

Rune of Power

Arcana

Concentration: Enchant Creature with Empower Boon, 6 Rounds, 12 Range

2 Mana

Rune of Shelter

Arcana

Concentration: Enchant Creature With Resistance to All Damage, 6 Rounds, 12 Range

2 Mana

Chants

Proficiency

Accuracy

Damage Calculation

Effect

Cost

Elemental Barrage

Conjure

+10

Willpower + 9 Elemental

Recite Elemental Bolt 3 Times, 20 Range

1 Morale

Elemental Bolt

Conjure

+10

Willpower + 9 Elemental

20 Range

1 Stamina

Elemental Eruption

Conjure

+5

2 x Willpower + 36 Elemental

4 Radius, 20 Range

2 Morale

Heal-Harm

Piety

+10

3 x Willpower + 30 Divine or Heal HP

Choice of dealing Divine Damage or Magically Restoring HP, 3 Range

1 Morale

Tactical Spells

Spells

Proficiency

Trigger

Effect

Cost

Counter Spell

Arcana

Spell Cast Within 12 Range

Force Resist Roll Vs. Spell’s Caster Or Spell Becomes Interrupted

1 Mana

Maintain Focus

Concentration

Failing Concentration

Concentration Resist Roll Becomes Advantaged

1 Mana

Free Action Ability

Proficiency

Effect

Cost

Shake Off

General

Attempt to exit Grabbed, Pinned, Mounted States and Burning, Immobilized, Snared Afflictions

2 Stamina

Reactions

Free Actions

Warrior

Mechanics

1st - Basic Humanoid Fighter

2nd - A New Challenger Approaches

3rd - Renown Weapon Master

4th - “Still Standing”

5th - “Rage against the Storm”

6th - “Don’t Stop Me Now…”

7th - “Gotta Go Fast!”

8th - Immortal Combat

9th - “Did You See That?!”

10th - Invincible

HP

20

(+12 HP / Level)

Body

3

Physique

4

Technique

4

Endurance

5

Stamina

6

Body Proficiency

Maneuver

Power Tier

2

Accuracy

4

Potency

8

Avoid

5

Equipment

Weapons

Armor

Shield

Tools

1st Level Warrior Chart

Defense

Bonus

Type

20

+10 Armor

(Plate)

+4 Shield

(Dual Wield)

+6 Dodge

Mind

1

Intellect

0

Acuity

0

Resilience

1

Spell

Power Tier

0

Accuracy

0

Potency

3

Resist

1

Mana

2

Mind Proficiency

Spirit

2

Willpower

2

Attunement

2

Resolve

2

Chant

Power Tier

1

Accuracy

2

Potency

5

Endure

2

Discipline Charges

5

Morale

3

Spirit Proficiency

Equipment Weight

15

Movement

6

Carry

16

Maneuvers

Proficiency

Accuracy

Damage

Effect

Cost

Bash

Athletics

+5

Physique + 3

Defense of Shield as Damage, Force Concentration Prevention Roll

1 Stamina

Flurry

Athletics

+0

Physique + 3 Each

Execute 3 Attacks

1 Stamina

Bladestorm

Precision

+5

Physique + 9

Hit Creatures within 1 Radius of Self Requires Slashing Weapon

1 Stamina

Dualstrike

Precision

+5

2 x Physique + 9

Requires Dual Wield Weapons

1 Stamina

Execute

Precision

+5

Physique + 6

Double Damage vs Bloodied, Lethal if foe enters Death’s Door

1 Stamina

Precise Strike

Precision

+10

Physique + 6

Ignores Benefits of Defend Action

1 Stamina

Maneuvers

Proficiency

Accuracy

Damage

Effect

Cost

Fulldraw

Athletics

+0

2 x Physique +15

Requires Bow Weapon 40 Range

2 Stamina

Snipe

Precision

+10

Physique + 9

Ignores Partial Cover, 40 Range

1 Stamina

Maneuvers

Proficiency

Effect

Cost

Choke Out

Grapple

Force Unconscious State vs Pinned Creature

1 Stamina

Grab

Grapple

Force Unconscious State vs Pinned Creature

1 Stamina

Kick

Athletics

Force Prone State, Push 1 Range Away

1 Stamina

Pin

Grapple

Force Pinned State vs Grabbed or Prone State Creature

1 Stamina

Martial Attack Maneuvers

Scimitars (Dual Wield) - Returns 2 x 2 = 4 Endurance on Critical Hit (+2 Shield Defense from Feature)

Greatsword - 3 x Body Damage vs Bloodied State Creatures (+3 Accuracy from Feature)

Projectile Attack Maneuvers

Longbow - Doubles Range (+3 Accuracy from Feature)

Tactical Maneuvers

Skill Maneuvers

Maneuvers

Proficiency

Effect

Cost

Careful Aim

Precision

Gain Advantage on the next Attack this Turn

1 Stamina

Deadly Aim

Precision

Score a Critical Hit on a roll of 5 or 6 on next Attack

1 Stamina

Tactical Chants

Scimitars (Dual Wield) / Greatsword - Execute a Maneuver as part of the Recite Chant Action

Chants

Proficiency

Effect

Cost

“Back Away, Now!”

Intimidation

Recite Instantly, Inflict Frightened Affliction & Snared Affliction, 3 Rounds, 12 Range

1 Morale

“Coward!”

Intimidation

Recite Instantly, Force Creature to Enter Challenged State, 12 Range

1 Stamina

Tactical Chants

Scimitars (Dual Wield) / Greatsword - Execute a Maneuver as part of the Recite Chant Action

Chants

Proficiency

Effect

Cost

“Charge!”

Leadership

Instant Recite, Inspire All Creatures of Choice Within 12 Range To Receive The Charge Boon

1 Morale

“Hold The Line!”

Leadership

Instant Recite, Inspire All Creatures of Choice Within 12 Range To Take The Defend Action

2 Morale

“On My Command!”

Leadership

Instant Recite, Immediately Choose An Action For A Willing Creature, 12 Range

1 Morale

“Tactical Retreat!”

Leadership

Instant Recite, Inspire All Creatures of Choice Within 12 Range To Move 3 Squares Safely

1 Morale

Spells

Proficiency

Trigger

Effect

Cost

Counter Bash

Athletics

Preventing Attack In Block State

Execute the Bash Attack Maneuver Against Triggering Creature

1 Stamina

Endure Pain

Athletics

Receive Incoming Damage

Gain Resistance to All Damage For Triggering Attack

1 Stamina

Punishing Strike

Athletics

Creature Moves Out of Melee Range

Execute a single target Athletics Martial Attack Maneuver Against Triggering Creature

1 Stamina

Find Footing

Balance

Entering the Prone State

Prevent Prone State

1 Stamina

Cling

Climb

Creature Executes Shake Off

Avoid Rolls Vs. Shake Off Becomes Advantaged for 1 Round

1 Stamina

Barrel Roll

Dodge

Hit By Attack

Move 1 Space & Prevent Triggering Attack

1 Stamina

Counter Strike

Dodge

Preventing Attack In Dodge State

Execute a single target Martial Attack Maneuver Against Triggering Creature

1 Stamina

Return Fire

Dodge

Preventing Attack In Dodge State

Execute a single target Projectile Attack Maneuver Against Triggering Creature

1 Stamina

Intercepting Strike

Precision

Creature Moves Into of Melee Range

Execute a single target Precision Martial Attack Maneuver Against Triggering Creature

1 Stamina

Riposte

Precision

Preventing Attack In Block State

Execute a single target Precision Martial Attack Maneuver Against Triggering Creature

1 Stamina

Free Action Ability

Proficiency

Effect

Cost

Gain Altitude

Athletics

Gain double Fly this Round

1 Stamina

Rushed Burrowing

Athletics

Gain double Burrow this Round

1 Stamina

Sprint

Athletics

Gain double Run this Round

1 Stamina

Disengage

Dodge

Prevent Triggering Punishing Strike Attack Reaction

1 Stamina

Shake Off

General

Attempt to exit Grabbed, Pinned, Mounted States and Burning, Immobilized, Snared Afflictions

2 Stamina

Disarm Trap

Precision

Attempt to Disarm a Trap with a Skill Challenge

2 Stamina

Engage

Precision

Prevent Triggering Intercepting Strike Attack Reaction

1 Stamina

Reactions

Free Actions

Maneuvers

Proficiency

Accuracy

Damage

Effect

Cost

Evasive Shot

Athletics

(+8 Total)

8

Leap Backwards Jump Distance, 9 Range

1 Stamina

Ensnaring Shot

Precision

(+8 Total)

5

Inflicts the Snare Affliction, 3 Rounds, 18 Range

1 Stamina

Puncture

Precision

(+8 Total)

5

Inflicts Hemorrhage Affliction, 3 Rounds, 18 Range

1 Stamina

Snipe

Precision

(+13 Total)

11

Ignores Partial Cover, 30 Range

1 Stamina

Maneuvers

Proficiency

Accuracy

Damage

Effect

Cost

Evasive Strike

Athletics

(+10 Total)

8

Leap Backwards Long Jump Distance

1 Stamina

Leap Strike

Athletics

(+10 Total)

11

Execute a Long Jump from 3 Range

1 Stamina

Feint Attack

Deception

(+15 Total)

5

Enter Hidden State

1 Stamina

Precise Strike

Precision

(+15 Total)

8

Ignores Benefits of Defend Action

1 Stamina

Projectile Attack Maneuvers

Shortbow - Increases Range by 50% (Already Calculated)

Spells

Proficiency

Accuracy

Damage Calculation

Effect

Cost

Siphon Life

Summon

(+12 Total)

19 Necrotic

Recover HP Equal to Damage Dealt to a Creature in 18 Range, 18 Range (if using Bow)

1 Mana

Trainee Abilities (Level 3)

Attack Maneuvers

Longsword- Body as Maneuver Attack Accuracy if 2-Hand Wielded (+2 Accuracy)

Attack Spells

Longsword - Execute One Maneuver Per Cast Spell Action

Shortbow - Increases Range by 50% (Already Calculated)

Attack Chants

Longsword - Execute One Maneuver Per Recite Chant Action

Shortbow - Increases Range by 50% (Already Calculated)

Chants

Proficiency

Accuracy

Damage Calculation

Effect

Cost

Elemental Barrage

Conjure

(+12 Total)

11 Elemental Each

Recite Elemental Bolt 3 Times, 30 Range (if using bow) (Recites Instantly)

1 Morale

Elemental Bolt

Conjure

(+12 Total)

11 Elemental

30 Range (if using bow) (Recites Instantly)

1 Stamina

Heal-Harm

Piety

(+12 Total)

19 Divine or Heal HP

Choice of dealing Divine Damage or Magically Restoring HP, 4 Range (if using bow) (Recites Instantly)

1 Morale

Trainee Abilities (Level 3) continued

Creature Creation

Due in large part to Pathways to Adventure’s Aspect and Attribute system, creating challenging and interesting Creatures is approachable and easy to achieve. By following the rules and tips outlined in the Creature Creation Compendium the Game Master can create a Creature quickly that should prove a solid challenge to your adventuring party.

Creatures follow the same rules as Ancestry player characters, with the exception that their Aspect and Attribute scores can potentially exceed the constraints placed on player characters.

In addition to choosing the Aspects and Attributes of a creature, the GM selects the creature’s Level to scale Health Points and the Creature Features from a curated list of abilities to customize their newborn monster.

These features come complete with a built-in power budget, called Potential, to help determine the challenge it would pose to your party by adding the feature to your creature. Some Creature Features are debilitating in nature, and they effectively grant room for more Potential by providing negative Potential when added to a creature.

Generally, the recommended Potential ranges from +6 for standard creatures to +12 for very difficult creatures.

Further details can be found in the Creature Creation Compendium book for Game Masters.

Creature Features

The following is a brief list of some of the over 250 General Creature Features that can be found in the Creature Creation Compendium.

Feature Name

Effect

Potential

Advanced Promotion

Gains Player Leveling Aspect and Attribute Points Progression when leveled up.

+3

Agitator

Knows Coward! Chant With No Cost.

+1

Ambusher

Critically Hits if the Attack from a Hidden State Happens Before Combat

+2

Assassin

Scores Critical Hits on Attack Rolls of 5 and 6.

+3

Berserk

Permanently In Berserk State and Has Physical Damage Resistance.

+2

Bodiless

Has No Body Aspect or Attributes is Immune to Grabbed and Pinned.

+0

Class Master

Has All Features Of A Level 10 Specified Class.

+5

Concussive

Critical Hits Inflict Paralize for 1 Round.

+3

Dark Vision

Can See In Darkness

+1

Defenseless

Has no Defense.

-3

Docile Demoralization

Becomes Harmless and Non-Aggressive While At 0 Morale.

-1

Dodge Master

Has Dodge Mastery

+2

Equippable

Can Use or Wear Equipment.

+2

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Harmless

Martial and Projectile Attacks Deal 1 Damage.

-3

False Appearance

While motionless, indistinguishable from mundane objects.

+1

Flight

+3 Fly.

+1

Fragile

Has 1 Health Point.

-3

Healthy

Double the standard Health Points for its Size and Level.

+3

Beast Creatures

Beasts are animal creatures that can be found in nature. Though some may have been modified by magic, they ultimately retain their natural instincts and act accordingly. Most possess enough intelligence to be interact with players and many can be potentially tamed or befriended. Many beasts will avoid fighting to the death and will attempt to survive as their ultimate goal.

Druids and Beastlords in particular will find the below list of Beast Creature Features useful for their Beast Forms and Warder customization.

Beast Features

Feature Name

Effect

Potential

Arboreal Ascent

Has 20 Dodge While Climbing A Tree.

+3

Beak

Grants Precision Attack Maneuvers and Body as Accuracy Bonus.

+1

Blood Frenzie

Martial Attacks Have Advantage vs. Bloodied Foes.

+1

Claws

Grants Athletics Attack Maneuvers and +Body Damage, And Considered Dual Wielding.

+1

Dire

Increase Size Catagory By One and +2 Body

+3

Eagle-Eyed

Grants Perception Mastery, Long Range Sight, and Blind Immunity.

+2

Fangs

Grants Precision Attacks and Body x3 as Damage vs. Bloodied Foes, Two-Handed Weapon

+1

Fists

Grants Athletics and Precision Attacks and Bodyas Damage, Dual Wield Weapon.

+2

Pack Hunter

Gain Advantage on Martial Attack Maneuvers If An Ally Is Within Melee Range Of Foe.

+2

Tentacles

Grants Projectile Attacks with 50% Range, But Hits Grab Creatures and Pull Into Melee Range.

+1

Thin Skin

No Armor

-2

Transform: Tiny

Druid has -2 Max HP / Level When Transformed Into A Tiny Creature.

-1

Transform: Small

Druid has +0 Max HP / Level When Transformed Into A Small Beast.

+0

Transform: Medium

Druid has +2 Max HP / Level When Transformed Into A Medium Beast.

+1

Transform: Large

Druid has +4 Max HP / Level When Transformed Into A Large Beast.

+2

Sticky Web

Creates A Stick Web Where It Walks For 6 Rounds, Inflicting Snare When Entering This Space.

+1

Strong Jaws

Martial Attacks Grab Creature On Hit.

+1

Venomous Chelicerae

Grants Athletics Abilities, Inflicts Body As Toxic Damage, And Inflicts Poison for 60 Rounds.

+1

Venomous Stinger

Grants Precision Abilities, Inflicts Body As Toxic Damage, And Inflicts Poison for 60 Rounds.

+1

Bear

Level: 3

HP: 44 (+12/lvl)

Defense: 15 (5 Armor, 10 Dodge)

Size: Large

Run: 10

Aspects and Attributes:

6 Body

8 Physique

6 Technique

10 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Natural Weapon: Fangs || Claws

(Body x3 as Damage vs. Bloodied Foes ||

+Body Damage)

Martial Attack Maneuvers: (+6 Accuracy)

(All Damage is Piercing)

Tactical Maneuvers:

Feature Name

Effect

Potential

Claws

Grants Athletics Attack Maneuvers and +Body Damage, And Considered Dual Wielding.

+1

Docile Demoralization

Becomes Harmless and Non-Aggressive While At 0 Morale.

-1

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Fangs

Grants Precision Attacks and Body x3 as Damage vs. Bloodied Foes, Two-Handed Weapon

+1

Restrainer

Gain Grapple Proficiency and Grab and Pin Tactical Maneuvers

+1

Strong Jaws

Martial Attacks Grab Creature On Hit.

+1

Swift

Grants +2 Run, and an additional +2 Run at levels 3, 6, and 9.

+1

Thick Hide

Gain +5 Armor.

+1

Colossal Octopus

Level: 3

HP: 44 (+12/lvl)

Defense: 6 (6 Dodge)

Size: Large

Run: 3 (Land) || 10 (Swimming) || Swim 6

Aspects and Attributes:

6 Body

8 Physique

6 Technique

10 Endurance

4 Mind

4 Intellect

0 Acuity

4 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Natural Martial Weapon: Beak

(Body as Accuracy Bonus)

Martial Attack Maneuvers: (+12 Accuracy)

(All Damage is Piercing)

Natural Projectile Weapon: Tentacles

(50% Range, But Hits Grab, Bludgeoning Damage)

Projectile Attack Maneuvers: (+6 Accuracy)

Tactical Maneuvers:

Skill Maneuvers:

Feature Name

Effect

Potential

Ambusher

Critically Hits if the Attack from a Hidden State Happens Before Combat

+2

Beak

Grants Precision Attack Maneuvers and Body as Accuracy Bonus.

+1

Bludgeoning Immunity

Immune to Bludgeoning Damage.

+1

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Restrainer

Gain Grapple Proficiency and Grab and Pin Tactical Maneuvers

+1

Slashing Vulnerability

Receives Double Slashing Damage.

-2

Stalker

Gains Stealth Proficiency and Hide and Sneak.

+1

Swift Swim

+6 Swim, +4 Run While Swimming, and an additional +4 Run At Levels 3, 6, and 9.

+2

Tentacles

Grants Projectile Attacks with 50% Range, But Hits Grab Creatures and Pull Into Melee Range.

+1

Thin Skin

No Armor

-2

Falcon

Level: 0

HP: 8 (+6/lvl)

Defense: 4 (4 Dodge)

Size: Tiny

Run: 10 || Fly 6

Aspects and Attributes:

4 Body

4 Physique

6 Technique

5 Endurance

2 Mind

2 Intellect

0 Acuity

2 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Natural Weapon: Beak

(Body as Accuracy Bonus)

Martial Attack Maneuvers: (+10 Accuracy)

(All Damage is Piercing)

Feature Name

Effect

Potential

Beak

Grants Precision Attack Maneuvers and Body as Accuracy Bonus.

+1

Harrier

Martial Attack Hits Cause Other Creatures To Have Advantage Against This Creature For 1 Round.

+2

Eagle-Eyed

Grants Perception Mastery, Long Range Sight, and Blind Immunity.

+2

Swift Flight

+6 Flight, +4 Run While Flying, and an additional +4 Run At Levels 3, 6, and 9.

+2

Tiny Terror

Size is Tiny

-1

Giant Eagle

Level: 3

HP: 44 (+12/lvl)

Defense: 6 (6 Dodge)

Size: Large

Run: 6 || Fly 3

Aspects and Attributes:

6 Body

6 Physique

8 Technique

10 Endurance

2 Mind

2 Intellect

0 Acuity

2 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Natural Weapon: Beak

(Body as Accuracy Bonus)

Martial Attack Maneuvers: (+14 Accuracy)

(All Damage is Piercing)

Feature Name

Effect

Potential

Beak

Grants Precision Attack Maneuvers and Body as Accuracy Bonus.

+1

Eagle-Eyed

Grants Perception Mastery, Long Range Sight, and Blind Immunity.

+2

Flight

+3 Fly.

+1

Strong

Carrying Capacity Doubled.

+1

Strong Jaws

Martial Attacks Grab Creature On Hit.

+1

Giant Wasp

Level: 0

HP: 8 (+6/lvl)

Defense: 2 (2 Dodge)

Size: Tiny

Run: 6 || Fly 3

Aspects and Attributes:

2 Body

2 Physique

8 Technique

3 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

0 Spirit

0 Willpower

0 Attunement

0 Resolve

Combat Actions

Attacks Twice Per Round

Natural Weapon: Venomous Stinger

(Body As Toxic Damage and Poison 60 Rounds)

Martial Attack Maneuvers: (+8 Accuracy)

(All Damage is Piercing)

Feature Name

Effect

Potential

Assassin

Scores Critical Hits on Attack Rolls of 5 and 6.

+3

Hover Flight

Grants +3 Fly , Can Hover In Place, and is Immune to Prone.

+3

Spiritless

Has no Spirit Aspect or Attributes but is Immune to Demoralize and Frightened.

+0

Tiny Terror

Size is Tiny

-1

Venomous Stinger

Grants Precision Abilities, Inflicts Body As Toxic Damage, And Inflicts Poison for 60 Rounds.

+1

Gibbon

Level: 0

HP: 8 (+8/lvl)

Defense: 2 (20 Dodge Climbing in Tree)

Size: Small

Run: 6, 10 (Climbing) || Climb 6

Aspects and Attributes:

2 Body

2 Physique

5 Technique

3 Endurance

2 Mind

3 Intellect

0 Acuity

2 Resilience

2 Spirit

2 Willpower

5 Attunement

2 Resolve

Combat Actions

Attacks Twice Per Round

Natural Weapon: Slap

(Interrupts Concentration on Critical Hit)

Martial Attack Maneuvers: (+5 Accuracy)

Natural Projectile Weapon: Poo

(1 Morale Damage On Hit)

Projectile Attack Maneuvers: (+5 Accuracy)

Natural Relic Weapon: Voice

(Spirit As Damage On Hit)

Attack Chant: (+5 Accuracy)

Tactical Chant

Skill Maneuvers:

Skill Chants:

Feature Name

Effect

Potential

Agitator

Knows Coward! Chant With No Cost.

+1

Arboreal Ascent

Has 20 Dodge While Climbing A Tree.

+3

Harmless

Martial and Projectile Attacks Deal 1 Damage.

-3

Precise

Gains Precision Proficiency, Careful Aim, and Deadly Aim.

+1

Muffled

Inflicts Half Damage From Performance Attack Chants.

-2

Speedy Speaker

Recites Chants Instantly.

+3

Stalker

Gains Stealth Proficiency and Hide and Sneak.

+1

Swift Climb

+6 Climb, +4 Run While Climbing, and an additional +4 Run At Levels 3, 6, and 9.

+2

Tool User

Can Use Tools, Such As Potions.

+1

Gorilla

Level: 3

HP: 38 (+10/lvl)

Defense: 15 (5 Armor, 10 Dodge)

Size: Medium

Run: 6, 16 Climbing || Climb 6

Aspects and Attributes:

6 Body

8 Physique

10 Technique

6 Endurance

2 Mind

4 Intellect

0 Acuity

4 Resilience

2 Spirit

2 Willpower

5 Attunement

4 Resolve

Combat Actions

Attacks Two Times Or Chants Once Per Round

Natural Weapon: Fists

(+Body As Damage)

Martial Attack Maneuvers: (+10 Accuracy)

(All Damage is Bludgeoning)

Natural Weapon: Voice

(+Spirit As Damage)

Attack Chant: (+5 Accuracy)

Tactical Maneuvers:

Skill Maneuvers:

Feature Name

Effect

Potential

Arboreal Ascent

Has 20 Dodge While Climbing A Tree.

+3

Crusher

Inflicts Body As Damage Per Round To Grabbed Creatures.

+1

Docile Demoralization

Becomes Harmless and Non-Aggressive While At 0 Morale.

-1

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Fists

Grants Athletics and Precision Attacks and Bodyas Damage, Dual Wield Weapon.

+2

Speedy Speaker

Recites Chants Instantly.

+3

Swift Climb

+6 Climb, +4 Run While Climbing, and an additional +4 Run At Levels 3, 6, and 9.

+2

Thick Hide

Gain +5 Armor.

+1

Honey Badger

Level: 0

HP: 8 (+6/lvl)

Defense: 15 (5 Armor, 10 Dodge)

Size: Tiny

Run: 10

Aspects and Attributes:

4 Body

6 Physique

4 Technique

5 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Natural Martial Weapon: Fangs || Claws

(Body x3 as Damage vs. Bloodied Foes ||

+Body Damage)

Martial Attack Maneuvers: (+6 Accuracy)

(All Damage is Piercing)

Tactical Chants:

Feature Name

Effect

Potential

Agitator

Knows Coward! Chant With No Cost.

+1

Berserk

Permanently In Berserk State and Has Physical Damage Resistance.

+2

Claws

Grants Athletics Attack Maneuvers and +Body Damage, And Considered Dual Wielding.

+1

Dodge Master

Has Dodge Mastery

+2

Fangs

Grants Precision Attacks and Body x3 as Damage vs. Bloodied Foes, Two-Handed Weapon

+1

No Chill

Permanently Effected by Challenge State to Nearest Hostile Creature.

-3

Thick Hide

Gain +5 Armor.

+1

Toxic Immunity

Immune to Toxic Damage and Poisoned Affliction.

+1

Shark

Level: 2

HP: 32 (+12/lvl)

Defense: 8 (8 Dodge)

Size: Large

Run: 10 (Swimming Only) || 6 Swim

Aspects and Attributes:

6 Body

8 Physique

6 Technique

7 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Natural Martial Weapon: Fangs

(Body x3 as Damage vs. Bloodied Foes)

Martial Attack Maneuvers: (+12 Accuracy)

(All Damage is Piercing)

Feature Name

Effect

Potential

Aquatic

Must Remain In Water, Breaths Water Indefinitely.

+0

Blood Frenzie

Martial Attacks Have Advantage vs. Bloodied Foes.

+1

Fangs

Grants Precision Attacks and Body x3 as Damage vs. Bloodied Foes, Two-Handed Weapon

+1

Scent Vision

Can smell in all directions to locate creatures.

+1

Strong Jaws

Martial Attacks Grab Creature On Hit.

+1

Swift Swim

+6 Swim, +4 Run While Swimming, and an additional +4 Run At Levels 3, 6, and 9.

+2

Squirrel

Level: 0

HP: 1

Defense: 0 (20 Dodge Climbing in Tree)

Size: Tiny

Run: 6, 10 (Climbing) || Climb 6

Aspects and Attributes:

1 Body

1 Physique

6 Technique

3 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Three Times Per Round

Natural Weapon: Chompers (Functions as Unarmed)

(Body as Damage Bonus)

Martial Attack Maneuvers: (+6 Accuracy)

Natural Projectile Weapon: Nut (Functions as Rock)

(Body as Damage Bonus)

Projectile Attack Maneuvers: (+6 Accuracy)

Tactical Chant:

Skill Maneuvers:

Feature Name

Effect

Potential

Agitator

Knows Coward! Chant With No Cost.

+1

Ambusher

Critically Hits if the Attack from a Hidden State Happens Before Combat

+2

Arboreal Ascent

Has 20 Dodge While Climbing A Tree.

+3

Concussive

Critical Hits Inflict Paralize for 1 Round.

+3

Defenseless

Has no Defense.

-3

Fragile

Has 1 Health Point.

-3

Gatherer

Gathers Natural Ingredients While in Outdoors.

+3

Harmless

Martial and Projectile Attacks Deal 1 Damage.

-3

Precise

Gains Precision Proficiency, Careful Aim, and Deadly Aim.

+1

Stalker

Gains Stealth Proficiency and Hide and Sneak.

+1

Swift Climb

+6 Climb, +4 Run While Climbing, and an additional +4 Run At Levels 3, 6, and 9.

+2

Tiny Terror

Size is Tiny

-1

Tiger

Level: 2

HP: 38 (+10/lvl)

Defense: 8 (8 Dodge)

Size: Medium

Run: 6

Aspects and Attributes:

6 Body

10 Physique

8 Technique

6 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Natural Martial Weapon: Fangs || Claws

(Body x3 as Damage vs. Bloodied Foes ||

+Body Damage)

Martial Attack Maneuvers: (+6 Accuracy)

(All Damage is Piercing)

Feature Name

Effect

Potential

Ambusher

Critically Hits if the Attack from a Hidden State Happens Before Combat

+2

Claws

Grants Athletics Attack Maneuvers and +Body Damage, And Considered Dual Wielding.

+1

Dark Vision

Can See In Darkness

+1

Fangs

Grants Precision Attacks and Body x3 as Damage vs. Bloodied Foes, Two-Handed Weapon

+1

Stalker

Gains Stealth Proficiency and Hide and Sneak.

+1

Wolf

Level: 0

HP: 8 (+10/lvl)

Defense: 8 (8 Dodge)

Size: Medium

Run: 10

Aspects and Attributes:

4 Body

4 Physique

6 Technique

5 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Natural Weapon: Fangs

(Body x3 as Damage vs. Bloodied Foes)

Martial Attack Maneuvers: (+6 Accuracy)

(All Damage is Piercing)

Skill Maneuvers:

Feature Name

Effect

Potential

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Fangs

Grants Precision Attacks and Body x3 as Damage vs. Bloodied Foes, Two-Handed Weapon

+1

Pack Hunter

Gain Advantage on Martial Attack Maneuvers If An Ally Is Within Melee Range Of Foe.

+2

Scent Vision

Can smell in all directions to locate creatures.

+1

Swift

Grants +2 Run, and an additional +2 Run at levels 3, 6, and 9.

+1

Elemental Creatures

Elementals are beings from the elemental planes of existence and rarely manifest in the prime material realm without aid from magic chants or rarely in intense natural phenomena. These beings are exceptionally powerful, but often come with specific weaknesses and strengths that can be taken advantage of by savvy adventurers.

Conjurers in particular will find the list of Elemental Creatures useful when forming their Contracts.

Elemental Features

Feature Name

Effect

Potential

Boil

Receiving Fire damage converts the creature into a Fire Elemental.

+2

Chilled

Receiving Cold damage converts the creature into a Water Elemental.

+2

Diamond Skin

Ignore Incoming Critical Damage Bonus.

+3

Earth Glide

Can Move Through Solid Earth.

+3

Flame Body

Inflict 10 Fire Damage to Creatures touching this creature.

+1

Formless

Able to Move Into Another Creature’s Space.

+1

Frigid Skin

Inflict 10 Cold Damage to incoming Martial Attacks or Tactical Maneuvers.

+3

Glaciation

Receiving Fire Damage converts the creature into an Ice Elemental.

+2

Greater

Increase Size Category By 1, Body, Mind, And Spirit by +1

+4

Melt

Receiving Fire damage converts the creature into a Water Elemental.

+2

Mire Master

Abilities inflict Snare on affected creatures for 1 Round.

+1

Molten Skin

Inflict 10 Fire Damage to incoming Martial Attacks or Tactical Maneuvers.

+3

Out of Steam

Reaching 0 Morale kills this creature.

-3

Steamed

Receiving Fire Damage converts the creature into a Geyser Elemental.

+2

Steaming

Receiving Water-Based Physical Damage Converts the creature into a Geyser Elemental.

+2

Air Elemental

Level: 1

HP: 16 (+8/lvl)

Defense: 12 (10 Dodge, 2 Shield)

Size: Medium

Run: 10 || Fly 3

Aspects and Attributes:

6 Body

6 Physique

8 Technique

7 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Martial Attack Maneuvers: (+8 Accuracy)

(All Damage is Wind Slashing or Piercing)

Projectile Attack Maneuvers: (+8 Accuracy)

(All Damage is Wind Slashing or Piercing)

Skill Maneuvers:

Feature Name

Effect

Potential

Assassin

Scores Critical Hits on Attack Rolls of 5 and 6.

+3

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Formless

Able to Move Into Another Creature’s Space.

+1

Precise

Gains Precision Proficiency, Careful Aim, and Deadly Aim.

+1

Earth Elemental

Level: 1

HP: 20 (+12/lvl)

Defense: 18 (10 Armor, 6 Dodge, 2 Shield)

Size: Medium

Run: 6 || Burrow 3

Aspects and Attributes:

6 Body

8 Physique

6 Technique

11 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Martial Attack Maneuvers: (+6 Accuracy)

(All Damage is Earth Bludgeoning)

Projectile Attack Maneuvers: (+6 Accuracy)

(All Damage is Earth Bludgeoning)

Tactical Maneuvers: (+9 Potency)

Skill Maneuvers:

Feature Name

Effect

Potential

Diamond Skin

Ignore Incoming Critical Damage Bonus.

+3

Earth Glide

Can Move Through Solid Earth.

+3

Lightning Immunity

Immune to Lightning Damage.

+1

Strong

Carrying Capacity Doubled.

+1

Thunder Vulnerability

Receives Double Thunder Damage.

-2

Fire Elemental

Level: 1

HP: 14 (+6/lvl)

Defense: 0

Size: Medium

Run: 8

Aspects and Attributes:

0 Body

0 Physique

0 Technique

0 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

6 Spirit

8 Willpower

6 Attunement

6 Resolve

Combat Actions

Recites Once Per Round

Attack Chants: (+6 Accuracy)

(All Damage is Fire)

Tactical Maneuvers: (+9 Potency)

Feature Name

Effect

Potential

Bodiless

This creature has no Body Aspect or Attributes is Immune to Grabbed and Pinned.

+0

Fire Immunity

Immune to Fire Damage.

+1

Flame Body

Inflict 10 Fire Damage to Creatures touching this creature.

+1

Formless

Able to Move Into Another Creature’s Space.

+1

Molten Skin

Inflict 10 Fire Damage to incoming Martial Attacks or Tactical Maneuvers.

+3

Steaming

Receiving Water-Based Physical Damage Converts the creature into a Geyser Elemental.

+2

Water Vulnerability

Receives Double Water-Based Physical Damage.

-2

Geyser Elemental

Level: 1

HP: 12 (+4/lvl)

Defense: 0

Size: Medium

Run: 6

Aspects and Attributes:

0 Body

0 Physique

0 Technique

0 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

6 Spirit

12 Willpower

6 Attunement

2 Resolve

Combat Actions

Recites Once Per Round

Attack Chants: (+6 Accuracy)

(All Damage is Fire)

Feature Name

Effect

Potential

Boil

Receiving Fire damage converts the creature into a Fire Elemental.

+2

Chilled

Receiving Cold damage converts the creature into a Water Elemental.

+2

Fire Immunity

Immune to Fire Damage.

+1

Flame Body

Inflict 10 Fire Damage to Creatures touching this creature.

+1

Formless

Able to Move Into Another Creature’s Space.

+1

Master Swimmer

Has Swim Mastery.

+1

Molten Skin

Inflict 10 Fire Damage to incoming Martial Attacks or Tactical Maneuvers.

+3

Out of Steam

Reaching 0 Morale Kills This Creature.

-3

Water Walker

Can Move on Liquids

+0

Ice Elemental

Level: 1

HP: 18 (+10/lvl)

Defense: 16 (8 Armor, 8 Dodge)

Size: Medium

Run: 6

Aspects and Attributes:

4 Body

4 Physique

6 Technique

7 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

4 Spirit

4 Willpower

6 Attunement

7 Resolve

Combat Actions

Attacks Twice Per Round or Chants Once

Martial Attack Maneuvers: (+6 Accuracy)

(All Damage is Cold)

Attack Chants: (+6 Accuracy)

(All Damage is Cold)

Skill Maneuvers:

Feature Name

Effect

Potential

Cold Immunity

Immune to Cold Damage.

+1

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Fire Vulnerability

Receives Double Fire Damage.

-2

Frigid Skin

Inflict 10 Cold Damage to incoming Martial Attacks or Tactical Maneuvers.

+3

Melt

Receiving Fire damage converts the creature into a Water Elemental.

+2

Water Walker

Can move on liquids

+0

Lightning Elemental

Level: 1

HP: 16 (+8/lvl)

Defense: 10 (10 Dodge)

Size: Medium

Run: 12

Aspects and Attributes:

4 Body

4 Physique

8 Technique

5 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

4 Spirit

4 Willpower

8 Attunement

5 Resolve

Combat Actions

Attacks Twice Per Round

Martial Attack Maneuvers: (+8 Accuracy)

(All Damage is Lightning)

Attack Chants: (+8 Accuracy)

(All Damage is Lightning)

Skill Maneuvers:

Feature Name

Effect

Potential

Dodge Master

Has Dodge Mastery

+2

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Formless

Able to Move Into Another Creature’s Space.

+1

Lightning Immunity

Immune to Lightning Damage.

+1

Uncatchable

Does not Trigger the Punishing Strike Reaction.

+1

Magma Elemental

Level: 1

HP: 18 (+10/lvl)

Defense: 16 (10 Armor, 4 Dodge, 2 Shield)

Size: Medium

Run: 6 || Burrow 3

Aspects and Attributes:

4 Body

6 Physique

4 Technique

7 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

4 Spirit

6 Willpower

4 Attunement

7 Resolve

Combat Actions

Attacks Twice Per Round or Chants Once

Martial Attack Maneuvers: (+4 Accuracy)

(All Damage is Fire)

Attack Chants: (+4 Accuracy)

(All Damage is Fire)

Tactical Maneuvers: (+7 Potency)

Tactical Chants: (+7 Potency)

Skill Maneuvers:

Feature Name

Effect

Potential

Earth Glide

Can Move Through Solid Earth.

+3

Fire Immunity

Immune to Fire Damage.

+1

Lightning Immunity

Immune to Lightning Damage.

+1

Molten Skin

Inflict 10 Fire Damage to incoming Martial Attacks or Tactical Maneuvers.

+3

Water Vulnerability

Receives Double Water-Based Physical Damage.

-2

Marsh Elemental

Level: 1

HP: 18 (+10/lvl)

Defense: 14 (8 Armor, 4 Dodge, 2 Shield)

Size: Medium

Run: 6 || Burrow 3 || Swim 3

Aspects and Attributes:

4 Body

4 Physique

4 Technique

9 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

4 Spirit

4 Willpower

4 Attunement

9 Resolve

Combat Actions

Attacks Twice Per Round or Chants Once

Martial Attack Maneuvers: (+4 Accuracy)

(All Damage is Water Bludgeoning)

Attack Chants: (+4 Accuracy)

(All Damage is Water Bludgeoning)

Tactical Maneuvers: (+7 Potency)

Tactical Chants: (+7 Potency)

Skill Maneuvers:

Skill Chants:

Feature Name

Effect

Potential

Earth Glide

Can Move Through Solid Earth.

+3

Fire Immunity

Immune to Fire Damage.

+1

Lightning Immunity

Immune to Lightning Damage.

+1

Mire Master

Abilities inflict Snare on affected creatures for 1 Round.

+1

Sticky Hands

Prevention Rolls and Shake Off are Disadvantaged When A Grab is Attempted or To be Removed

+1

Sand Elemental

Level: 1

HP: 18 (+10/lvl)

Defense: 18 (8 Armor, 10 Dodge)

Size: Medium

Run: 10 || Fly 2 || Burrow 3

Aspects and Attributes:

6 Body

6 Physique

8 Technique

7 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

1 Spirit

0 Willpower

0 Attunement

1 Resolve

Combat Actions

Attacks Twice Per Round

Martial Attack Maneuvers: (+8 Accuracy)

(All Damage is Wind or Earth, Slashing or Piercing)

Skill Maneuvers:

Feature Name

Effect

Potential

Earth Glide

Can Move Through Solid Earth.

+3

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Formless

Able to Move Into Another Creature’s Space.

+1

Lightning Immunity

Immune to Lightning Damage.

+1

Precise

Gains Precision Proficiency, Careful Aim, and Deadly Aim.

+1

Wind Vulnerability

Receives Double Wind-Based Physical Damage.

-2

Water Elemental

Level: 1

HP: 14 (+6/lvl)

Defense: 0

Size: Medium

Run: 6 || Swim 6

Aspects and Attributes:

0 Body

0 Physique

0 Technique

0 Endurance

1 Mind

0 Intellect

0 Acuity

1 Resilience

6 Spirit

8 Willpower

6 Attunement

6 Resolve

Combat Actions

Recites Once Per Round

Attack Chants: (+6 Accuracy)

(All Damage is Physical-Water)

Skill Chants:

Feature Name

Effect

Potential

Bodiless

This creature has no Body Aspect or Attributes is Immune to Grabbed and Pinned.

+0

Fire Immunity

Immune to Fire Damage.

+1

Formless

Able to Move Into Another Creature’s Space.

+1

Glaciation

Receiving Fire Damage converts the creature into an Ice Elemental.

+2

Lightning Vulnerability

Receives Double Lightning Damage

-2

Master Swimmer

Has Swim Mastery.

+1

Reviver

Healing a creature that died within the last minute returns them to life.

+1

Steamed

Receiving Fire Damage converts the creature into a Geyser Elemental.

+2

Water Walker

Can Move on Liquids

+0

Undead Creatures

Undead are inherently unnatural creatures that have resulted from necromantic magics interrupting the natural process of death. Undead creatures almost never spontaneously arise without some form of intervention from magical means, and as such, they are often created for specific purposes by Necromancers or others with power over life and death. Universally, healing magics prove harmful to Undead, while normally harmful Necrotic energy will restore their health. Additionally, they have no need to eat, breath, do not tire, and are immune to Toxic damage and Poison. Lastly, several undead lack a single Aspect, representing the loss of their Body, Mind, or Spirit in the process of becoming a specific undead.

Necromancers in particular will find the below list of Undead Creature Features useful for their Abomination customization.

Undead Features

Feature Name

Effect

Potential

Army of the Dead

Creature Undead and Control Undead Have No Limit of Undead Creatures.

+3

Bag of Bones

Splits into 5 Skeletons upon death.

+3

Brain Eater

Consumes the Brain of an Unconscious or Pinned Creature after 1 Round, Preventing Revival.

+3

Dead Raiser

Can Recite Create Undead and Control Undead at No Cost.

+1

Fangs

Grants Precision Attacks and Body x3 as Damage vs. Bloodied Foes, Two-Handed Weapon

+1

Formless

Able to Move Into Another Creature’s Space.

+1

Inverted Healing

Magical Healing Harms This Creature, Incoming Necrotic Damage From Other Creatures Heals.

-3

Mummy Rot

Martial Attacks Inflict A Rot That Snares and Prevents Dodging for 1 Hour.

+3

Pass On

Passes On To Its Destined Afterlife Once It Reaches 0 Morale.

-2

Possession

Instantly Enters the Body and assumes full control of a creature while they have 0 Morale.

+3

Reforming

Reforms From Death At Nearest Graveyard The Following Night If Not Passed On.

+2

Regain Brain

Consuming 5 Brains Will Remove the Mindless Feature, Returning to 1 Mind.

+0

Shadow Scythe

Staff Produces A Shadowy Scythe And Acts As A Kite Shield (+6 Shield).

+1

Shadow Shield

Gains +10 Armor While In Total Darkness

+2

Soul Revival

The creature Revives Within 24 Hours If Killed, Returning Near Its Soul Vessel.

+3

Soul Vessel

Spirit Is Stored In An Object, Making It Immortal Unless Broken.

-3

Spell Core

Can Cast An Imbued Spell Using Its Creator’s Attributes.

+1

Spell Imbuement

Imbued With A Spell Upon Creation Of The Creator’s Choice.

+0

Undead Constitution

Does Not Eat or Breathe, is Immune to Toxic Damage, and Cannot Become Exhausted.

+3

Vampiric Thrall

Draining Bite Used Against a Creature With 0 Morale Permanently Charms Them.

+3

Ghost

Level: 0

HP: 8 (+6/lvl)

Defense: 0

Size: Varies

Run: 6 || Fly 1

Aspects and Attributes:

0 Body

0 Physique

0 Technique

0 Endurance

1 Mind

1 Intellect

1 Acuity

1 Resilience

4 Spirit

4 Willpower

4 Attunement

4 Resolve

Combat Actions

Recites Two Chants Per Round

Haunting Whispers - Chant Attack

Feature Name

Effect

Potential

Advanced Promotion

Gains Player Leveling Aspect and Attribute Points Progression when leveled up.

+3

Bodiless

This creature has no Body Aspect or Attributes is Immune to Grabbed and Pinned.

+0

Inverted Healing

Magical Healing Harms This Creature, Incoming Necrotic Damage From Other Creatures Heals.

-3

Pass On

Passes On To Its Destined Afterlife Once It Reaches 0 Morale.

-2

Possession

Instantly Enters the Body and assumes full control of a creature while they have 0 Morale.

+3

Reforming

Reforms From Death At Nearest Graveyard The Following Night If Not Passed On.

+2

Speedy Speaker

Recites Chants Instantly.

+3

Spirit Vulnerability

Receives Double Spirit Damage.

-2

Undead Constitution

Does Not Eat or Breathe, is Immune to Toxic Damage, and Cannot Become Exhausted.

+3

Mummy

Level: 1

HP: 20 (+12/lvl)

Defense: 0 (Can equip Armor and Shield)

Size: Varies

Run: 3

Aspects and Attributes:

4 Body

4 Physique

4 Technique

5 Endurance

1 Mind

1 Intellect

1 Acuity

2 Resilience

2 Spirit

2 Willpower

4 Attunement

4 Resolve

Combat Actions

Attacks Twice Per Round, or Recites One Chant

Martial Weapon: Fist (unless equipped)

(+Body as Additional Martial Attack Damage)

Martial Attack Maneuvers: (+4 Accuracy)

Projectile Weapon: Bandages (unless equipped)

(-50% Range, Pulls In and Grabs creatures on hit)

Projectile Attack Maneuvers: (+4 Accuracy)

Relic Weapon: Voice (unless equipped)

(+Spirit as Additional Chant Attack Damage)

Attack Chants: (+4 Accuracy)

Tactical Maneuvers: (+7 Potency)

Tactical Chants: (+7 Potency)

Feature Name

Effect

Potential

Advanced Promotion

Gains Player Leveling Aspect and Attribute Points Progression when leveled up.

+3

Docile Demoralization

Becomes Harmless and Non-Aggressive While At 0 Morale.

-1

Equippable

Can Use or Wear Equipment.

+2

Fire Vulnerability

Receives Double Fire Damage.

-2

Inverted Healing

Magical Healing Harms This Creature, Incoming Necrotic Damage From Other Creatures Heals.

-3

Mummy Rot

Martial Attacks Inflict A Rot That Snares and Prevents Dodging for 1 Hour.

+3

Stiff Joints

Cannot Dodge.

-2

Sticky Hands

Prevention Rolls and Shake Off are Disadvantaged When A Grab is Attempted or To be Removed

+1

Strong

Carrying Capacity Doubled.

+1

Undead Constitution

Does Not Eat or Breathe, is Immune to Toxic Damage, and Cannot Become Exhausted.

+3

Shade

Level: 1

HP: 16 (+8/lvl)

Defense: 10 (10 Dodge)

Size: Varies

Run: 8

Aspects and Attributes:

4 Body

4 Physique

8 Technique

5 Endurance

0 Mind

0 Intellect

0 Acuity

0 Resilience

1 Spirit

1 Willpower

0 Attunement

3 Resolve

Combat Actions

Attacks Twice Per Round

Martial Weapon: Shadow Dagger

(+ 2x Body as Additional Martial Attack Damage vs Bloodied Creatures)

Martial Attack Maneuvers: (+8 Accuracy)

(All Damage is Necrotic)

Projectile Weapon: Shadow Dagger

(+ 2x Body as Additional Martial Attack Damage vs Bloodied Creatures)

Projectile Attack Maneuvers: (+8 Accuracy)

(All Damage is Necrotic)

Skill Maneuvers:

Feature Name

Effect

Potential

Ambusher

Critically Hits if the Attack from a Hidden State Happens Before Combat

+2

Assassin

Scores Critical Hits on Attack Rolls of 5 and 6.

+3

Body Snatcher

Assumes Full Control Over A Dead Body Until It Decays Or Takes Radiant Damage.

+2

Dark Vision

Can See In Darkness

+1

Dodge Master

Has Dodge Mastery

+2

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Inverted Healing

Magical Healing Harms This Creature, Incoming Necrotic Damage From Other Creatures Heals.

-3

Mindless

Has No Mind Aspect or Attributes and is Immune to Illusions and Mental Damage.

+0

Precise

Gains Precision Proficiency, Careful Aim, and Deadly Aim.

+1

Radiant Vulnerability

Receives Double Radiant Damage.

-2

Shadow Shield

Gains +10 Armor While In Total Darkness

+2

Shadow Sneak

Becomes Invisible and Hidden While In Total Darkness.

+1

Undead Constitution

Does Not Eat or Breathe, is Immune to Toxic Damage, and Cannot Become Exhausted.

+3

Skeleton

Level: 0

HP: 8 (+10/lvl)

Defense: 6 (Can Equip Armor, 6 Dodge, Can Equip Shield)

Size: Varies

Run: 6

Aspects and Attributes:

3 Body

3 Physique

4 Technique

3 Endurance

2 Mind

1 Intellect

4 Acuity

3 Resilience

0 Spirit

0 Willpower

0 Attunement

0 Resolve

Combat Actions

Attacks Twice Per Round, or Casts One Spell

Martial Weapon: Fist (unless equipped)

(+Body as Additional Martial Attack Damage)

Martial Attack Maneuvers: (+4 Accuracy)

Projectile Weapon: Rock (unless equipped)

(+Body as Additional Projectile Attack Damage)

Projectile Attack Maneuvers: (+4 Accuracy)

Spell Weapon: Focus (unless equipped)

(+Mind as Additional Spell Attack Damage)

Drain Touch - Spell Attack

Tactical Maneuvers: (+7 Potency)

Skill Maneuvers:

Feature Name

Effect

Potential

Advanced Promotion

Gains Player Leveling Aspect and Attribute Points Progression when leveled up.

+3

Bludgeoning Vulnerability

Receives Double Bludgeoning Damage.

-2

Equippable

Can Use or Wear Equipment.

+2

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Inverted Healing

Magical Healing Harms This Creature, Incoming Necrotic Damage From Other Creatures Heals.

-3

Spell Core

Can Cast An Imbued Spell Using Its Creator’s Attributes.

+1

Spell Imbuement

Imbued With A Spell Upon Creation Of The Creator’s Choice.

+0

Spiritless

Has no Spirit Aspect or Attributes but is Immune to Demoralize and Frightened.

+0

Undead Constitution

Does Not Eat or Breathe, is Immune to Toxic Damage, and Cannot Become Exhausted.

+3

Vampire

Level: 5

HP: 58 (+10/lvl)

Defense: 19 (10 Phantasmal Armor, 10 Dodge, Can Equip Shield)

Size: Varies

Run: 6 || Fly 1

Aspects and Attributes:

5 Body

5 Physique

8 Technique

7 Endurance

3 Mind

2 Intellect

6 Acuity

5 Resilience

1 Spirit

1 Willpower

0 Attunement

3 Resolve

Combat Actions

Attacks Twice Per Round, or Casts One Spell

Martial Weapons: Fangs || Fists (unless equipped)

(3x Body as Additional Martial Damage vs Bloodied || +Body as Additional Martial Attack Damage)

Draining Bite - Martial Attack Maneuver

Martial Attack Maneuvers: (+8 Accuracy)

Spell Weapon: Focus (unless equipped)

(+Mind as Additional Spell Attack Damage)

Attack Spells: (+6 Accuracy)

Tactical Maneuvers: (+11 Potency)

Skill Maneuvers:

Skill Spells:

(Vampire cont.)

Feature Name

Effect

Potential

Advanced Promotion

Gains Player Leveling Aspect and Attribute Points Progression when leveled up.

+3

Ambusher

Critically Hits if the Attack from a Hidden State Happens Before Combat

+2

Dark Vision

Can See In Darkness

+1

Dodge Master

Has Dodge Mastery

+2

Equippable

Can Use or Wear Equipment.

+2

Evasive

Gains Dodge Proficiency, Evasion, and Bob and Weave.

+1

Fangs

Grants Precision Attacks and Body x3 as Damage vs. Bloodied Foes, Two-Handed Weapon

+1

Inverted Healing

Magical Healing Harms This Creature, Incoming Necrotic Damage From Other Creatures Heals.

-3

Sunlight Susceptibility

Has Disadvantage On All Roles While In Direct Sunlight.

-3

Undead Constitution

Does Not Eat or Breathe, is Immune to Toxic Damage, and Cannot Become Exhausted.

+3

Vampiric Thrall

Draining Bite Used Against a Creature With 0 Morale Permanently Charms Them.

+3

Writhing Bone Mass

Level: 5

HP: 1000

Defense: 0

Size: Huge

Run: 3

Aspects and Attributes:

10 Body

10 Physique

10 Technique

10 Endurance

2 Mind

2 Intellect

4 Acuity

3 Resilience

0 Spirit

0 Willpower

0 Attunement

0 Resolve

Combat Actions

Attacks Thrice Per Round

Natural Weapon: Fist

(+Body as Additional Martial Attack Damage)

Martial Attack Maneuvers: (+10 Accuracy, 2 Reach)

Projectile Weapon: Boulder

(+Body as Additional Projectile Attack Damage)

Projectile Attack Maneuvers: (+10 Accuracy)

Tactical Maneuvers: (+12 Potency)

Feature Name

Effect

Potential

Amalgamated Army

This creature is composed of multiple smaller creatures, which separate on death.

+3

Bag of Bones

Splits into 5 Skeletons upon death.

+3

Bludgeoning Vulnerability

Receives Double Bludgeoning Damage.

-2

Explosive End

Explodes on death to deal 3x Body Thunder damage to adjacent creatures.

+2

Healthy

Double the standard Health Points for its Size and Level.

+3

Inverted Healing

Magical Healing Harms This Creature, Incoming Necrotic Damage From Other Creatures Heals.

-3

Spell Core

Can Cast An Imbued Spell Using Its Creator’s Attributes.

+1

Spell Imbuement

Imbued With A Spell Upon Creation Of The Creator’s Choice.

+0

Slow

-3 Run Speed

-2

Spiritless

Has no Spirit Aspect or Attributes but is Immune to Demoralize and Frightened.

+0

Stiff Joints

Cannot Dodge.

-2

Trampler

Can move over creatures 2 sizes smaller, dealing 2x Body bludgeoning damage.

+2

Undead Constitution

Does Not Eat or Breathe, is Immune to Toxic Damage, and Cannot Become Exhausted.

+3

Zombie

Level: 0

HP: 8 (+12/lvl)

Defense: 0

Size: Varies

Run: 4

Aspects and Attributes:

4 Body

4 Physique

4 Technique

5 Endurance

0 Mind

0 Intellect

0 Acuity

0 Resilience

1 Spirit

1 Willpower

0 Attunement

0 Resolve

Combat Actions

Attacks Twice Per Round

Martial Weapon: Fist (unless equipped)

(+Body as Additional Martial Attack Damage)

Martial Attack Maneuvers: (+4 Accuracy)

Tactical Maneuvers: (+7 Potency)

Feature Name

Effect

Potential

Advanced Promotion

Gains Player Leveling Aspect and Attribute Points Progression when leveled up.

+3

Berserk

Permanently In Berserk State and Has Physical Damage Resistance.

+2

Brain Eater

Consumes the Brain of an Unconscious or Pinned Creature after 1 Round, Preventing Revival.

+3

Docile Demoralization

Becomes Harmless and Non-Aggressive While At 0 Morale.

-1

Inverted Healing

Magical Healing Harms This Creature, Incoming Necrotic Damage From Other Creatures Heals.

-3

Mindless

Has No Mind Aspect or Attributes and is Immune to Illusions and Mental Damage.

+0

Regain Brain

Consuming 5 Brains Will Remove the Mindless Feature, Returning to 1 Mind.

+0

Stiff Joints

Cannot Dodge.

-2

Strong

Carrying Capacity Doubled.

+1

Undead Constitution

Does Not Eat or Breathe, is Immune to Toxic Damage, and Cannot Become Exhausted.

+3