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
Health Points and Death’s Door 23
Activation Methods of Abilities 26
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 |