0% found this document useful (0 votes)
45 views396 pages

SOUL Player Handbook 103

The S.O.U.L Player Handbook outlines the character creation process for the S.O.U.L D20 RPG, emphasizing a versatile system that allows players to create diverse characters beyond traditional roles. It details the steps for character creation, including defining existence tiers, attributes, and skills, as well as various character types ranging from Feeble to Godlike. The handbook also introduces combat mechanics, action types, and secondary attributes, providing a comprehensive framework for gameplay in a fantasy setting.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
45 views396 pages

SOUL Player Handbook 103

The S.O.U.L Player Handbook outlines the character creation process for the S.O.U.L D20 RPG, emphasizing a versatile system that allows players to create diverse characters beyond traditional roles. It details the steps for character creation, including defining existence tiers, attributes, and skills, as well as various character types ranging from Feeble to Godlike. The handbook also introduces combat mechanics, action types, and secondary attributes, providing a comprehensive framework for gameplay in a fantasy setting.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 396

S.O.U.

L Player Handbook
S.O.U.L
SAGA OF ULTIMATE LEGENDS

CHARACTER CREATION:
The RPG – S.O.U.L D20 is about telling stories in a fantasy world with its own rules and common sense. It shares
elements of fantasy games, mainly influenced by indie rogue-like games and JRPGs. I've played many RPG
systems, obviously D&D was one of them since I'm using the D20 base for this system. However, I see how most
RPG systems currently have little material outside of what is basically thought.

I see RPG as a system where you can do everything within an adapted scenario, but RPG systems often only
focus on fighting warriors and wizards, and their versatility is small, especially when it comes to warriors.
Honestly, the reason I started with this system was because I want an RPG where you can be EVERYTHING.
Where everything you are, from your race, class, lineage and future comes from the levels you have.

CREATING YOUR CHARACTER:

1 – Define your Existence Tier with your GM, normally with all players starting with the same Existence Tier.
2 – Choose your Blessings, Detriments and Traits.

3 – Distribute your attributes.

4 – Choose your Race.

5 – Define your Age category.

6 – Choose where you will spend your initial levels in order, being able to spend them on racial or Class
levels.

7 – Distribute your initial skill points.

8 – Choose your powers, spells or etc.

9 – Define other extra things, such as feats, skill points, equipment, etc.

10 – Write your character’s backstory.

11 – Have fun.

Strength: Strength represents a character's physical power, raw muscle, and ability to exert force. It affects
melee combat, carrying capacity, and feats of athleticism. Characters with high Strength excel in physical
combat, can wield heavy weapons, and perform impressive displays of strength.

Dexterity: Dexterity reflects a character's agility, reflexes, and coordination. It affects ranged combat, dodging
attacks, and fine motor skills. Characters with high Dexterity are nimble, have precise aim, and excel in
acrobatics, stealth, and tasks that require finesse.

Constitution: Constitution represents a character's endurance, resilience, and overall health. It affects hit
points, stamina, and resistance to diseases and toxins. Characters with high Constitution can withstand physical
punishment, recover quickly from injuries, and endure harsh environments.

Intelligence: Intelligence reflects a character's intellect, knowledge, and problem-solving abilities. It affects
spellcasting, memory, and skills that rely on analytical thinking. Characters with high Intelligence are quick
learners, possess vast knowledge, and excel in magic, research, and strategy. It also gives you extra Skill points
per level.

Wisdom: Wisdom represents a character's intuition, perception, and common sense. It affects perception,
insight, and resistance to mental manipulation. Characters with high Wisdom possess keen senses, have a deep
understanding of the world, and excel in perception-based tasks, tracking, and sensing danger.

Charisma: Charisma reflects a character's presence, charm, and ability to influence others. It affects social
interactions, leadership, and the use of persuasive skills. Characters with high Charisma are captivating,
persuasive, and excel in diplomacy, intimidation, and spellcasting that relies on force of personality.

Soul: Soul represents a character's spiritual essence, willpower, and mental fortitude. It reflects their
connection to the supernatural, resistance to dark forces, and overall mental stability. Characters with
a high Soul are resilient against mental manipulation, possess supernatural sensitivity, and may have
access to unique abilities or resistances. It operates on a percentage scale from 0% to 100%. At 0%,
the character's soul is on the brink of destruction, making them vulnerable to corruption. Exceeding
100% grants access to powerful abilities. Managing the Soul involves maintaining balance, seeking
restoration, and making choices to strengthen the character's connection to the supernatural.

----------------------------------------------------------------------------------------------------------

Attribute Cost:

3: -9 7: -1 11: 3 15: 8 19: 20 23: 42 27: 72

4: -6 8: 0 12: 4 16: 10 20: 25 24: 49 28: 81

5: -4 9: 1 13: 5 17: 13 21: 30 25: 56 29: 90

6: -2 10: 2 14: 6 18: 16 22: 36 26: 64 30: 100

Feeble Entities have the following stats:


8,8,8,8,8,8 or 0 points (or less). Soul Base is 60.

Level 1 skill points X1.

2 Disadvantage Point.

Maximum base attributes: 18 + initial Racial Base Bonus. It increases by 5 every 20 levels.

Feeble entities encompass the weakest creatures in the world, including small animals, individuals born with
disabilities, and other frail beings. Their attributes are significantly lower than average, making them vulnerable
and often dependent on others for survival. Despite their limitations, feeble entities can still find unique ways to
contribute to their environments, and they may possess qualities that grant them a different perspective on life.

Average Characters have the following stats:


10,10,10,10,10,10 or 12 points. Soul Base is 70.

Level 1 skill points X2.

+0 Traits/Feat at level 1.

0 Advantage points, 1 Disadvantage point.

Maximum base attributes: 20 + Racial Base Bonus. It increases by 6 every 20 levels.

Average characters represent the majority of people in the world. They possess balanced attributes and skills,
living their lives without any exceptional abilities or remarkable feats. These individuals make up the foundation
of society, fulfilling their roles with earnestness and contributing to the functioning of the world around them.
While they may not possess extraordinary talents, their contributions play an essential part in maintaining the
equilibrium of daily life.

Proficient Characters have the following stats:


13,12,11,10,10,10 or 18 points. Soul Base is 70.

Level 1 skill points X3.

+1 Traits/Feat at level 1.

Maximum HP at Maximum level 1.

1 Advantage point, 1 Disadvantage Point.

Maximum base attributes: 25 + Racial Base Bonus. It increases by 8 every 20 levels.

Proficient characters stand out from the crowd with their particular strengths. They have honed their abilities in
a specific area, excelling in their chosen field. These individuals have invested time and effort to become adept
at a certain skill, art, or craft. While not exceptional in every aspect, their proficiency grants them an edge in
their chosen endeavor, enabling them to make a noticeable impact and garner respect from their peers.

Standard Characters have the following stats:


15,14,13,12,11,10 or 28 points. Soul Base is 75.

Level 1 skill points X4.

+2 Traits/Feat at level 1. One extra Trait/Feat every 5 levels.(5,10,15,20...)

Maximum HP at Maximum level 1 to 10.

2 Advantages points, 4 Disadvantage points.

Maximum base attributes: 30 + Racial Base Bonus. It increases by 10 every 20 levels.

Standard characters are the quintessential adventurers, possessing a well-rounded mix of attributes and
capabilities. They are equipped to face challenges head-on, with a balance of strengths and weaknesses that
enable them to navigate various situations. These individuals often embark on journeys, seeking greater
purpose and rewards beyond the confines of their ordinary lives. Standard characters are the heroes and
heroines whose destinies are intertwined with the fate of the world.

Advanced Characters have the following stats:


17,15,14,13,12,10 or 38 points. Soul Base is 75.

Level 1 skill points X5.

+3 Traits/Feat at level 1. One extra Trait/Feat every 4 levels. (4,8,12,16,20...)


Maximum HP at Maximum level 1 to 20.

4 Advantages points, 4 Disadvantage points.

Maximum base attributes. 35 + Racial Base Bonus. It increases by 12 every 20 levels.

Advanced characters are born with a natural advantage that sets them apart from others. Their attributes lean
toward the exceptional, providing them with enhanced physical or mental prowess. These individuals are often
destined for greatness, possessing qualities that make them stand out in a crowd. Their abilities open doors to
opportunities that are not accessible to the average person, making them formidable adventurers and leaders.

Epic Characters have the following stats:


18,17,16,15,13,12 or 56 points. Soul Base is 80.

Level 1 skill points X5.

+4 Traits/Feat at level 1. One extra Trait/Feat every 3 levels. (3,6,9,12...)

Maximum HP at Maximum level 1 to 30.

12 Advantages points, 12 Disadvantage points.

Maximum base attributes. 40 + Racial Base Bonus. It increases by 15 every 20 levels.

Epic characters are a rare breed, possessing attributes and abilities that border on the supernatural. They are
often touched by destiny or heritage, representing figures of myth and legend. Their capabilities surpass the
limitations of mortals, enabling them to perform feats that defy belief. Epic characters are chosen by fate, their
actions and decisions shaping the world in profound ways. These individuals are larger-than-life figures, leaving
an indelible mark on the tapestry of existence.

Godlike Characters have the following stats:


20,20,20,20,20,20 or 150 points. Soul Base is 80.

Level 1 skill points X6.

+5 Traits/Feat at level 1. One extra Trait/Feat every 2 levels. (2,4,6,8...)

Maximum HP at Maximum level 1 to 50.

20 Advantages points, 20 Disadvantage points.

Maximum base attributes. 50 + Racial Base Bonus. It increases by 20 every 20 levels.

Godlike entities are beings of immense and incomprehensible power. Their attributes are beyond the scope of
mortal understanding, representing the pinnacle of existence. These entities can be gods, demigods, cosmic
beings, or those who have transcended mortal limitations. Their attributes are a testament to their divine or
cosmic nature, shaping the very fabric of reality around them.
Note: Feeble, Average and Godlike Characters aren't suppose to be Player Characters, except if you doing
something pretty different from a standard adventure. Proficient Characters work for a low power and more
realist and gritty campaign, where dying is easy, and your players gonna be pretty weak at start. Standard
Characters are suppose the be the standard not only of your characters but also Rivals and average named
Enemy. Advanced and Epic characters are for more "Heroic" Campaigns where your players are higher them
the average adventurer or villain, also attributes you could use for main villains of your campaign.

SECONDARY ATTRIBUTES:
In this combat system, we will incorporate the concepts of Base Attack Bonus (BBA), Armor Class (AC), and
other relevant factors. Here's a breakdown of the combat rules:

Base Attack Bonus (BBA):

Each character has a Base Attack Bonus, which represents their proficiency in combat. BBA determines their
ability to hit their opponents and deal damage.

The BBA starts at +1 for 1st level characters and increases by +1 for every level gained.

When making a melee or ranged attack, add the character's BBA to their attack roll.

Armor Class (AC):

Armor Class represents how difficult it is to land a hit on a character. It combines their natural agility, protective
gear, and other defensive factors.

AC starts at 10 and can be increased by wearing armor, using shields, and gaining bonuses from certain abilities
or spells.

When an opponent makes an attack against a character, they roll a d20 and add their attack bonus. If the result
is equal to or higher than the target's AC, the attack hits.

Attack and Damage Rolls:

To determine if an attack hits, the attacker rolls a d20, adds their attack bonus, and compares it to the target's
AC.

If the attack hits, the attacker rolls damage based on the weapon or ability being used.

Damage rolls typically involve rolling specific dice (e.g., d6, d8) based on the weapon's damage or ability's
effect.

The attacker adds any relevant bonuses (e.g., Strength bonus) to the damage roll.

Saving Throws:

Characters may need to make saving throws to resist or avoid certain effects such as spells, traps, or
environmental hazards.
Saving throws are rolled against a specific Difficulty Class (DC) determined by the effect being resisted.

Each character has different saving throw bonuses based on their class and abilities.

When making a saving throw, the character rolls a d20 and adds their saving throw bonus. If the result meets or
exceeds the DC, they successfully resist the effect.

Power Level (PL):

Beings exist from level 1 to level 100, in that you gain a extra special bonus defined by your level. Your BBA, SCL,
Initiative rolls, Spellcasting DC, Powers and Abilities DC and Saving throws gain +1 and your AC gain +2 for every
5 levels you have, counting your TOTAL levels. That means if you are a level 1 to 4, you gain no bonus, but if you
are from 5 to 9, you gain +1, 10 to 14 you gain +2, and so on.

Spellcasting Level (SCL):

Define your Spellcasting Level, but not your spellcasting Knowledge. Your spellcasting knowledge comes from
which specific type of Class you have, since there are 3 types of basic Spells. Arcane, Divine and Primal. This
influence your total magic prowess and how powerful your spells are.

Initiative:

Is a defined by your dexterity modifier, which you must add to a d20 roll. Along with that you must add any
other bonus from abilities or feats you have to improve your Initiative. Then the combat works from the one
which the biggest roll to the one with the lowest. A round is complete when the lowest finish its turn, each
round happens in 6 seconds.

Quality of Existence:

This define your base level of existence, some classes and races are restrained to level of Existence, and other
talents and feats. Is very difficult to change this without reincarnation or changing bodies. This define your
place in the world, or at least where you gonna start.

BASIC ACTIONS:
In this system, the actions are divided into three categories: Quick actions, Standard actions, and Slow actions.
Each action takes a specific number of actions to perform. Here's how the actions are defined and their
corresponding costs:

Quick Action (1 Action): A quick action represents a simple and swift action that can be performed easily.
Examples of quick actions include drawing or sheathing a weapon, activating a quick-use item, making a quick
single attack, or performing a minor spellcasting effect.

Standard Action (2 Actions): A standard action represents a typical action that requires a moderate amount of
time and effort. Examples of standard actions include making a full attack with multiple attacks, casting a
regular spell, using a special ability that has a standard action activation time, or performing a complex skill
check.

Slow Action (3 Actions): A slow action represents a more involved and time-consuming action that requires
significant focus and effort. Examples of slow actions include casting a high-level spell with a long casting time,
performing a complex ritual, activating a powerful artifact, or executing a devastating special ability.

By assigning different action costs to each action, it allows for more flexibility in character actions during
combat. Characters can choose to perform multiple quick actions, a standard action and a quick action, or use
their entire turn for a powerful slow action. The specific action costs may vary based on the complexity and
impact of the action.

These rules provide a framework for the general costs and types of actions in the system, but individual
character abilities and features may introduce additional actions or modify the standard costs.

In this system, Free Actions are actions that consume a very small amount of time and effort and don't require
the expenditure of any actions from your allotted total of 3 actions per turn. You can perform one or more free
actions while taking other actions normally. However, there are reasonable limits on what you can accomplish
with free actions. Here are some examples of actions that typically fall under the category of Free Actions:

1 – Speaking a few words or a short sentence.

2 – Dropping an item or releasing your grip on something.

3 – Releasing a held breath or exhaling sharply.

4 – Making a brief gesture or signaling to an ally.

5 – Reacting instinctively to a situation, such as flinching or bracing for impact.

6 – Shouting a quick warning or issuing a simple command.

Free Actions are meant to represent minor interactions and reactions that can be performed effortlessly during
combat without hindering your other actions. The exact limitations and restrictions of Free Actions may vary
depending on the specific rules and circumstances of the game system being used.

Variation Actions (1-3 Actions):

In addition to the quick, standard and slow actions, there are variation actions that can be performed, each
with a variable cost of 1, 2, or 3 actions. These actions offer different levels of complexity and resource
expenditure. Here are some examples:

Attack (1-3 actions)

Making an attack is a standard action that can cost 1 to 3 actions, depending on the number of attacks you wish
to make. Each attack beyond the first incurs a cumulative penalty of -5 to the attack roll.

Single Attack (1 action): You can make a single attack, expending 1 action.
Two Attacks (2 actions): You can make two attacks, expending 2 actions. The first attack is made at your full
attack bonus, while the second attack has a -5 penalty to the attack roll.

Three Attacks (3 actions): You can make three attacks, expending 3 actions. The first attack is made at your full
attack bonus, the second attack has a -5 penalty, and the third attack has a -10 penalty to the attack roll.

Unarmed Attacks (1-2 Actions):

When you choose to make unarmed attacks, you have the option to spend 2 actions instead of 1. By doing so,
you can either make two consecutive unarmed attacks or make one unarmed attack while avoiding the risk of
provoking an attack of opportunity from your target or targets around you.

If you decide to make two unarmed attacks, each attack roll is made separately. The second attack roll is made
at a -5 penalty to reflect the increased difficulty of striking twice in rapid succession. The damage for each
successful unarmed attack is determined based on your character's normal unarmed damage, such as 1d3 for a
typical unarmed strike.

Casting a Spell

The actions required to cast a spell can vary depending on the spell itself. Here are the general categories of
spell casting actions:

Quick Action Spells(1 actions): Some spells can be cast as a quick action. These spells have a casting time of 1
action and can be cast before or after taking a move action. Examples include spells like Shadow Step or
Quickened spells.

Standard Action Spells(2 actions): Most spells require a standard action to cast. These spells take effect
immediately upon completion and typically have a casting time of 1 standard action. Examples include spells
like Fireball or Magic Missile.

Slow Action Spells(3 actions): Certain spells have longer casting times, requiring more actions to cast. Taking
normally your whole turn to use.

Ritual Spells (MORE): These spells may take several rounds or even minutes to complete. An example is the
spell "Eclipse", which might require multiple actions or rounds to fully transform to bring the Eclipse.

It's important to consult the specific spell description to determine the required actions for casting it. Each spell
will indicate its casting time, whether it is a quick, standard, or slow action spell.

Free Actions (0 Actions):

Speaking: Speaking a few words or a short sentence. Making a brief gesture or signaling to an ally.

Dropping: Dropping an item or releasing your grip on something.

Breathing: Releasing a held breath or exhaling sharply.

Making a Saving Throw: Reacting instinctively to a situation, such as flinching or bracing for impact.

Shouting: Shouting a quick warning or issuing a simple command.


Cease Concentration on Spell: You can stop concentrating on an active spell.

Lay down: Dropping to a prone position in your space is a free action. This means that you can lay down and
assume a prone position without expending any actions.

Quick Action (1 Action):

Attack (unarmed): You can make a single unarmed attack, striking an opponent with punches, kicks, or other
unarmed strikes.

Attack (ranged): You can make a single ranged attack using a ranged weapon, such as a bow or a thrown
weapon.

Drink a potion or apply an oil: You can consume a potion or apply an oil to yourself or another character,
gaining its effects. Examples include drinking a healing potion or applying an oil of flame to a weapon.

Feint: You can attempt to feint in combat, using deceptive tactics to deceive your opponent and gain an
advantage.

Move: 1 action (This allows you to move your character's speed in feet.)

Control a frightened mount: 1 action (This action allows you to attempt to calm and control a frightened
mount.)

Draw a weapon: 1 action (This action allows you to draw a weapon, readying it for use.)

Load a hand crossbow or light crossbow: 1 action (This action allows you to load ammunition into a hand
crossbow or light crossbow.)

Mount a horse or dismount: 1 action (This action allows you to mount or dismount a horse or similar mount.)

Pick up an item: 1 action (This action allows you to pick up an item from the ground or another surface.)

Sheathe a weapon: 1 action (This action allows you to sheathe a weapon, stowing it away.)

Stand up from prone: 1 action (This action allows you to stand up from a prone position.)

Retrieve a stored item: 1 action (This action allows you to retrieve an item that is stored, such as in a backpack
or a belt pouch. OBS: IF is in a Dimensional bag, it takes 2 actions.)

Standards Action (2 Action):

Body Slam: You can attempt to Body Slam an opponent, pushing them back 5 ft back and knocking them prone.

Grapple: Trying to grapple someone.

Destruction a weapon (attack): You can make an attack to intentionally damage or destroy an opponent's
weapon or held object.

Destruction an object (attack): You can make an attack to intentionally damage or destroy an inanimate object,
such as a door or a piece of furniture.
Bypass: You attempt to slip past an opponent within their square, aiming to move through their space.

Use skill: Many skills require 2 action to perform, such as using the Acrobatics skill to perform a quick
somersault or using the Stealth skill to hide in shadows. The specific actions required may vary depending on
the skill and the circumstances.

Use spell-like ability: You can activate a spell-like ability, typically gained from a racial trait or class feature.
Examples include a gnome using their gnome magic to cast prestidigitation.

Move a heavy object: 2 actions (Moving a heavy object usually requires more effort and time, hence it takes 2
actions to perform.)

Ready or loose a shield: 2 actions.

Slow Actions (3 Actions):

Full Attack: A character performing a full attack action expends all 3 of their actions to make multiple attacks in
a single round. This action allows for a flurry of attacks, potentially targeting different opponents or focusing on
a single target. You may still move 5 feet before or after doing your full attack.

Cast High-Level Spells: In some game systems, casting higher-level spells may require the expenditure of 3
actions. These spells are typically more powerful and have greater effects than lower-level spells.

Activate Powerful Abilities: Certain powerful abilities or special actions may require the use of 3 actions. These
abilities could include epic-level abilities, ultimate techniques, or unique actions that have a significant impact
on the game or story.

Run: If you choose to run, you cannot also take a 5-foot step. You can move up to four times your base
movement. However, if you are wearing heavy armor, your movement speed is limited to three times your
speed instead of five. It's important to note that when you run, you lose any Dexterity bonus to AC unless you
have the Run feat. The Run feat allows you to retain your Dexterity bonus to AC while running.

CAMPING MECHANICS:
Camping is a vital aspect of adventuring, ensuring that characters can rest, recover, and prepare for the
challenges ahead. The Camping mechanics utilize the Survival skill to create a system that enhances the
roleplaying and strategic elements of setting up and maintaining a campsite.

When engaging in Camping, characters can utilize their Survival skill to find suitable camping locations, set up
shelters, gather resources, and establish defensive measures. The success of these actions depends on the
character's proficiency in Survival and the surrounding environment.

1 – Finding a Suitable Campsite: Characters with high Survival proficiency can identify ideal locations for setting
up a camp. They consider factors such as terrain, natural cover, proximity to resources, and potential threats. A
successful Survival check ensures a secure and advantageous campsite.

2 – Setting Up Shelters: With proficient Survival skills, characters can construct various types of shelters based
on available resources and environmental conditions. These may include simple tents, makeshift houses, or
more elaborate structures. The quality and effectiveness of the shelter depend on the character's Survival
check.

3 – Resource Gathering: Characters can use their Survival skill to forage for edible plants, hunt for game, and
find clean water sources. A successful Survival check allows them to procure food, water, and other essential
resources for sustenance during their stay.

4 – Defensive Measures: Survival proficiency enables characters to set up effective defensive measures around
the campsite. This may involve setting traps, creating warning systems, or strategically positioning sentries. A
successful Survival check ensures the camp is adequately protected against potential threats.

5 – Rest and Recovery: The quality of rest obtained during camping depends on the success of Survival checks.
A well-prepared campsite offers a more restful sleep, allowing characters to recover Hit Points, regain spell
slots, and restore other resources more effectively.

Random Encounters: Camping in dangerous or hostile environments may attract the attention of creatures or
adversaries. The DM can utilize random encounter tables or specific story-driven encounters to challenge the
characters during their rest. When rolling randomly, 1d100 chance must be used, the higher is rolled, worst it is.
Survival skill can help characters detect or avoid potential threats.

Camping Mechanics add depth to the adventuring experience, emphasizing the importance of strategic
decision-making, resource management, and environmental awareness. Skilled survivalists can ensure a safer
and more restorative camp, maximizing the party's readiness for the trials that lie ahead. Those that cannot
survive nature, should never become adventurers.

Resting:

Level 0: Near Death – You barely cling to life, teetering on the brink of death's embrace. You do not regain any
hit points or mana and suffer a penalty of -10 to all ability checks and saving throws until you receive proper
healing or rest. This level represents a state of extreme weakness and vulnerability, requiring urgent attention
and care to avoid further deterioration. You gain -9 Fatigue points. A very easy DC, requiring at least 0 success
or less.

Level 1: Agonizing Rest – You struggle to find a suitable resting spot, enduring discomfort and constant
interruptions. You regain 0 hit points and 0 mana. You gain 5 Fatigue points. A very easy DC, requiring at least 1
success.

Level 2: Awful Rest – You manage to secure a spot, but it offers little protection and is plagued by various
disturbances. You regain 0 hit point and 0 mana. You gain 2 Fatigue point. A very easy DC, requiring at least 3
successes.

Level 3: Poor Rest – You find a makeshift campsite with minimal amenities, leaving you vulnerable and unable
to fully relax. You regain 1 hit points and 1 mana. You do 1 gain any Fatigue points. An easy DC, requiring at least
5 successes.
Level 4: Subpar Rest – You locate a relatively safe spot, but it lacks comfort and fails to provide a truly restful
experience. You regain (half your level) hit points and (half your level) mana. You do not gain any Fatigue points.
A moderate DC, requiring at least 8 successes.

Level 5: Mediocre Rest – You stumble upon a decent resting place, offering basic shelter and a chance to
recover, although still far from ideal. You regain (Your level) hit points and (Your level) mana. You do not gain
any Fatigue points. A moderate DC, requiring at least 10 successes. A challenging DC, requiring at least 15
successes.

Level 6: Average Rest – You settle in a standard camping site, providing the necessary conditions for rest, but
lacking any notable amenities or luxuries. You regain (Your level X 2) hit points and (Your level X 2) mana. You do
not gain any Fatigue points. A challenging DC, requiring at least 20 successes.

Level 7: Decent Rest – You discover a reasonably comfortable spot that affords you a better night's sleep,
allowing for improved rejuvenation. You regain (Your level X 3) hit points and (Your level X 3) mana. You do not
gain any Fatigue points. A difficult DC, requiring at least 25 successes.

Level 8: Good Rest – You find a well-protected campsite with ample provisions, enabling you to rest and recover
in a favorable environment. You regain (Your level X 4) hit points and (Your level X 5) mana. You do not gain any
Fatigue points. A difficult DC, requiring at least 30 successes.

Level 9: Restful Respite – You come across a tranquil and serene location, providing a peaceful haven for rest
and replenishment. You regain(Your level X 10) hit points and (Your level X 10) mana. You do not gain any
Fatigue points. A very difficult DC, requiring at least 40 successes.

Level 10: Exquisite Rest – You stumble upon an extraordinary haven of comfort and tranquility, offering
unmatched conditions for rest and rejuvenation. You regain all hit points and mana. You do not gain any Fatigue
points. A very difficult DC, requiring at least 50 successes.

COMBAT RULES:
Attack Rolls:

When making an attack, you roll a twenty-sided die (d20) and add your attack bonus with the weapon you're
using. This is known as the attack roll. If the total result is equal to or higher than the target's Armor Class (AC),
you hit and deal damage.

Roll a 20-sided die (d20). Add your Base Attack Bonus (BBA) to the roll. Add any relevant bonuses or modifiers
from Attribute, feats, class features, or other sources that apply to the attack. Compare the total result to the
target's Armor Class (AC). If the total is equal to or higher than the target's AC, the attack hits. If the total is
lower than the target's AC, the attack misses. (Obs: Melee weapons use Strength, Ranged Weapons use
Dexterity and Thrown use Either Strength or Dexterity to your choice. Except if something says otherwise.)

Example: Let's say you have a BBA of +6 and you're making a melee attack with a longsword. You roll a d20 and
get a 12. You add your BBA of +6 to the roll, resulting in a total of 18. If the target's AC is 18 or lower, your attack
would hit.
Critical hits and mistakes:

A natural 1 on the attack roll (when the d20 shows 1) is critical miss, taking -10 of your attack, and if you deal
damage, you only deal 50%. When a natural 20 is rolled on the attack roll, you add a bonus of +10 to the total
result of the attack roll. If the modified total, including the +10 bonus, is equal to or greater than the target's
AC, it is a critical hit, some weapons have greater crit range, which has the same effect as a 20. If the modified
total does not meet or exceed the target's AC. The attack is not a critical hit and is treated as a regular hit, if the
attack does not hit even with a +20 add, instead of +10 bonus, you don’t hit.

Damage Rolls:

Melee Attacks: Add the character's strength modifier to the damage roll. This applies to attacks made with
melee weapons where the character is engaging in close-quarters combat. You add your strength modifier 1.5
times, rolled down, if you are using a two hand melee weapon.

Ranged Attacks: Add the character's dexterity modifier to the damage roll. This applies to attacks made with
ranged weapons, such as darts, bows, or firearms, where the character is attacking from a distance.

Thrown Attacks: The character has the option to choose either their strength modifier or dexterity modifier to
add to the damage roll. This applies to attacks made with weapons that are thrown at the target, such as
daggers or hand axes. The character can select the modifier that best represents their approach, whether it's
relying on their strength or their dexterity for the attack.

Base Attack Bonus (BBA):

Each class and race has its own specific progression table that determines how BBA increases as the character
gains levels. Some classes, such as fighters or warriors, have a faster BBA progression, gaining higher bonuses at
each level. Other classes, such as spellcasters or rogues, may have slower BBA progression but gain other
benefits.

For example, a Brigand might have a BBA progression of +1 at 1st level, +2 at 2nd level, and so on. Meanwhile,
an Arcanist might have a BBA progression of +0.25 at 1st level, +0.25 at 2nd level, and so on, indicating that
they are less focused on combat and more on spellcasting abilities.

Similarly, certain races may provide a racial bonus to BBA, further modifying the progression. It is important to
consult the specific class and race descriptions to determine the exact BBA progression for your character.

These variations in BBA progression allow for diverse character builds and combat styles, reflecting the different
strengths and focuses of each class and race in the game system.

Full Attack:

A full attack action costs 3 actions from a character's turn.

When performing a full attack, the character can make multiple attacks against the same target or different
targets within their reach.
The number of attacks a character can make during a full attack depends on their Base Attack Bonus (BBA) and
any additional abilities or feats they may possess.

Each attack made during a full attack has its own attack roll and damage roll.

Here's an example of how a full attack action might work:

Let's say a character has a BBA of +6 and is using a weapon that allows them to make two attacks per round.

If the character chooses to perform a full attack, they would spend 3 actions from their turn.

During the full attack, the character makes multiple separate attack rolls, each with a bonus of +6 (their BBA).

When character reaches a Base Attack Bonus (BBA) of +6, they gain the ability to make an additional attack
during a full attack action.

During a full attack, a character can make multiple attacks based on their BBA and the number of attacks
granted by their class, race, or other abilities. Normally, the number of attacks is determined by the character's
BBA progression and is listed in their class or race features.

However, when the character's BBA reaches +6, they gain an additional attack. This extra attack is made at the
character's full attack bonus, meaning it does not incur any penalties. The additional attack allows the character
to unleash a flurry of strikes in combat, increasing their offensive capabilities.

The character rolls for each attack. If the attack rolls meet or exceed the target's Armor Class (AC), it attacks hit,
and the character rolls damage for each successful hit.

The damage dealt for each successful hit is determined by the weapon used, the character's relevant bonuses
(e.g., Strength bonus), and any other factors that may apply.

Let's consider a level 10 Brigand with a Base Attack Bonus (BBA) of +10 and a level 2 Herculean giving +1 BBA,
reaching +11 total. They can both make 3 attacks during a full attack action.

Here's a breakdown of their attacks:

Brigand (Level 10) Herculean (Level 2), Squire (Level 3), total level 15:

First Attack: The Brigand’s BBA is +16, so their first attack is made at this bonus.

Second Attack: Since the Brigand’s BBA is +16, they have reached the +6 threshold, which grants them an extra
attack. This second attack is also made at the Barbarian's full attack bonus of +11. They subtract -5 from their
total roll.

Third Attack: The Brigand’s BBA is at +16, they are entitled to a third attack. They subtract -10 from their total
roll.

Fourth Attack: The Brigand’s BBA is at +16, they are entitled to a fourth attack. They subtract -15 from their total
roll.

Standard Attack
Meele attacks(1-3 Actions):

Making an attack is a standard action that can cost 1 to 3 actions, depending on the number of attacks you wish
to make. Each attack beyond the first incurs a cumulative penalty of -5 to the attack roll.

When you choose to make a single attack (1 action), you focus all your efforts into delivering a powerful strike.
This attack is made at your full attack bonus without any penalties.

If you decide to make two attacks (2 actions), you split your attention between two opponents or deliver a rapid
sequence of strikes. The first attack is made at your full attack bonus, while the second attack suffers a -5
penalty to the attack roll due to the divided focus.

When you go all out with three attacks (3 actions), you unleash a flurry of strikes against your foes. The first
attack is made at your full attack bonus, the second attack has a -5 penalty, and the third attack faces a -10
penalty to the attack roll. This represents the challenge of maintaining accuracy and power with multiple rapid
strikes.

It's important to note that these attack actions can be modified by various factors, such as bonuses from feats,
class features, or magical items. These modifiers can influence the attack rolls and penalties, allowing for
customization and optimization in combat situations

Ranged Attacks (1-3 Actions):

Performing a ranged attack follows similar principles as melee attacks but with the added consideration of the
weapon's maximum range. The cost of actions for ranged attacks can range from 1 to 3, depending on the
number of attacks you wish to make. Each additional attack beyond the first incurs a cumulative penalty to the
attack roll.

Here's how the actions and penalties work for ranged attacks:

Single Ranged Attack (1 action): You can make a single ranged attack, expending 1 action. This attack is made at
your full attack bonus.

Two Ranged Attacks (2 actions): You can make two ranged attacks, expending 2 actions. The first attack is made
at your full attack bonus, while the second attack has a -5 penalty to the attack roll.

Three Ranged Attacks (3 actions): You can make three ranged attacks, expending 3 actions. The first attack is
made at your full attack bonus, the second attack has a -5 penalty, and the third attack has a -10 penalty to the
attack roll.

Remember that additional modifiers such as bonuses from feats, class features, or magical items can affect the
attack rolls and penalties for ranged attacks. The system allows for flexibility in combat actions, granting the
option to make multiple ranged attacks with varying accuracy based on the number of actions spent.

Unarmed Attacks
An unarmed character is typically unable to take attacks of opportunity. However, there are certain
circumstances where their unarmed attacks can be considered "armed" attacks. This applies to characters or
creatures with specific abilities or features that classify their unarmed attacks as armed attacks.

For example, a monk, who has trained extensively in unarmed combat, counts as being armed when making
unarmed attacks. Similarly, a character with the Improved Unarmed Strike feat, which enhances their unarmed
strikes, also counts as being armed. A spellcaster delivering a touch attack spell and a creature with natural
physical weapons, such as claws or fangs, also fall under the category of being armed.

It's important to note that being armed not only affects offense but also defense. Characters or creatures
classified as armed can take attacks of opportunity, meaning they have the ability to make attacks against
opponents who provoke them with certain actions, such as moving out of their threatened area.

This distinction acknowledges the specialized training, supernatural abilities, or natural weaponry possessed by
certain individuals or creatures, granting them the status of being armed despite using unarmed attacks.

Armed unarmed attackers, such as monks or characters with the Improved Unarmed Strike feat, can use the
standard attack rules when making their unarmed attacks. They roll their base attack bonus (BBA) and relevant
modifiers, like Strength or Dexterity, to determine the attack roll and deal damage based on their unarmed
strike damage. They can also make full attacks and use combat maneuvers if they have the necessary feats or
abilities. In combat, armed unarmed attackers function similarly to characters using armed weapons.

Unarmed strikes vary in damage depending on the size of the character. A Medium character's unarmed strike
deals 1d3 points of damage, with additional damage based on their Strength modifier. A Small character's
unarmed strike deals 1d2 points of damage, while a Large character's unarmed strike deals 1d4 points of
damage. It's important to note that all damage from unarmed strikes is considered nonlethal damage.
Additionally, unarmed strikes are treated as light weapons, which affects factors such as two-weapon attack
penalties.

Shooting or Throwing into a Melee

When shooting or throwing a ranged weapon at a target engaged in melee combat with a friendly character,
you incur a penalty of -3 on your attack roll. Two characters are considered engaged in melee if they are
enemies of each other and either one threatens the other. However, if your target (or the specific part of the
target you're aiming at) is at least 5 feet away from the nearest friendly character, you can avoid this -3 penalty,
even if the target is engaged in melee combat.

The Friendly Fire penalty represents the difficulty of accurately targeting a specific foe while they are in close
combat with an ally. However, if you possess the Friendly Fire feat, you are skilled at avoiding hitting your allies
in such situations, and you do not incur this penalty.

Note that this rule applies to both ranged attacks and thrown attacks. Be mindful of your allies' positions and
take precautions to avoid hitting them during combat.

General Rule for Combat Maneuvers:

When attempting a combat maneuver like Body Slam or Bypass, both you and the target roll contested
Athletics checks. The target may choose to use Acrobatics instead if it suits their strengths. If your roll succeeds
against the opponent's, the maneuver is successful, allowing you to execute the intended effect (such as
pushing them back or moving through their space).

To attempt a Disarm, Destruction maneuver, you take a standard action that provokes an attack of opportunity
from your target. Begin by rolling an attack check with 1d20 + your Strength modifier (or Dexterity if you use it
for your melee attack) + BBA and any other relevant bonuses. The target rolls a contested check, also using
1d20 + their Strength or Dexterity modifier + BBA. If your result exceeds the target’s roll, you succeed in
executing the maneuver:

• Disarm: You forcefully knock the target’s weapon or item out of their grasp.
• Destruction: You strike with the intent to damage or destroy a held item, object, or piece of equipment.
To attempt a Feint maneuver, you take a quick action, but this maneuvers does not cause an attack of
opportunity. Begin by rolling an attack check with 1d20 + your Deception bonus and any other relevant
bonuses. The target rolls a contested check, also using 1d20 + their Insight bonus. If your result exceeds the
target’s roll, your enemy is considered flat-footed for your next attack.

Casting a Spell

Casting most spells requires a standard action. You can cast a spell before or after taking a move action.

While casting a spell, you retain your Dexterity bonus to Armor Class (AC).

Magical Attacks

Magical attacks in spellcasting rely on a spellcaster's precision, using Dexterity and spellcasting level for attack
rolls instead of incurring cumulative penalties like physical attacks. Mana costs and action requirements serve
as the primary balancing factors, allowing spellcasters to avoid accuracy penalties when casting spells
consecutively, distinguishing their combat style from physical attackers.

Here's a breakdown of their attacks:

Cleric (Level 10) Elf (Level 2), Hunter (Level 2), total level 14:

The Cleric uses quicken spells to cast three spells at the same turn. It has 15 (+2) Dexterity, and +14 spellcasting
level. They will roll 1d20+16 to hit their target AC, for each of the spells.

Spell Components

Verbal Component (V): Spells with a verbal component require you to speak in a firm voice. If you're gagged or
within the area of a silence spell, you cannot cast spells with a verbal component. A deafened spellcaster has a
20% chance to fail when casting spells with verbal components.

Somatic Component (S): Spells with a somatic component require you to make gestures with at least one free
hand. You cannot cast spells with somatic components while bound, grappling, or if both your hands are full or
occupied.

Material, Focus, or Divine Focus Component (M, F, DF): Spells with material, focus, or divine focus components
require specific materials, as described by the spell. Unless the materials are elaborate, preparing them is a free
action. You can assume you have the necessary materials if you have your spell component pouch.
Excense Point (XP) Component: Some spells have an XP component and require you to spend Excence points to
cast them. Casting such spells deducts the XP cost from your total. You cannot spend more XP than you have,
and you cannot cast a spell if it would cause you to lose a level.

Casting Time

Most spells have a casting time of 1 standard action, meaning they take effect immediately upon completion.

Attacks of Opportunity

Casting a spell generally provokes attacks of opportunity from enemies threatening you. If you take damage
from an attack of opportunity, you must make a Concentration check (DC 10 + damage taken + spell level) or
lose the spell. Spells that require only a free action to cast do not provoke attacks of opportunity.

Note: Additional rules and modifiers may apply based on specific spells, feats, or class features.

Provokes Attack of
Action Notes
Opportunity?
Moving (through Moving through a threatened square, except when
Yes
threatened squares) using the 5-foot step.
Using the Run action provokes attacks of opportunity
Running Yes
from all threatened creatures.
Casting a Spell Yes Casting a spell within an enemy's threatened area.
Making a ranged attack (bow, crossbow, etc.) while
Ranged Attack Yes
threatened provokes an attack. Except Firearms.
Similar to spellcasting, using spell-like abilities in a
Using a Spell-like Ability Yes
threatened area provokes.
Loading a Crossbow or Loading a crossbow or firearm within an enemy's
Yes
Firearm threatened range provokes.
Drinking a Potion No Drinking a potion or using a similar item provokes.
Activating a scroll in a threatened area provokes an
Using a Scroll No
attack.
Standing up from a prone position within a
Standing Up from Prone Yes
threatened area provokes.
Picking up an item in a threatened square provokes
Picking up an Item Yes
an attack of opportunity.
Opening a door within a threatened area can provoke
Opening a Door No
an attack. It does if you have to unlock.
Retrieving an item stored in a backpack or pouch
Retrieving a Stored Item No
provokes.
Break Attempt Yes Attempting to break a weapon or shield provokes.
Body Slam, Bypass, Trip,
Yes Initiating these combat maneuvers provokes.
Grapple (Starting)
Unarmed Attack (without Making an unarmed attack without proficiency (like a
Yes
proficiency) Brawler's class feature) provokes.
Provokes Attack of
Action Notes
Opportunity?
Attempting to disarm provokes, unless you have the
Disarm, Destruction Yes
Improved Disarm or Destruction feat.
A 5-foot step does not provoke attacks of
5-foot Step No
opportunity.
Drawing a weapon does not provoke an attack of
Drawing a Weapon No
opportunity.
Sheathing a weapon within a threatened area
Sheathing a Weapon No
provokes an attack.
Using a Wand/Rod/Staff Yes Activating a magic wand, rod, or staff provokes.
Performing a coup de grace provokes attacks of
Coup de Grace Yes
opportunity.

Note: Abilities, feats or Powers can change that. Being being able to do such a thing without causing attack of
opportunity.

Conditions:
Bleeding: The target suffers ongoing damage from a bleeding wound. At the start of their turn, the affected
creature takes damage. The bleeding value is determined when the condition is applied and can be modified by
abilities or effects. Bleeding damage ignores damage Reduction, but not damage or condition immunity.

Blinded: The creature cannot see and takes a -2 penalty to Armor Class, loses its Dexterity bonus to AC (if any),
and takes a -4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill
checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All
opponents are considered to have total concealment (50% miss chance) against the blinded character.
Creatures that rely on vision to navigate and fight are considered to be dazzled when within the area of a
blindness spell.

Confused: A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell
the difference between ally and foe, treating all creatures as enemies. It will attack the nearest creature, if
possible. Otherwise, it will attack itself or do nothing but babble incoherently. A confused creature who can't
carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage
when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers
on its next turn, as long as it is still confused when its turn comes.

Cowering: A cowering character takes a -2 penalty to Armor Class and loses his Dexterity bonus (if any).

Dazed: The creature is unable to act normally. A dazed creature can take one less action, but has no penalty to
AC.

Dazzled: The creature is unable to see well because of overestimation of the eyes. A dazzled creature takes a -1
penalty on attack rolls and sight-based Perception checks.
Deafened: A deafened character cannot hear. He takes a -4 penalty on initiative checks, automatically fails
Perception checks based on sound, takes a -4 penalty on opposed Perception checks, and has a 20% chance of
spell failure when casting spells with verbal components.

Disabled: A disabled character is incapacitated. He can take only one action per turn, moves at half speed, and
takes a -4 penalty to Strength and Dexterity. He also takes a -10 penalty on all Acrobatics, Athletics, and
Mobility skill checks.

Dying: A dying character is unconscious and teetering on the brink of death. Each round on their turn, a dying
character must make a Fortitude saving throw (DC 15 + damage taken this turn) to stabilize. If the character
fails, they lose 1 hit point. If they succeed, they become stable, avoiding further harm. However, if the character
rolls a 20 on the Fortitude saving throw, they regain 1 hit point and their condition improves slightly and they
stop bleeding. Conversely, if the character rolls a 1 on the Fortitude saving throw, they suffer a severe setback
and lose a 1d4 point. The specter of death looms large for those in this perilous state. If their HP reaches
negative past they Constitution Attribute plus their level, they died.

Entangled: The creature is ensnared. Being entangled impedes movement, but does not entirely prevent it
unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature
moves at half speed, cannot run or charge, and takes a -2 penalty on all attacks and a -4 penalty to Dexterity. An
entangled character who attempts to cast a spell must make a concentration check (DC 5 + spell level) or lose
the spell.

Exhaustion: is a debilitating condition that affects creatures when they push themselves beyond their limits or
endure harsh conditions for extended periods. It manifests as a series of progressively worsening levels, ranging
from -1 to -9. If a creature's exhaustion level reaches -10, it results in death. Each level of exhaustion imposes a
debuff on all rolls, including skill checks, attacks, and saving throws. The severity of this debuff increases with
higher levels of exhaustion, making it increasingly difficult for the affected creature to perform effectively. At -3
exhaustion or more, the creature's base movement speed is halved, hindering their ability to move swiftly.

When exhaustion reaches -5 or more, the creature becomes further restricted in its mobility. It loses the ability
to run or charge, further impeding its ability to engage in combat or flee from danger. Additionally, if a creature
becomes exhausted while already fatigued, it gains the fatigued condition. At -7 exhaustion or more, the
creature's physical and mental faculties are severely compromised. It is limited to taking only one action per
turn, greatly reducing its effectiveness in combat or other activities requiring quick decision-making and
physical exertion. Overall, exhaustion represents the toll that strenuous activity or adverse conditions can take
on a creature's body and mind. As exhaustion levels increase, the creature's ability to function effectively
diminishes, eventually leading to incapacitation and, ultimately, death if left untreated.

Fascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits
quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It
takes a -4 penalty on skill checks made as reactions, such as Perception checks.

Fatigued: A fatigued creature cannot run or charge and takes a -2 penalty to Strength and Dexterity. Doing
anything that would normally cause fatigue causes the fatigued creature to become exhausted. An exhausted
creature becomes fatigued when its exhaustion is removed.
Flat-Footed: A character who has not yet acted during a combat is flat-footed, unable to react normally to the
situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of
opportunity.

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

Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and
take a -4 penalty to Dexterity. A grappled creature takes a -2 penalty on all attack rolls, combat maneuver
checks, and combat maneuver defense, except those made to grapple or escape a grapple. In addition,
grappled creatures can take no action that requires two hands to perform.

Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an
opponent's mercy. A helpless target is treated as having a Dexterity of 0 (-5 modifier) and can be the subject of
a coup de grace if they are unconscious. A helpless creature is also treated as having an AC of 10 (provided that
the opponent is not already denied a Dexterity bonus to his AC, and the helpless creature may be automatically
hit by a melee attack.

Nauseated: A nauseated creature is unable to attack, cast spells, concentrate on spells, or do anything else
requiring attention. The only action such a character can take is a single move action per turn.

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

Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has
effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions.

Petrified: A petrified character has been turned to stone and is considered unconscious. If a petrified character
cracks or breaks, but the pieces are joined with the body as he returns to flesh, he is unharmed. If the
character's petrified body is incomplete when it returns to flesh, the body is similarly incomplete and there is
some amount of permanent hit point loss and/or debilitation. They gain +10 AC while in this form.

Pinned: A pinned creature is tightly bound and can take only two actions. A pinned creature cannot move and is
denied its Dexterity bonus to AC. A pinned character also takes an additional -4 penalty to his Armor Class. A
pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself,
usually through Grappling check or Escape Artist check.

Prone: A prone character is lying on the ground. A prone character takes a -4 penalty to melee attack rolls and
cannot use ranged weapons (except for crossbows). A prone character is considered to have a Dexterity of 0
and cannot move. Standing up is a move-equivalent action that provokes an attack of opportunity.
Shaken: A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Sickened: The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks,
and ability checks.

Stunned: A stunned creature drops everything held, can't take actions, takes a -2 penalty to AC, and loses its
Dexterity bonus to AC (if any).

Unconscious: Unconscious creatures are knocked out and helpless. Unconsciousness can result from having
current hit points between -1 or more, or from nonlethal damage in excess of current hit points.

Cursed: The character is under a supernatural curse, suffering penalties on various rolls or checks until the curse
is removed.

Invisible: An invisible creature cannot be seen and benefits from total concealment (50% miss chance).
Opponents must succeed on a Perception check with a DC equal to the invisible creature's Stealth check to
locate it.

Burning: The target is on fire, taking fire damage at the start of its turn. The burning condition can spread to
adjacent creatures unless they take appropriate actions to extinguish the flames. While burnning, a creature
that is not immune, or has at least RD 10 to fire has -5 to hit, AC and Fortitude saves.

Weakened: The creature's strength is diminished, resulting in a -2 penalty to Strength-based rolls, including
attack rolls, damage rolls, and Strength-based skill checks.

Frostbitten: The target is affected by extreme cold, taking ongoing cold damage at the start of its turn.
Additionally, the frostbitten creature's movement speed is reduced by half, and it takes penalties of -5 Reflex
and Dexterity-based checks.

Ethereal: The creature's form becomes ethereal, allowing it to move through solid objects. However, while in
this state, the ethereal creature cannot interact with the physical world and is immune to most attacks.

Disoriented: The creature is disoriented and takes a -2 penalty on all skill checks. Additionally, it has a 50%
chance to fail any action that requires concentration or precise coordination. If they try to move, they have 50%
chance of moving on the opposite direction, if there more than one creature in range, they have 50% of chance
of hitting another creature instead.

Death:

In the realm of RPGs, death is a constant companion, an ever-present reminder of the perilous nature of
adventuring in a fantasy world. While the players' ultimate goal may not be death, it is an inevitable part of
their journey, lurking in the shadows and waiting to claim those who dare to challenge the unknown.
Adventurers face myriad dangers in their quests, from fierce monsters and deadly traps to treacherous
environments and powerful adversaries. Death can come swiftly and unexpectedly, striking down even the
mightiest heroes with a single blow or a fatal misstep. However, death in RPGs is not merely a final endpoint,
but rather a narrative device that adds depth and consequence to the players' actions. It serves as a reminder
of the risks they take and the sacrifices they make in pursuit of their goals.
When a character meets their demise, it can have profound implications for the story and the other characters
involved. It may inspire grief, fuel vengeance, or drive the survivors to new heights of heroism as they carry on
in their fallen comrade's memory. In this way, death becomes woven into the fabric of the narrative, shaping
the course of the players' journey and leaving a lasting impact on the world they inhabit. It is a testament to the
dangers and uncertainties of adventuring, and a poignant reminder of the fleeting nature of life in a world of
magic and adventure.

Here's the Dying Condition:

Dying: A dying character is unconscious and teetering on the brink of death. Each round on their turn, a dying
character must make a Fortitude saving throw (DC 15 + damage taken this turn) to stabilize. If the character
fails, they lose 1 hit point. If they succeed, they become stable, avoiding further harm. However, if the character
rolls a 20 on the Fortitude saving throw, they regain 1 hit point and their condition improves slightly and they
stop bleeding. Conversely, if the character rolls a 1 on the Fortitude saving throw, they suffer a severe setback
and lose a 1d4 point. The specter of death looms large for those in this perilous state. If their HP reaches
negative past they Constitution Attribute plus their level, they died.

When a player character falls in battle, their fate is determined by the rules of the game. Typically, a character
dies when their hit points drop to a certain negative threshold, determined by their level and constitution
modifier. For example, imagine a level 5 Brigand with a constitution attribute of 20. In this case, their maximum
negative hit points before death would be -25 (equal to their level + constitution attribute). If their hit points
were to reach -26 or beyond, they would succumb to death, their journey coming to an untimely end.

ALIGNMENT:
Alignment in this RPG system reflects a character's moral and ethical outlook on the world, guiding their actions
and decisions. It is composed of five key characteristics:

Lawful: Characters who adhere to a strict code of conduct or follow a set of rules and regulations are
considered lawful. They prioritize order, structure, and authority in their actions and decisions. Lawful
characters may value tradition, honor, and duty, and often seek to uphold justice and maintain societal
harmony.

Chaotic: On the opposite end of the spectrum are chaotic characters, who eschew rules and authority in favor
of personal freedom and independence. They are unpredictable, spontaneous, and value individualism above
all else. Chaotic characters may prioritize personal liberty, creativity, and spontaneity, and are often resistant to
restrictions or limitations imposed by others.

Good: Characters who prioritize altruism, compassion, and the well-being of others are considered good-
aligned. They strive to promote kindness, fairness, and empathy in their actions and seek to alleviate suffering
and promote justice in the world. Good characters may sacrifice their own well-being for the greater good and
are often champions of righteousness and heroism.

Evil: On the opposite end of the spectrum are evil-aligned characters, who prioritize self-interest, exploitation,
and malevolence. They seek to dominate and control others, often at the expense of their well-being, and may
engage in acts of cruelty, deception, and manipulation to achieve their goals. Evil characters may prioritize
power, ambition, and personal gain above all else and are often antagonists or villains in the story.
Neutral: Characters who fall between the extremes of law and chaos, good and evil, are considered neutral-
aligned. They may possess a balance of conflicting impulses or lack a strong moral compass altogether. Neutral
characters may prioritize self-interest or survival above moral considerations and may be motivated by
pragmatism, self-preservation, or indifference to the moral dilemmas of others.

Players can define their character's alignment by selecting characteristics from each of the five lists (Lawful,
Chaotic, Good, Evil, Neutral) that best represent their character's instincts, nature, and moral outlook.
Alignment can serve as a guide for role-playing decisions and interactions with other characters and can
influence the narrative direction of the game. However, characters are not bound by their alignment and may
act in ways that deviate from or contradict their defined moral code based on the circumstances of the story
and the choices they make.

Examples of Alignment Characteristics:

Lawful:

1. Loyal

2. Disciplined

3. Honorable

4. Respectful

5. Dutiful

6. Obedient

7. Organized

8. Reliable

9. Conscientious

10. Structured

Chaotic:

1. Curious

2. Independent

3. Spontaneous

4. Unpredictable

5. Rebellious

6. Creative

7. Free-spirited

8. Nonconformist

9. Unorthodox

10. Impulsive
Good:

1. Compassionate

2. Empathetic

3. Generous

4. Kind-hearted

5. Selfless

6. Altruistic

7. Benevolent

8. Noble

9. Virtuous

10. Caring

Evil:

1. Ruthless

2. Malevolent

3. Manipulative

4. Sadistic

5. Deceptive

6. Greedy

7. Vengeful

8. Corrupt

9. Sinister

10. Destructive

Neutral:

1. Pragmatic

2. Balanced

3. Indifferent

4. Flexible

5. Moderate

6. Adaptable

7. Observant
8. Uncommitted

9. Versatile

10. Passive

Lawful vs. Chaotic: Count the number of characteristics associated with Lawful and Chaotic alignments. If a
character has more characteristics associated with Lawful than Chaotic, they lean towards Lawful alignment.
Conversely, if they have more characteristics associated with Chaotic than Lawful, they lean towards Chaotic
alignment. If they have an equal number of characteristics from both lists or they are within one characteristic
of each other, the character may exhibit balanced tendencies or could be considered neutral on the Lawful-
Chaotic spectrum.

Good vs. Neutral vs. Evil: Similarly, count the number of characteristics associated with Good, Neutral, and Evil
alignments. If a character has more characteristics associated with Good than Evil, they lean towards Good
alignment. If they have more characteristics associated with Evil than Good, they lean towards Evil alignment. If
they have an equal number of characteristics from both Good and Evil lists, or they have an equal or greater
number of Neutral characteristics than Good or Evil, they may exhibit balanced tendencies or could be
considered neutral on the Good-Neutral-Evil spectrum.

True Neutral: If a character has twice as many Neutral characteristics as they have Lawful or Chaotic
characteristics, they may be considered True Neutral or if the character has the same amount of all
characteristics. This indicates a character who exhibits a strong balance between Law and Chaos, as well as
between Good and Evil, demonstrating a tendency towards neutrality in their actions and worldview.

By considering these factors and tallying the characteristics from each list, players can determine their
character's alignment within the Lawful-Chaotic and Good-Neutral-Evil spectrums, allowing for nuanced and
diverse role-playing opportunities in the game, and other mechanics that use alignment as base.

Legend Points
Legend points are the currency of destiny, the raw essence of narrative potential that flows through every hero
and villain alike. More than mere points on a character sheet, they are the catalysts of change, the spark that
ignites the flames of legend and shapes the course of fate itself.

These mystical points hold the power to transcend the boundaries of the game world, influencing not only
individual outcomes but the very fabric of the story being woven at the table. With each Legend point spent,
players and Game Masters alike can alter the trajectory of events, introducing twists, turns, and unexpected
developments that ripple across the narrative landscape.

Legend points are not bound by the limitations of conventional mechanics; instead, they serve as a conduit for
creativity and collaboration, empowering players to co-author the tale of their adventures with the Game
Master. Whether used to turn the tide of battle, unlock hidden truths, or forge alliances with unexpected allies,
Legend points offer infinite possibilities limited only by the imaginations of those who wield them.

Legend Points System:

At the outset of each campaign, every player is bestowed with an initial allocation of 5 Legend points, serving as
a reservoir of narrative potential waiting to be unleashed. As the story unfolds and characters embark on their
adventures, they have the opportunity to earn additional Legend points through their actions, interpretations,
and contributions to the narrative.

At the conclusion of each arc or adventure, the Game Master evaluates the players' performances, taking into
account their creativity, improvisation, role-playing, and overall engagement with the story. Based on these
assessments, players are rewarded with Legend points, typically ranging from 1 to 5, reflecting the depth of
their contributions and the impact of their decisions on the unfolding narrative.

Legend points are not merely rewards for success or achievements but are also granted for moments of
brilliance, cleverness, or interpretation at the table. Whether it's devising a cunning strategy to outsmart foes,
delivering an impassioned monologue that moves the hearts of NPCs, or unraveling a perplexing mystery
through keen deduction, players can earn Legend points through acts of exceptional gameplay and storytelling.

However, players are limited to a maximum of 10 Legend points at any given time, ensuring that the
accumulation of points remains balanced and that no single player becomes disproportionately empowered by
their legend. This cap encourages players to spend their Legend points strategically, saving them for pivotal
moments or epic feats that will leave a lasting impact on the story.

In essence, Legend points serve as a dynamic and flexible resource that empowers players to shape the course
of their adventures and leave their mark on the world. With each point earned, players unlock new possibilities
and opportunities, enriching the tapestry of the narrative and ensuring that their journey is truly legendary.

Legend Points Uses:


Basic Legend Point Use (1-2 point): Basic Legend points are versatile tools that can be expended for a variety of
purposes during the course of an adventure. For a single point, players can employ them to:

Re-roll a dice roll, granting a chance to improve an unfavorable outcome, costing 1 point.
Add two successes in case of 1 point or four successes in case of 2 points to a skill roll, providing a significant
boost. You cannot give yourself more than 10 successes with this method, which would cost 5 points.
Rectify minor mistakes or oversights, such as misplacing oneself on a battle map or misunderstanding or
forgetting a piece of information.

Standard Legend Point Use (3-4 points): Standard Legend points represent a more significant investment but
offer greater impact and potential for narrative manipulation. With three points, players can:

Automatically succeed on a POSSIBLE roll without the need for rolling dice, guaranteeing success in situations
where success is achievable but uncertain. This could include hitting a difficult attack, passing a challenging skill
check, or overcoming an obstacle that presents a reasonable level of difficulty.

Influence the plot and world-building aspects of the game by introducing or modifying elements within the
story. For example, players could use three Legend points to retroactively establish the presence of a church or
temple in a village that was previously described as lacking one, or to introduce a key NPC or location that
enhances the narrative.

Greater Legend Point Use (5 to 9 points): Greater Legend points represent the pinnacle of narrative
manipulation and heroic sacrifice, allowing players to enact profound changes and shape the very fabric of the
story. With between 5 and 9 points, players can unleash a range of powerful abilities and alter the course of
events in dramatic fashion:

Automatic Critical Success: Spending 5 points allows a player to declare a roll (before or after rolling) as an
automatic critical success, ensuring the most favorable outcome possible.

Creation of NPCs: Players can expend 5 points to create significant non-player characters (NPCs) that enrich the
story and interact with the player characters in meaningful ways. These NPCs may have their own agendas,
abilities, and relationships that impact the narrative.

Alteration of Future Story Elements: With the Game Master's approval, players can use their Legend points to
change or influence future events in the story. This could involve altering the motivations or actions of key
NPCs, reshaping the landscape or political dynamics of the world, or introducing unforeseen plot twists that
redefine the players' objectives.

Heroic Sacrifice: In a moment of ultimate selflessness and bravery, players can spend between 5 and 9 Legend
points to perform a heroic sacrifice. This might involve sacrificing oneself to defeat a powerful enemy, protect
one's allies, or safeguard a crucial objective, resulting in the player character's demise but achieving a
significant victory or resolution in the process.

Fake out Death: In dire circumstances where death seems inevitable, players can use 5 Legend points to save
themselves from the brink of demise. This ability can only be used once per arc or adventure of a greater
campaign, representing a last-ditch effort to defy fate and continue the character's journey.

These uses of Greater Legend points empower players to enact grand gestures of heroism, alter the trajectory
of the story in profound ways, and make lasting contributions to the world they inhabit. By spending their
Legend points judiciously and courageously, players can leave an enduring legacy that shapes the narrative and
defines the epic saga of their characters' adventures.

Legendary Legend Point Use (10 points only): Legendary Legend points represent the pinnacle of narrative
influence, reserved for truly extraordinary moments of heroism, sacrifice, and transformation. As the rarest and
most powerful form of Legend points, they enable players to achieve feats of unparalleled significance and
leave an indelible mark on the story:

Reality Alteration: With the Game Master's approval, players can use their Legendary Legend points to alter
the fabric of reality itself, reshaping the world in accordance with their desires. This might involve undoing
catastrophic events, restoring lost loved ones to life, or rewriting the laws of nature to defy impossible odds.
After all, you are changing the Legend from the book itself at this point.

Divine Intervention: Players can call upon the aid of powerful celestial or infernal entities by spending 10
Legend points to invoke a divine intervention. This could involve beseeching a deity for miraculous assistance,
summoning an angelic host to aid in battle, or invoking a curse upon one's enemies with the blessing of a dark
deity. The power that you will gain depends on your type of character and your level and power.

Epic Showdown: Players can spend 10 Legend points to trigger an epic showdown between their character and
a formidable foe, culminating in a dramatic confrontation that decides the fate of nations or worlds. This could
involve confronting a legendary dragon, battling a dark lord atop a crumbling fortress, or facing off against a
cosmic entity threatening existence itself.

Ultimate Sacrifice: In the ultimate act of heroism and selflessness, players can use 10 Legend points to make
the ultimate sacrifice, willingly giving their life to save the world or fulfill a greater destiny. This could involve
absorbing the power of a cataclysmic event to prevent its destruction, sealing a rift to another dimension at the
cost of one's own existence, or making a deal with death to spare the lives of countless others.

These Legendary Legend point uses represent the pinnacle of storytelling and role-playing, offering players the
opportunity to leave an enduring legacy that transcends mortal limitations and shapes the very destiny of their
characters and the world they inhabit. By spending their Legendary Legend points wisely, players can achieve
feats of unparalleled heroism and forge a legend that will be remembered for generations to come.

Observation on Legend Points: Legend points serve as a dynamic and flexible mechanic that empowers players
to influence the narrative of the game beyond the actions of their characters. As the Game Master, it's
important to foster a collaborative storytelling experience where players feel empowered to shape the course
of the adventure in meaningful ways.

When discussing Legend points with players, the Game Master may refer to them as tokens of narrative agency
or keys to unlocking epic moments of heroism and drama. Players should be encouraged to use their Legend
points creatively and strategically, considering how their decisions will impact the story and enhance the overall
experience for everyone at the table.

Saga Points
Game Master and Saga Points: In addition to players' Legend points, the Game Master possesses their own
pool of narrative currency known as Saga points. Saga points empower the Game Master to manipulate the
story, introduce challenges, and shape the world in response to the actions of the players.

At the outset of the campaign, the Game Master starts with a number of Saga points equal to three times the
number of players, up to a maximum of 20 points. This ensures that the Game Master has a sufficient reservoir
of narrative resources to orchestrate compelling challenges and adventures for the party.
Saga points may be used by the Game Master to:

Increase the difficulty of encounters, puzzles, or challenges faced by the players, adding additional obstacles or
complications to heighten tension and drama.

Introduce unexpected plot twists, mysteries, or revelations that deepen the intrigue and complexity of the
story.

Enhance the role-playing experience by fleshing out NPCs, creating memorable interactions, and developing
richly detailed environments.

Provide opportunities for character growth and development, offering quests, rewards, or moral dilemmas that
test the players' resolve and integrity.

However, the acquisition and expenditure of Saga points are not one-sided. Just as players earn Legend points
through acts of heroism and creativity, the Game Master earns Saga points through their skillful execution of
the game and the narrative. Good interpretation, engaging storytelling, and effective world-building can all earn
Saga points for the Game Master, allowing them to further enrich the players' experience.

Conversely, acting out of character, making mistakes, or failing to maintain consistency within the game world
may increase the number of Saga points earned by the Game Master. These points serve as a reminder to strive
for excellence and uphold the integrity of the game, rewarding the Game Master for their dedication to crafting
an immersive and compelling experience for the players. The GM also loses 5 Saga points every time he kills a
Player, and gain 1 Saga point per character alive at the ending of each Arc/Adventure.

In essence, Saga points empower the Game Master to dynamically adapt to the actions and decisions of the
players, ensuring that the game remains challenging, engaging, and ultimately, unforgettable for everyone
involved. Through the judicious use of Saga points, the Game Master can weave a legendary saga that
transcends the boundaries of imagination and leaves a lasting impression on all who embark upon the
adventure.

Saga Point Use in Saga Enemies: Saga points serve as a potent tool for the Game Master to elevate adversaries
from mere obstacles to legendary foes, enhancing their capabilities and significance within the narrative. One
common use of Saga points is the creation of Saga Enemies, formidable adversaries imbued with increased
power, complexity, and narrative importance.

Minor Saga Enemies: With a modest investment of Saga points, the Game Master can upgrade existing
adversaries, such as Gang Bosses or powerful creatures, into Minor Saga Enemies. These foes receive
enhancements such as increased health, improved combat abilities, and access to better equipment.
Additionally, they may gain their own pool of Legendary points, roll 1d6 Legendary points when creating them,
allowing them to unleash powerful abilities against the players. Defeating a Minor Saga Enemy yields increased
experience points and more valuable loot, reflecting the heightened challenge they present.

Major Saga Enemies: For particularly significant adversaries, the Game Master may invest a greater number of
Saga points to create Major Saga Enemies. These foes represent iconic villains or legendary creatures whose
influence extends far beyond the immediate encounter. Major Saga Enemies undergo substantial
transformations, gaining access to unique abilities, powerful artifacts, and heightened narrative importance.
They pose a significant threat to the players and often play a central role in the overarching storyline.
Overcoming a Major Saga Enemy is a momentous achievement, rewarding the players with substantial
experience points and access to rare and powerful rewards.

Legendary Saga Enemies: At the top of the hierarchy of adversaries lie the Legendary Saga Enemies, created
with a substantial investment of Saga points. These foes are the stuff of legends, embodying the most
formidable challenges and darkest threats faced by the players. Legendary Saga Enemies possess unparalleled
power, influence, and narrative significance, capable of shaping the course of the entire campaign. Battling a
Legendary Saga Enemy is a climactic and unforgettable experience, requiring the players to utilize all their skill,
strategy, and courage to emerge victorious. Defeating a Legendary Saga Enemy represents a monumental
achievement, marking a pivotal moment in the campaign's narrative and granting the players access to
legendary rewards and recognition within the game world.

It's important to note that the use of Saga points should not foster a "GM versus player" mentality. Instead, the
Game Master should approach their role as the players' biggest fan, seeking to challenge and inspire them
rather than simply thwarting their efforts. By using Saga points to create compelling adversaries and narrative
twists, the Game Master can create a collaborative and immersive gaming experience where everyone at the
table is invested in the unfolding story. Ultimately, the goal is to create moments of excitement, drama, and
triumph that leave a lasting impression on the players and forge unforgettable memories of their adventures
together.

S.O.U.L Attribute:
Soul is the seventh attribute, playing a unique and significant role in your character's existence. This attribute
influences and is influenced by classes, races, special bonuses, and debuffs. Your starting S.O.U.L. attribute is
directly affected by your Charisma, as Charisma represents your sense of self and power of personality—key
components of your soul. To determine your S.O.U.L. attribute, you add your Charisma modifier (positive or
negative) to your base S.O.U.L. score.

Typically, 70-75% is the average S.O.U.L. attribute for most creatures with a soul in the world. Creatures without
a soul often possess soul crystals, primal crystals, or have such a weak existence that they don't require or are
incapable of having a soul. Only beings with a S.O.U.L. can reach Godhood, although even those without souls
can still attain great power.

If your S.O.U.L. attribute reaches 0, you encounter a fate worse than death: you become a SOULESS. In this
state, the character is lost, turning into a twisted mockery of what they once were. Now under the control of
the GM, their sole purpose becomes the corruption and destruction of those who still possess a soul. Losing
your soul is the ultimate form of death, as even resurrection spells cannot restore a completely lost soul.

S.O.U.L. Attribute Modifiers:

The S.O.U.L. attribute offers unique bonuses and penalties based on its percentage, reflecting the strength of
your soul's connection to your being:

200% - Perfect Soul: Your body and soul are fully energized, achieving absolute harmony. You gain +10 to all
attributes, bypassing any natural limits. Additionally, you receive 16 Blessing Points, which can be exchanged for
various abilities. You may also take up to 8 Detriment Points to gain extra benefits. Your Level of Existence
increases by 2, up to the maximum of "Godlike."
175% - Empowered Soul: You gain +8 to all attributes, bypassing any natural limits. You receive 12 Blessing
Points and can take up to 6 Detriment Points for extra benefits. Your Level of Existence increases by 1, up to
"Godlike."

150% - Enhanced Soul: You gain +6 to all attributes, bypassing any natural limits. You receive 8 Blessing Points
and may take up to 4 Detriment Points. Your Level of Existence increases by 1, up to "Epic."

125% - Strong Soul: You gain +4 to all attributes, bypassing any natural limits. You receive 4 Blessing Points and
can take up to 4 Detriment Points. Your Level of Existence increases by 1, up to "Epic."

100% - Balanced Soul: You gain +2 to all attributes, bypassing any natural limits. You receive 2 Blessing Points
and may take up to 2 Detriment Points. Your Level of Existence increases by 1, up to "Advanced."

90% - Stable Soul: You gain 1 Blessing Point and may take up to 2 Detriment Points for additional benefits.

89% to 51% - Normal Soul: No bonuses or penalties. This range represents the average soul strength of most
creatures.

50% - Weakened Soul: You automatically take 2 Detriment Points, but you do not gain any additional Blessing
Points.

25% - Fading Soul: All your attributes permanently suffer a -2 penalty until your soul is improved. You also take
4 Detriment Points without gaining any Blessing Points.

15% - Diminished Soul: All your attributes permanently suffer a -4 penalty until your soul improves. You take 8
Detriment Points without gaining any Blessing Points.

5% - Fragile Soul: All your attributes permanently suffer a -8 penalty until your soul improves. You take 16
Detriment Points without gaining any Blessing Points.

0% - SOULESS: You become a soulless being, losing all previous penalties as your soul merges with your body,
becoming a corrupted, wretched existence. Not even the gods can show mercy, as you lack a soul to pity.

Besides the normal Buffs and Penalties already cited above, being your state of SOUL gives you access to special
Classes and Races that cant only be access at that soul state. Like Godhood, Wretched soul, SOULLESS and
others.

Observations:

• Non-Stacking Effects: Bonuses and penalties from different levels of the S.O.U.L. attribute do not stack.
Only the effects from your current percentage apply.

• Blessing/Detriment Adjustment: When you reach a new positive or negative S.O.U.L. level, you may,
with your GM's permission, adjust your Blessings or Detriments. This allows you to replace old ones with new
choices, representing your evolving soul.

• Sacrificing Blessings/Detriments: Instead of automatically gaining new Detriments when your soul
becomes corrupted, you have the option to sacrifice existing Blessings or even "upgrade" more severe
Detriments to replace less severe ones. This represents the loss or transformation of power as your soul
weakens.
BLESSINGS AND DETRIMENTS:
Blessings:

Advantages are extraordinary abilities granted to individuals at the moment of their creation, shaping their
destinies in profound ways. These blessings, believed to originate from the very fabric of the universe, serve as
a testament to the recipients' exceptional role in the grand tapestry of existence. Each Advantage is a unique
manifestation of cosmic favor, offering a diverse array of powers that range from enhanced combat prowess to
mystical capabilities.

The nature of these Advantages is deeply intertwined with the individual's essence, reflecting the intricacies of
their character, purpose, and the path they are destined to tread. Whether born of celestial intervention,
arcane influence, or otherworldly connections, these blessings set the recipients apart from the ordinary
mortals, marking them as instruments of destiny.

Embrace your Advantages, for they are the echoes of destiny resounding through your being, shaping the
narrative of your journey in the vast expanse of creation.

1. Minor Blessing (-1 Point):

A Minor Blessing is a cosmic nudge, a unique quirk that distinguishes an individual from the masses. Nearly
everyone possesses a Minor Blessing, granting a subtle touch of cosmic favor. These blessings are often
personal, manifesting as small talents, unique birthmarks, or serendipitous occurrences in daily life. They are
the gentle whispers of destiny, marking individuals as part of a grander cosmic design. About 50% of the
population has at least one of these.

2. Lesser Blessing (-2 Points):

Evolving beyond the mundane, a Lesser Blessing marks a more profound connection to the cosmic forces. These
blessings bring about noticeable changes in an individual's life, showcasing talents and abilities that set them
apart. While not necessarily warriors or adventurers, those with Lesser Blessings often find themselves on
unique paths, showcasing exceptional skills in their chosen endeavors. These blessings serve as a
demonstration of latent potential, an affirmation of the extraordinary within. About 5 to 10% of the population
has one of these.

3. Advanced Blessing (-4 Points):

Ascending to the Advanced Blessing tier signifies a pivotal point in an individual's destiny. These blessings
manifest in ways that defy conventional understanding, showcasing a level of cosmic favor that propels
individuals toward greatness. Those marked by Advanced Blessings become notable figures in the world,
whether as heroes, scholars, leaders, or artisans. Their destinies are intricately woven into the fabric of the
universe, leaving an indelible mark on history. About 1% of the population has one of these.

4. Greater Blessing (-8 Points):

A Greater Blessing represents a quantum leap in divine favor, bestowing formidable abilities that shape
destinies and alter the course of events. Those with Greater Blessings are recognized as champions of cosmic
forces. Their deeds, whether on the battlefield or in realms of knowledge and leadership, resonate through
time. These individuals become legendary figures, remembered for decades or even centuries, leaving an
enduring legacy. About one in every 100.000 people have one of these.

5. Godly Blessing (-16 Points):

Attaining a Godly Blessing is an exceedingly rare occurrence, reserved for the chosen few who become living
conduits of extraordinary power. These blessings transcend mortal limitations, gifting individuals with awe-
inspiring forces that echo across realms. Godly Blessings are not just a mark of destiny but a rewriting of it.
Those so blessed wield powers akin to demigods, leaving an indelible mark on the tapestry of existence,
altering the course of history itself. Only a few mortals in history were born with one of these.

DETRIMENTS:

In this cosmic hierarchy of Advantages, each tier represents a unique facet of destiny, guiding individuals along
a path of increasing significance and influence in the grand tapestry of existence.

Detriments, in the cosmic context, are cosmic imbalances or drawbacks intricately woven into an individual's
destiny. Unlike personal challenges stemming from choices, these external influences manifest as adverse
aspects affecting various facets of life, from relationships to health. Classified into tiers by cosmic hierarchy,
detriments originate from the forces governing the universe.

Detriments are integral to an individual's destiny, presenting challenges that foster personal growth and
resilience. While blessings offer advantages, detriments serve as opportunities for self-discovery and character
development. Overcoming these challenges contributes to the narrative of an individual's life, shaping them
into resilient and resourceful beings.

The impact of detriments on personal growth reflects the delicate balance in the cosmic order. As individuals
navigate challenges, they develop unique strengths and coping mechanisms, emphasizing the intricate interplay
between cosmic forces. Detriments and blessings together contribute to the unpredictable yet purposeful
design of each individual's journey through life, forming an essential part of the cosmic balance.

In summary, detriments are cosmic challenges that individuals face as part of their destiny. These challenges are
diverse, ranging from minor inconveniences to profound calamities, and they play a crucial role in the cosmic
balance, contributing to the complexity and richness of each individual's journey through life.

1. Minor Detriment (+1 Point):

A Minor Detriment is a subtle cosmic imbalance, a minor inconvenience or quirk that affects an individual's life.
Nearly everyone bears some form of Minor Detriment, which may manifest as a mild phobia, an aversion to
certain situations, or persistent bad luck. While not debilitating, these detriments serve as gentle reminders of
the unpredictable nature of destiny.

2. Lesser Detriment (+2 Points):

Evolving beyond mere inconveniences, a Lesser Detriment introduces more pronounced challenges into an
individual's life. These detriments may affect relationships, career paths, or personal endeavors. While not
necessarily life-threatening, Lesser Detriments require individuals to navigate through substantial obstacles,
often defining their character through resilience and perseverance.

3. Advanced Detriment (+4 Points):

Ascending to the Advanced Detriment tier represents a significant escalation in cosmic challenges. Individuals
burdened with Advanced Detriments face formidable adversities that may impact their health, livelihood, or
overall well-being. These detriments become defining aspects of an individual's life, requiring them to confront
and overcome significant hurdles on their journey.

4. Greater Detriment (+8 Points):

A Greater Detriment marks a substantial cosmic hurdle, introducing challenges that have a profound impact on
an individual's destiny. These detriments may lead to physical ailments, societal isolation, or persistent
misfortune. Those with Greater Detriments often find themselves facing extraordinary trials that shape their
character and resilience, leaving an enduring impact on their personal narrative.

5. Godly Detriment (+16 Points):

A Godly Detriment is a cosmic curse of immense magnitude, a malevolent force that can wreak havoc on the
individual and the world around them. These detriments are rare and catastrophic, capable of causing
widespread destruction and suffering. The consequences of a Godly Detriment may range from personal
tragedy to calamities that affect entire regions. The afflicted individual becomes a harbinger of profound
misfortune, and their mere presence can unleash devastating consequences.

In summary, detriments are cosmic challenges that individuals face as part of their destiny. These challenges are
diverse, ranging from minor inconveniences to profound calamities, and they play a crucial role in the cosmic
balance, contributing to the complexity and richness of each individual's journey through life.

Optional Rule: Random Blessings and Detriments


You may opt to spend half the number of points equal to the cost of a Blessing or Detriment to receive a
random Blessing or Detriment. This adds an element of chance to your character's development, offering
rewards or challenges you didn't plan for. Using a d100 to roll for it.

• Rolling 95+: If you roll a 96 or higher when determining a random Blessing, you may choose two
Blessings instead of one, or you can roll again on the heightened Blessing/Detriment tier table for
potentially greater rewards.

• Blessings: If you choose a random Blessing using this method, you spend half the usual points, but
there’s a chance to get higher-tier rewards, making it a high-risk, high-reward strategy.

• Detriments: The motivation for rolling random Detriments is that if you receive a random Minor
Detriment, it only costs 0.5 points instead of the usual 1 point. Despite this lower cost, it will still grant
you 1 full point of Blessing, effectively making it a beneficial trade-off if you're willing to accept a
random Detriment.

Canon Explanation for Blessings and Detriments Beyond Normal Limits


Certain creatures may be born with Blessings or Detriments that exceed or defy the typical limits of their level
of existence. This phenomenon is usually a sign that a god or some other powerful entity has directly blessed
or cursed the creature, affecting their soul in ways that are not naturally attainable.

• Blessings granted by a divine or supernatural force might elevate the creature's abilities beyond what
their soul level should allow, gifting them with extraordinary power or influence.

• Detriments, on the other hand, may signify a curse imposed by a vengeful deity or malevolent force,
weakening the creature or binding them with a heavy burden.

Observation: This list is just a basic list and is incomplete by the point of now. A Game Master and Player can
create its own Blessings or Detriments, just keep the power and cost relative to the on this list.

BLESSINGS AND DETRIMENTS LIST:

MINOR BLESSINGS:
1 -Keen Senses:

Description: Enhanced perception, granting bonuses to notice hidden details or detect ambushes.

Bonus: +4 to Perception checks.

2- Ambidextrous:

Description: Equally skilled with both hands, reducing penalties for off-hand attacks.

Bonus: Reduce penalties for dual-wielding by 2.

3 - Quick Learner:

Description: Accelerated learning ability, allowing faster skill and ability improvement.

Bonus: Experience points gained are increased by 5%.

4 - Iron Stomach:

Description: Resistance to poisons and diseases, reducing their effectiveness.

Bonus: +5 bonus to saving throws against poisons and diseases. You may eat raw or even rotten food without
vomiting, but you still can get sick.

5 - Swift Reflexes:

Description: Improved reaction time, granting bonuses to reflex saves and avoiding traps.

Bonus: +2 bonus to Reflex saving throws.

6 - Natural Healer:

Description: Faster natural healing, allowing quicker recovery from injuries.


Bonus: Recover an additional 1 hit point per day during rest.

7 - Eagle Eye:

Description: Exceptional long-range vision, useful for archers or scouts.

Bonus: +2 bonus to ranged attack rolls.

8 - Stealthy:

Description: Naturally adept at moving silently and remaining unseen.

Bonus: +4 bonus to Stealth checks.

9 - Animal Empathy:

Description: The ability to communicate and bond with animals.

Bonus: Can communicate basic concepts with animals and gain a +4 bonus to Handle Animal checks.

10 - Telepathic Connection:

Description: Ability to communicate mentally with others.

Bonus: Can communicate telepathically within a 30-foot range.

11 - Elemental Affinity:

Description: Affinity for a specific element, granting resistance or enhanced abilities related to that element.

Bonus: Choose an element (fire, cold, thunder, Lighting or Acid). Gain resistance 5 against that element.

12 - Acrobatic:

Description: Nimble and agile, skilled at performing acrobatic maneuvers.

Bonus: +4 bonus to Acrobatics checks.

13 - Linguist:

Description: Quick to pick up languages and adept at communication.

Bonus: Learn additional languages equal to your Intelligence modifier.

14 - Danger Sense:

Description: Instinctively aware of impending danger.

Bonus: +4 to Initiative rolls.

15 - Mystic Aura:

Description: Surrounded by a mysterious aura that enhances magical abilities.


Bonus: +1 to spell attack rolls and spell save DC.

16 - Tough Hide:

Description: Thick and resilient skin provides natural protection.

Bonus: +1 to Armor Class.

17 - Quick Draw:

Description: Lightning-fast draw and sheathing of weapons.

Bonus: Draw or sheathe two weapons as a free action.

18 - Photographic Memory:

Description: Perfect recall of images and details.

Bonus: +4 to Memory-related skill checks.

19 - Bardic Gift:

Description: Natural talent for music and performance.

Bonus: +4 to Perform checks.

20 - Master of Disguise:

Description: Proficient in altering appearance and going incognito.

Bonus: +4 to Disguise checks.

21 - Steadfast Resolve:

Description: Unshakeable determination in the face of adversity.

Bonus: +2 to Will saving throws.

22 - Lucky:

Description: Fortunate in unexpected ways.

Bonus: Once per day, reroll any one dice roll.

23 - Eidetic Memory:

Description: Perfect recall of everything seen or heard.

Bonus: +2 to Intelligence-based skill checks.

24 - Rapid Recovery:

Description: Swift recuperation from injuries.


Bonus: Your rests are considered one category higher than would normally be.

25 - Climbing Prowess:

Description: Exceptional skill in climbing surfaces.

Bonus: +4 to Corporal Might checks.

26 -Water Affinity:

Description: Comfort and skill in aquatic environments.

Bonus: Swim speed equal half of your land speed.

27 -Firestarter:

Description: Ability to ignite objects at will.

Bonus: Can ignite small objects (non-magical) with a touch.

28 - Psychic Shield:

Description: Innate resistance to psychic intrusions.

Bonus: +2 to saving throws against mind-affecting spells.

29 - Leadership Presence:

Description: Natural charisma that inspires allies.

Bonus: +1 to all Charisma-based rolls.

30 - Dangerous Beauty:

Description: Strikingly attractive but also intimidating.

Bonus: +2 to Charisma-based rolls in social situations.

31 - Night Vision:

Description: Excellent vision in low-light conditions.

Bonus: Ignore penalties for low light on Perception checks and Attacks.

32 - Unerring Direction:

Description: Instinctively know which way is north.

Bonus: +2 Successes in travel checks.

33 - True Grit:

Description: Tenacious and resistant to physical hardship.


Bonus: +2 to saving throws against fatigue and exhaustion.

34 - Magical Bloodline:

Description: Inherited magical essence enhances spellcasting.

Bonus: +1 to caster level for one chosen magical school.

35 - Natural Diplomat:

Description: A gift for negotiation and conflict resolution.

Bonus: +4 to Diplomacy checks.

36 - Poison Resistance:

Description: Developed immunity or resistance to toxins.

Bonus: +2 to saving throws against poison.

37 - Battle Meditation:

Description: Calm under pressure, aiding allies in combat.

Bonus: Allies within 10 feet gain +1 to attack rolls.

38 - Mechanical Aptitude:

Description: Intuitive understanding of machines and devices.

Bonus: +4 to Job (Engineer) checks.

39 - Shadowstep:

Description: Ability to blend into shadows and move unseen.

Bonus: +4 to Stealth checks.

40 - Pyromancy:

Description: Innate connection to fire, enhancing fire-based spells.

Bonus: +2 to caster level for fire spells.

41 - Pious Devotion:

Description: Unwavering faith enhances divine abilities.

Bonus: +2 to turning checks for clerics or divine spellcasters.

42 - Natural Tracker:

Description: Exceptional ability to follow trails and tracks.


Bonus: +4 to Survival checks.

43 - Fleet-Footed:

Description: Remarkable speed on foot.

Bonus: +10 feet to base movement speed.

44 - Arcane Insight:

Description: Intuitive understanding of magical energies.

Bonus: +4 to Arcane checks.

45 - Mimicry:

Description: Ability to imitate sounds and voices perfectly.

Bonus: +4 to deception, and the ability mimicry.

46 - Divine Heritage:

Description: Descended from celestial or infernal beings.

Bonus: +1 to all saving throws.

47 - Eagle's Grace:

Description: Graceful and precise movements.

Bonus: +2 to Dexterity attribute.

48 - Teleportation Affinity:

Description: Innate connection to teleportation magic.

Bonus: +5 to saving throws against teleportation effects.

49 - Resilient Mind:

Description: Mental fortitude against psychic intrusions.

Bonus: RD 5 to psychic damage.

50 - Choose your Destiny

- Description: You have had the chance to choose a benefit from the gods.

- Bonus: Choose any bonus from 1 to 94 on this list.

51 - Evasive Maneuvers:

- Description: Exceptional skill in avoiding attacks.


- Bonus: +4 to AC against attacks of opportunity.

52 - Eagle's Eyes:

- Description: Incredible visual acuity.

- Bonus: +2 to Spot checks and can see twice as far in normal light.

53 - Master Tactician:

- Description: A natural strategist with a keen understanding of battlefield tactics.

- Bonus: +4 to Strategy and Tactics skill checks.

54 - Sleight of Hand:

- Description: Deft hands skilled at pickpocketing and quick tricks.

- Bonus: +4 to Sleight of Hand checks.

55 - Necrotic Affinity:

- Description: Drawn to the powers of death and undeath.

- Bonus: +1 to caster level for necromancy spells.

56 - Natural Resistance:

- Description: Naturally resistant to energy-based attacks.

- Bonus: 2 RD to one type of energy (Roll a D8: Fire, lightning, cold, acid, poison, Force, Positive Energy, Negative
Energy)

57 - Hammer Proficience:

- Description: Unrivaled skill with a blodgening weapons.

- Bonus: +2 to ranged attack rolls with bludgeoning weapons.

58 - Blade Proficiency:

- Description: Unmatched proficiency with bladed weapons.

- Bonus: +2 to attack rolls with Slashing weapons.

59 - Cunning Linguist:

- Description: Exceptional aptitude for languages and codes.

- Bonus: +2 to Decipher Script and Speak Language checks.

60 - Aura of Protection:
- Description: Radiates an aura that grants protection to allies.

- Bonus: Allies within 10 feet gain +1 to all saving throws.

62 - Demonic Bloodline:

- Description: Touched by infernal forces.

- Bonus: +4 to Charisma-based rolls when dealing with demons.

63 - Jack of All Trades:

- Description: Broad knowledge in various skills.

- Bonus: +1 to all skill checks not covered by other bonuses.

64 - Feral Instincts:

- Description: Taps into primal instincts for heightened senses.

- Bonus: +2 to Initiative rolls and +1 to Reflex saving throws.

65 - Arcane Scholar:

- Description: Innate understanding of arcane principles.

- Bonus: +2 to Arcane and Use Magical Device checks.

66 - Eagle's Talons:

- Description: Unmatched proficiency with clawed weapons.

- Bonus: +2 to attack rolls with natural or unnamed attacks.

67 - Giant Bloodline:

- Description: Descended from giants, possesses their strength.

- Bonus: +2 to Strength attribute.

68 - Telekinesis:

- Description: Can move objects with the power of the mind.

- Bonus: Gain the ability to cast Mage Hand at will, without mana cost.

69 - Fog Conjurer:

- Description: Can summon thick fog to obscure vision.

- Bonus: Gain the ability to cast Obscuring Mist once per day, without mana cost.

70 - Unyielding Spirit:
- Description: Immune to fear effects.

- Bonus: +4 bonus on saving throws against fear.

71 - Temporal Manipulation:

- Description: Can manipulate time in minor ways.

- Bonus: Once per day, reroll a failed dice roll.

72 - Master of Elements:

- Description: Adept at wielding multiple elemental powers.

- Bonus: Choose two elements, gain damage reduction 2 against both.

73 - Empathetic Connection:

- Description: Can sense and share the emotions of others.

- Bonus: +2 to Diplomacy and Sense Motive checks.

74 - Dervish Dance:

- Description: Fluid and graceful movement in combat.

- Bonus: +2 to melee attack rolls with light weapons.

75 - Mirror Image:

- Description: Can create illusory duplicates in combat.

- Bonus: Once per day, gain the effects of the mirror image spell, without mana cost.

76 - Piercing Warrior:

- Description: The precision attack with lances peircing blades.

- Bonus: +2 to melee attack rolls with piercing weapons.

77 - Arcane Sight:

- Description: Can see magical auras and effects.

- Bonus: +2 to Perception checks to detect magical phenomena. You can cast detect magic once per day for
free.

78 - Demonic Resistance:

- Description: Resistant to demonic attacks and influences.

- Bonus: +4 to saving throws against daemonic abilities.


79 - Master of Shadows:

- Description: Can meld with shadows for stealth.

- Bonus: Gain the ability to cast Shadow Walk once per day, without mana cost.

80 - Dwarven Resilience:

- Description: Resistant to poison.

- Bonus: 5 RD to poison damage.

81 - Champion of the People:

- Description: Charismatic leader with a following.

- Bonus: +4 to Charisma-based rolls when interacting with commoners.

82 - Cunning Strategist:

- Description: Exceptional tactical insight.

- Bonus: +2 to Intelligence attribute.

83 - Forest Affinity:

- Description: At home in wooded environments.

- Bonus: +2 to Stealth and Survival checks in forests.

84 - Dimensional Shift:

- Description: Can briefly step into another dimension to avoid attacks.

- Bonus: Once per day, gain a 50% chance to avoid any attack.

85 - Trickster's Charm:

- Description: A natural ability to deceive and manipulate.

- Bonus: +2 to Deception and Disguise checks.

86 - Mental Fortress:

- Description: Immune to mind-affecting spells.

- Bonus: +4 bonus on saving throws against mind-affecting spells.

87 - Aquatic Grace:

- Description: At home in aquatic environments.

- Bonus: +8 to Swim checks and can hold breath for one extra hour.
88 - Eagle's Wings:

- Description: Adept at aerial combat and maneuvering.

- Bonus: +2 to attack rolls while flying.

89 - Blessed by the Moon:

- Description: Draws power from the moon.

- Bonus: +2 to Wisdom attribute.

90 - Eldritch Insight:

- Description: Innate understanding of eldritch mysteries.

- Bonus: +3 to Arcane and you can speak, read and Understand one type of Extraplanar race.

91 - Healthy:

- Description: Your body has the is naturally healthy.

- Bonus: +2 to Constitution attribute.

92 - Blessed by the Sun:

- Description: Draws power from the sun for great beauty.

- Bonus: +2 to Charisma attribute.

93 - Infernal Endurance:

- Description: Resistant to fire and heat.

- Bonus: RD 5 against fire damage.

94 - Doppelganger's Guile:

- Description: Master of disguise and deception.

- Bonus: +2 to Disguise and Bluff checks.

95 - Cavalier:

- Description: Expert at mounted combat.

- Bonus: +2 to attack rolls on horseback, and you can use horses in combat.

96 to 100: Free choice.

Bonus: YOU MAY CHOOSE ONE OF THE BONUS, OR ROLL ON THE Advantage Lesser List.
LESSER BLESSINGS:
1 - Martial Mastery:

Description: Masterful in the art of traditional combat, your skill with melee weapons is unparalleled.

Bonus: +2 to attack rolls with melee weapons.

2 - Expert Marksman:

Description: Your precision in ranged combat is unmatched, allowing you to hit targets with exceptional
accuracy.

Bonus: +2 to attack rolls with ranged weapons.

3 - Blade Dancer:

Description: A dance of blades characterizes your melee combat style, combining fluid movements with deadly
accuracy.

Bonus: +6 to Acrobatics, access to Odalisc class.

4 - Shield Wall:

Description: Masterful use of shields turns you into an unyielding wall of defense, providing enhanced
protection in combat.

Bonus: +2 to Armor Class when wielding a shield.

5 - Arcane Adept:

Description: Your proficiency in the arcane arts sets you apart, granting a heightened mastery of arcane spells.

Bonus: +1 to caster level for arcane spells.

6 - Divine Channeler:

Description: As a channeler of divine energy, your spellcasting abilities are enhanced, making you a force to be
reckoned with.

Bonus: +1 to caster level for divine spells.

7 - Mobile Assault:

Description: Your combat prowess is augmented by exceptional maneuverability, allowing you to swiftly
navigate the battlefield.

Bonus: +10 feet to base movement speed.

8 - Tactician's Insight:

Description: Possessing strategic insight, you excel in devising and executing effective battlefield tactics.
Bonus: +4 to Intelligence attribute.

9 - Eagle-eyed Archer:

Description: Your accuracy with ranged weapons, especially crossbows, is exceptional, hitting targets with
precision.

Bonus: +4 to attack rolls with crossbows.

10 - Dual Wielder:

- Description: A master of wielding a weapon in each hand, you minimize penalties for dual-wielding,
showcasing exceptional skill.

- Bonus: No penalty for using off-hand in combat.

11 - Thunderous Blows:

- Description: Striking with exceptional force, your melee attacks deal substantial damage, making you a
formidable opponent.

- Bonus: +2 to damage rolls with melee weapons.

12 - Mystic Warding:

- Description: Possessing innate resistance to magical attacks, you can shrug off spells with greater ease than
most.

- Bonus: +2 to saving throws against spells.

13 - Quick Reflexes:

- Description: Lightning-fast reactions are your forte, allowing you to evade attacks with remarkable speed.

- Bonus: +4 to Reflex saving throws.

14 - Master of Disguise:

- Description: Proficient in altering appearance and going incognito, you seamlessly blend into diverse
environments.

- Bonus: +8 to Disguise checks.

15 - Elemental Atonement:

- Description: Your affinity for a specific element enhances spells related to that element, showcasing mastery
over elemental forces.

- Bonus: +2 to caster level for spells of a chosen element.

16 - Battle Medic:
- Description: A skilled provider of first aid in combat, you bring healing expertise to the front lines of battle.

- Bonus: +4 to Heal checks, and +5 healing on healing spells and using healing itens.

17 - Iron Will:

- Description: Unyielding mental fortitude is your strength, making you resistant to the influence of mind-
affecting spells.

- Bonus: +4 to Will saving throws.

18 - Trap Expert:

- Description: Adept at detecting and disarming traps, you navigate perilous terrain with confidence and skill.

- Bonus: +4 to Disarming Traps and Perception checks.

19 - Natural Leader:

- Description: Your natural charisma and leadership skills inspire those around you, making you an effective
leader.

- Bonus: +4 to Charisma attribute.

20 - Lucky Bastion:

- Description: Fortunate in the face of adversity, luck often favors you when the odds seem against you.

- Bonus: Once per day, reroll any one dice roll or choose to take 10 or turn up to 3d6 in sucesses.

21 - Battle Hardened:

- Description: Seasoned by experience, you exhibit resilience in combat, enduring hardships with tenacity.

- Bonus: +4 to Fortitude saving throws.

22 - Rapid Recovery:

- Description: Swift recuperation from injuries ensures you bounce back quickly, ready for the next challenge.

- Bonus: Your rests are considered two category higher than normal.

23 - Stealth Specialist:

- Description: Exceptionally skilled at moving silently and remaining unseen, you thrive in the shadows.

- Bonus: +8 to Stealth checks.

24 - Primal Affinity:

- Description: An innate connection to nature enhances your spellcasting abilities, marking you as a spellcaster
of considerable talent.
- Bonus: +1 to caster level for Primal spells.

25 - Quick Study:

- Description: Rapidly learning new skills and abilities, you adapt to challenges with exceptional ease.

- Bonus: Gain a bonus skill point at each level.

26 - Sturdy Constitution:

- Description: Exceptional physical resilience stems from a robust constitution, making you hardy and enduring.

- Bonus: +4 to Constitution attribute.

27 - Spell Resistance:

- Description: Innate resistance to spells provides an additional layer of defense, rendering you less vulnerable
to magical attacks.

- Bonus: Spell resistance equal to Base(10) + 5 + half the character level.

28 - Divine Scholar:

- Description: A deep understanding of arcane principles sets you apart, making you a font of Divine knowledge.

- Bonus: +8 to Religion checks.

29 - Eagle's Grace:

- Description: Graceful and precise movements define your combat style, showcasing exceptional dexterity.

- Bonus: +4 to Dexterity attribute.

30 - Titan's Might:

Description: Possessing the strength of a formidable titan, your sheer physical power commands attention on
the battlefield.

Bonus: +4 to Strength attribute.

31 - Adaptive Learning:

- Description: Learning from experience more efficiently, you gain insights and knowledge at an accelerated
rate.

- Bonus: Experience points gained are increased by 10%.

32 - Vigilant Sentry:

- Description: Always alert and attentive to surroundings, you spot threats and opportunities that others might
miss.
- Bonus: +8 to Perception checks.

33 - Quick Draw:

- Description: Executing a lightning-fast draw and sheathing of weapons, you are swift and precise in combat.

- Bonus: Draw or sheathe a weapon as a free action, and do one extra attack at the first turn of a combat
without any penalties. You can draw or sheathe as many weapons are you have arms.

34 - Fleet-Footed:

- Description: Remarkable speed on foot allows you to outpace adversaries and cover ground swiftly.

- Bonus: You ignore non-magical difficulty terrain.

35 - Adept Swimmer:

- Description: Proficient in swimming and at home in aquatic environments, you move through water with ease.

- Bonus: Swim speed equal to land speed.

36 - Master of Diplomacy:

- Description: Adept at negotiation and conflict resolution, you excel in navigating social situations with finesse.

- Bonus: +8 to Diplomacy checks.

37 - Fire Affinity:

- Description: An affinity for fire enhances your mastery of fire-based spells, allowing you to unleash devastating
infernos.

- Bonus: +4 to caster level for fire spells.

38 - Telepathic Insight:

- Description: Sensing the thoughts and emotions of others, you possess an intuitive understanding of those
around you.

- Bonus: +4 to Sense Motive and Diplomacy checks.

39 - Spiritual Harmony:

- Description: Connected to spiritual energies, you draw strength from the ethereal, enhancing your natural
abilities.

- Bonus: +4 to Wisdom attribute.

40 - Piercing Gaze:

- Description: Intimidating and penetrating, your gaze commands attention and instills fear in those who meet
your eyes.
- Bonus: +8 to Intimidate checks.

41 - Deft Hands:

- Description: Agile and skilled with hands, your deft maneuvers allow you to perform intricate tasks with ease.

- Bonus: +4 to Sleight of Hand and Disarming Traps checks.

42 - Runic Knowledge:

- Description: Proficient in deciphering and using magical runes, your understanding of runic magic is
unparalleled.

- Bonus: +4 to Arcana checks, and +4 on Job (Rune Maker).

43 - Inventive Mind:

- Description: Naturally innovative and creative, your inventive mind allows you to devise clever solutions to
problems.

- Bonus: +2 to any Craft checks.

44 - Discerning Eye:

- Description: Exceptional visual acuity for details enables you to notice subtle nuances and hidden elements.

- Bonus: +4 to Perception and Investigation checks.

45 - Blazing Speed:

- Description: Exceptional speed and agility characterize your movements, allowing you to outpace opponents
effortlessly.

Bonus: When you use the Run action, your movement is five times your base speed instead of four, or four if
you are using heavy armor.

46 - Aegis Shield:

Description: You have a magical protection on your arm, almost like a ghostly shield that takes your need to use
such a thing, freeing your arm.

Bonus: +2 to Armor Class when not wielding a shield.

47 – Great Legs:

Description: Your body was born with amazing legs, unmach by any normal person, allowing you to walk on
walls or make incredible leaps.

Bonus: Gain a climb speed equal to your base movement speed and the ability to make long jumps as if affected
by the spell Jump.
48 - Eagle-eyed Archer:

Description: Trained extensively in archery, your keen eyesight allows you to strike distant targets with pinpoint
accuracy.

Bonus: +2 to attack rolls with ranged weapons.

49 - Arcane Resilience:

Description: A deep understanding of magical energies grants you increased resistance to harmful spells and
effects.

Bonus: +2 to saving throws against spells and magical effects.

50 - Fey-touched:

Description: Connected to the mystical realm of the Fey, you have a natural affinity for nature-based magic.

Bonus: +6 to all Charisma-based rolls when dealing with fey creatures.

51 - Dagger Mastery:

Description: Unrivaled skill in wielding daggers makes you a deadly and agile combatant in close quarters.

Bonus: +2 to attack rolls with light weapons.

52 - Stalwart Defender:

Description: A disciplined and stalwart demeanor in combat provides additional protection against critical hits.

Bonus: Gain a 10% chance to negate critical hits against you.

53 - Shadow Blend:

Description: Merging seamlessly with shadows, you become nearly invisible in dim light or darkness.

Bonus: +12 to Stealth checks in dim light or darkness.

54 - Diplomatic Finesse:

Description: A silver tongue and a keen understanding of social dynamics make you a master negotiator.

Bonus: +8 to Diplomacy checks.

55 - Elemental Weaponry:

Description: Infuse your weapons with elemental power, adding extra damage based on your chosen element.

Bonus: +1d6 bonus damage of a chosen elemental type (fire, ice, lightning, or acid) on successful attacks. You
can infuse a weapon as a quick action, for the duration 1 hour.

56 - Master Tracker:
Description: The wilderness holds no secrets from you as your tracking abilities surpass those of ordinary
hunters.

Bonus: +8 to Survival checks.

57 - Sorcerous Veil:

Description: A magical aura cloaks your presence, making it difficult for enemies to target you accurately.

Bonus: +4 to AC against ranged attacks.

58 - Wind Dancer:

Description: Harness the power of the wind to enhance your agility, allowing you to move with incredible grace.

Bonus: +2 to Acrobatics checks and a +10 feet bonus to base movement speed.

59 - Shield Bash Mastery:

Description: Your proficiency with shields extends to offensive maneuvers, allowing you to bash foes with great
efficiency.

Bonus: Gain an additional shield bash attack during a full attack action.

60 - Frostborn:

Description: Ice courses through your veins, granting resistance to cold and the ability to freeze opponents with
your touch.

Bonus: Gain resistance 5 against cold damage, and once per day, can freeze a target on a successful meele
attack for one round.

61 - Historian Scholar:

Description: A scholar of the History of the world, you possess an extensive knowledge of events of the past.

Bonus: +8 to History checks.

62 - Thunderous Roar:

Description: Unleash a deafening roar that disorients and intimidates foes, giving you an advantage in combat.

Bonus: Enemies within a 15-foot radius must succeed on a Will saving throw (DC 15 + Your Charisma Modifier)
or be shaken for 1d4 rounds.

63 - Fleet Commander:

Description: A natural leader on the battlefield, your strategic insight grants bonuses to allied troops.

Bonus: Allies within 30 feet gain +1 to attack rolls and damage.

64 - Venomous Strike:
Description: Coating your weapons with potent venom, your strikes leave foes weakened and poisoned.

Bonus: Successful attacks have a 25% chance to inflict a poison effect, causing 1d4 Constitution damage. You
can only use this three per day.

65 - Divine Harmony:

Description: Deep connection with the divine allows you to channel positive energy to heal wounds and cure
ailments.

Bonus: Gain the ability to cast Cure Medium Wounds once per day without mana cost.

66 - Astral Projection:

Description: Master the art of projecting your consciousness beyond your physical form, exploring other planes.

Bonus: Gain the ability to cast Astral Projection once per week.

67 - Charm Mastery:

Description: Charismatic charm captivates those around you, making it easier to influence and sway opinions.

Bonus: +4 to Charisma-based rolls in social situations.

68 - Iron Will:

Description: Unyielding mental fortitude shields you from mind-affecting spells and abilities.

Bonus: +5 to saving throws against mind-affecting spells.

69 - Dimensional Rift:

Description: Tear open temporary rifts to other dimensions, allowing you to bypass obstacles or escape danger.

Bonus: Gain the ability to cast Dimensional Door once per day.

70 - Arcane Sight:

Description: Your understanding of arcane magic allows you to see magical auras.

Bonus: You gain the ability to cast Detect Magic and Read Magic at will without expending a spell slot.

71 - Artificer's Prowess:

Description: Adept at crafting magical items, you can imbue your creations with additional magical properties.

Bonus: +8 to Job (Enchanting) checks.

72 - Psychic Insight:

Description: Peer into the minds of others, gaining insight into their thoughts and intentions.
Bonus: +8 to Sense Motive checks.

73 - Divine Radiance:

Description: Radiate divine energy, inspiring allies and bolstering their resolve in combat.

Bonus: Allies within 20 feet gain +2 to saving throws.

74 - Eldritch Beacon:

Description: Emit an eldritch glow that illuminates even the darkest corners, dispelling magical darkness.

Bonus: Gain Dark-vision of 60 feet and the ability to cast Daylight once per day.

75 - Blind-sight:

Description: Heightened senses grant you the ability to perceive your surroundings without relying on sight.

Bonus: Gain Blind-sight within a 10-foot radius.

76 - Temporal Distortion:

Description: Manipulate time on a small scale, allowing you to hasten your actions or slow your foes.

Bonus: Once per day, gain an additional move action or force all enemies within 30 feet to make a Fortitude
save (DC 10 + ½ your level) or be slowed for 1d4 rounds.

77 - Mind Over Matter:

Description: Develop mental discipline that allows you to resist physical harm through sheer force of will.

Bonus: Gain DR 5 against non-magical physical damage.

78 - Dazzling Performance:

Description: A captivating performer, your dazzling displays of talent captivate and distract those who witness
them.

Bonus: +8 to Perform checks.

79 - Fey Step:

Description: Borrowing a page from the fey, you can momentarily step into the ethereal plane to avoid attacks.

Bonus: Once per day, avoid an attack, except for critical hits.

80 - Spectral Form:

Description: Transcend the physical realm briefly, allowing attacks to pass harmlessly through your incorporeal
form.

Bonus: Gain the ability to turn incorporeal for 1 minute once per day.
81 - Blood Magic:

Description: Tap into your life force to enhance magical spells, sacrificing health for increased potency.

Bonus: Once per day, gain a +4 bonus to caster level for a single spell by taking 1d6 points of damage per caster
level. You can take the Enchantling class.

82 - Dragonkin Heritage:

Description: Trace your lineage to dragons, gaining aspects of their strength and resilience.

Bonus: +2 to Strength and Constitution attributes.

83 - Planar Affinity:

Description: Forge a connection with a specific plane, gaining resistance to related elemental damage.

Bonus: Gain resistance 10 against a chosen elemental damage type.

84 - Vampiric Embrace:

Description: Embrace the powers of the undead, gaining the ability to drain life force with your touch.

Bonus: Successful melee attacks against a creature with blood have a 10% chance to heal you for 1d6 hit points.
You may sacrifice this ability to take levels in lesser vampire when you reach level 15 or more.

85 - Quick Escape:

Description: Escape in a moment notice, allowing you to bypass obstacles or escape danger.

Bonus: Gain the ability to cast Shadow Step three per day, without mana cost.

86 - Telepathic Network:

Description: Form a telepathic bond with allies, allowing silent communication over short distances.

Bonus: Communicate telepathically with allies within 30 feet.

87 - Ephemeral Wings:

Description: Manifest ethereal wings, granting you the ability to fly for short durations.

Bonus: Gain a fly speed of 60 feet for 1 minute once per day.

88 - Champion's Resurgence:

Description: When on the brink of defeat, tap into your inner reserves for a momentary resurgence of strength.

Bonus: Once per day, return to one hit points when reduced to 0 hit points or lower.

89 - Starfall:
Description: Call upon celestial energies to summon a shower of radiant stars, damaging and blinding enemies.

Bonus: Gain the ability to cast Starfall once per day.

90 - Eternal Guardian:

Description: Forge a mystical connection with a chosen location, gaining the ability to teleport to its defense.

Bonus: Once per day, teleport to a familiar location within 10 miles.

91 - Stormcaller:

Description: Command the forces of nature, summoning storms and unleashing lightning upon your foes.

Bonus: Gain the ability to cast Call Lightning once per day.

92 - Forever body:

Description: Your body was build to last against the most powerful strikes.

Bonus: DR 2 against physical and magical damage. Your body also will never disappear unless destroyed by
magic, or consumed completely, you still can die and lose limbs.

93 - Harmony of the Spheres:

Description: Attune yourself to the celestial spheres, granting enhanced perception and understanding of
cosmic mysteries.

Bonus: +4 to Arcane and History checks.

94 - Ethereal Chains:

Description: Summon ethereal chains to bind and immobilize enemies, rendering them helpless.

Bonus: Gain the ability to cast Hold Monster once per day, without mana cost. DC is (15 + Your
Intelligence/Wisdom or Charisma)

95 - Magical Conduit:

Description: Become a conduit for magical energies, enhancing the power and range of your spells.

Bonus: +1 to caster level for all spells.

96 to 100: Free choice.

Bonus: YOU MAY CHOOSE ONE OF THE BONUS, OR ROLL ON THE Advantage Advanced List.

Optional: You may create a new Advantage with help and permission of your Game Master of power similar to
Lesser Advantages.
ADVANCED BLESSINGS:
1 - Rapid Strikes:

Description: Swift and precise, your strikes land in rapid succession, overwhelming foes with a flurry of attacks.

Bonus: Gain an additional attack during a full attack action.

2 - Unearthly Beauty:

Description: Radiate an otherworldly beauty that captivates and enchants those who behold you.

Bonus: +8 to Charisma Attribute.

3 - Arcane Nexus:

Description: Radiate a field of arcane energy, disrupting and dispelling nearby magical effects.

Bonus: Once per day, create an anti-magic field in a 20-foot radius.

4 - Spellblade Mastery:

Description: Combine martial prowess with spellcasting, allowing you to enchant your weapons with magical
effects.

Bonus: Successful melee attacks have a 20% chance to trigger a random beneficial spell effect (roll a D10).

Effects:

Healing Surge: Heal 1d8 hit points.

Arcane Shield: Gain a +2 bonus to AC for 1 minute.

Haste Aura: Gain the effects of the Haste spell for 1 round.

Elemental Infusion: Add 1d4 bonus damage of a chosen elemental type (fire, ice, lightning, or acid) to your next
attack.

Invisibility Veil: Turn invisible for 1 round.

Teleporting Strike: Teleport to a location within 30 feet after the attack.

Spell Absorption: Absorb the next harmful spell directed at you.

Ethereal Step: Shift into the ethereal plane for 1 round, becoming immune to physical attacks.

Mystic Fortification: Gain a +2 bonus to all saving throws for 1 minute.

Blinding Flash: Create a burst of light, blinding all creatures within 10 feet for 1 round.

5 - Stoneskin:
Description: Harden your skin like stone, reducing damage from physical attacks.

Bonus: DR 5 against physical damage.

6 - Rune of Warding:

Description: Inscribe powerful protective runes, creating a ward that shields against specific types of attacks.

Bonus: Once per day, activate a protective ward that grants resistance 10 against a chosen damage type for 1
minute.

7 - Necrotic Grasp:

Description: Infuse your touch with necrotic energy, draining the life force from living creatures.

Bonus: Successful melee attacks have a 25% chance to inflict a negative energy effect, causing 1d6 negative
energy damage and healing you for half the amount. You may sacrifice this skill at level 15 to became a lesser
Vampire instead. You don’t take the penalty in SOUL by turning in a vampire like this, or in any vampire race.

8 - Aegis of the Ancients:

Description: Call upon the ancient spirits to form a protective barrier, granting resistance to all damage for a
short duration.

Bonus: Once per day, gain damage resistance 5 against all damage types for 1 minute.

9 - Chronomancer's Grace:

Description: Manipulate time to enhance your movements, granting a brief burst of incredible speed.

Bonus: Once per day, gain a +60 feet bonus to base movement speed for 1 minute.

10 - Ethereal Grasp:

Description: Extend your reach into the ethereal plane, allowing you to interact with and manipulate ethereal
objects.

Bonus: Gain the ability to interact with ethereal objects and creatures as if they were in the material plane.

11 - Cataclysmic Surge:

Description: Unleash a surge of cataclysmic energy, dealing massive damage to all nearby foes.

Bonus: Once per day, release a wave of destructive energy in a 30-foot radius, dealing 1d6 per level damage of a
chosen energy type (fire, cold, electricity, or acid), everyone on that area must make a DC Reflex (10 +
Constitution modifier + Half your total level).

12 - Phantom Step:

Description: Step into the shadows, becoming invisible and gaining a brief boost to movement speed.
Bonus: Once per day, turn invisible and gain a +20 feet bonus to base movement speed for 1 minute. The effect
stops if you attack a creature.

13 - Champion's Presence:

Description: Exude an aura of command and authority, inspiring allies and intimidating foes.

Bonus: Allies within 30 feet gain a +2 bonus to attack rolls, and enemies suffer a -2 penalty to attack rolls.

14 - Celestial Harmony:

Description: Attune yourself to the celestial realms, gaining resistance to some types of energy.

Bonus: Gain Damage Reduction 10 against Positive energy/Radiant Damage and choose between electricity or
sonic damage to gain 5 DR.

15 - Frost Nova:

Description: Create a freezing shockwave, damaging and slowing nearby enemies.

Bonus: Once per day, release a frost nova in a 20-foot radius, dealing 1d6 cold damage per every two levels you
have and dealing the frosbitten effect on creatures for 1d4 rounds. Everyone on that area must make a DC
Fortitude (10 + Constitution modifier + Half your total level)

16 - Soul Reaver:

Description: Channel the power of the underworld, allowing your attacks to bypass damage resistance and
immunities.

Bonus: Your attacks ignore 10 points of damage resistance and bypass immunities related to death or negative
energy.

17 - Ethereal Projection:

Description: Project your consciousness into the ethereal plane, allowing you to observe and interact without
being seen.

Bonus: Gain the ability to become ethereal at will for 1 minute per day.

18 - Astral Infusion:

Description: Draw upon the energy of the astral plane, enhancing your physical and mental attributes.

Bonus: Once per day, gain a +6 bonus to Strength, Dexterity, and Intelligence for 1 minute as a free action.

19 - Fate's Intervention:

Description: Manipulate fate to alter the outcome of events, granting a second chance at success.

Bonus: three times per day, reroll any one dice roll and choose the preferred result.
20 - Divine Arbiter:

Description: Become a divine judge, dispelling hostile magic and punishing those who defy divine order.

Bonus: Once per day, dispel all magical effects in a 30-foot radius and deal 5d6 radiant damage to undead and
evil outsiders. All targets people that casted spells on that area, must make concentration skill checks DC 15 or
lose any active spell.

21 - Arcane Singularity:

Description: Create a powerful gravitational singularity, pulling enemies toward a central point.

Bonus: Once per day, create a 20-foot radius arcane singularity that pulls enemies to the center and
immobilizes them for 1 round. Everyone on that area must make a DC Fortitude (10 + Constitution modifier +
Half your total level) to resist the effect. Targets are Flat-Footed, Pinned and Prone.

22 - Mystic Siphon:

Description: Channel mystical energy, draining the magical abilities of nearby foes.

Bonus: Once per day, create an anti-magic field in a 30-foot radius, suppressing magical effects and draining
spellcasting abilities for one round. Except for effects that can resist to anti-magic field.

23 - Ephemeral Phalanx:

Description: Summon ethereal warriors to form a protective barrier around you.

Bonus: Once per day, summon an ephemeral phalanx that grants a +4 bonus to AC and damage reduction 5/-
against all damage types for 1 minute.

24 - Stellar Empowerment:

Description: Harness the power of stars to enhance your magical abilities.

Bonus: Once per day, gain a +2 bonus to caster level, spell penetration, and all saving throws for 1 minute.

25 - Crimson Reaper:

Description: Wreathe yourself in crimson energy, enhancing your melee attacks with life-stealing capabilities.

Bonus: Once per day, your melee attacks deal an additional 6d6 negative energy damage, healing you for half
the amount.

26 - Harmonic Resonance:

Description: Attune yourself to the harmonies of the multiverse, gaining heightened awareness and reflexes.

Bonus: Gain a +5 bonus to Reflex saves and a +6 bonus to Initiative.

27 - Arcane Vortex:
Description: Summon a swirling vortex of arcane energy, deflecting incoming spells and projectiles.

Bonus: Once per day, create an arcane vortex that grants a 25% chance to negate incoming spells and ranged
attacks for 1 minute.

28 - Radiant Beacon:

Description: Radiate divine light, dispelling darkness and harming creatures vulnerable to light.

Bonus: Once per day, create a radiant beacon that dispels darkness in a 30-foot radius and deals 10d6 radiant
damage to undead and creatures vulnerable to light.

29 - Chaos Infusion:

Description: Infuse your attacks with chaotic energy, causing unpredictable and disruptive effects.

Bonus: Successful melee attacks have a 10% chance to trigger a random effect (roll a D6) on the target: 1.
Confusion, 2. Silence, 3. Nausea, 4. Blindness, 5. Slow, 6. Polymorph. The target must make a Will save DC (10 +
Constitution modifier + Half your total level).

30 - Aetherial Step:

Description: Keep Stepping into the aether and back, becoming almost intangible and immune to physical
attacks.

Bonus: Once per day, turn half-ethereal for 1 minute, gaining the chance to avoid 50% of any physical attack.

31 - Temporal Manipulator:

Description: Manipulate time to slow or hasten the actions of creatures around you.

Bonus: Once per day, create a temporal field in a 20-foot radius, slowing all creatures for 1 round or hastening
allies, this effect takes away or gives one action, and double of half their movement. . Anyone trying to resist
must make a Will save DC (10 + Constitution modifier + Half your total level).

32 - Starforged Armor:

Description: Summon an astral armor forged from the essence of stars, enhancing your defenses.

Bonus: Once per day, gain a +4 bonus to AC and damage reduction 10/- for 3 rounds as a free action.

33 - Ethereal Mirage:

Description: Create illusory duplicates that confuse and confound attackers.

Bonus: Once per day, create ethereal mirages that grant a 50% miss chance against attacks for 1 minute, or until
all the duplicates are hit, they have AC 10 + Half your level + Your dexterity modifier. The number of Duplicates
is equal your PL, if you are bellow lv 5, is one.

34 - Mind Bender:
Description: Twist the perceptions of others, causing confusion and disorientation.

Bonus: Once per day, create an aura of psychic disturbance in a 30-foot radius, causing enemies to make a Will
save (DC 10 +Half our level + Your Charisma Modifier) or be confused for 1d4 rounds.

35 - Voidwalker's Embrace:

Description: Embrace the void, gaining resistance to negative energy and the ability to drain life force.

Bonus: Gain resistance 10 against negative energy damage and the ability to cast Vampiric Touch once per day.
You may became a type of undead of your choice, as long as you have the attribute and level pre-requisites for
it, sacrificing this ability for it.

36 - Infernal Pact Blessing:

Description: Gain a blessing with infernal powers, gaining resistance to fire and the ability to unleash hellish
flames.

Bonus: Gain resistance 10 against fire damage and the ability to cast Fireball once per day for free, without
mana cost. You may take levels in Cultist and Disciple without the SOUL cost.

37 - Thunderstruck:

Description: Channel the power of thunder, creating shockwaves that deafen and disorient foes.

Bonus: Once per day, release a thunderous shockwave in a 30-foot cone, deafening and stunning creatures for 1
round. Fortitude DC (10 + Constitution modifier + Half your Level)

38 - Radiant Fury:

Description: Harness the fury of the heavens, empowering your attacks with radiant energy.

Bonus: Once per day, imbue your melee attacks with radiant energy, dealing an additional 2d6 radiant damage
for 1 minute.

39 - Chaos Shift:

Description: Embrace chaos to alter reality, gaining the ability to reroll dice rolls.

Bonus: Once per day, reroll any number of dice rolls made within the last round and choose which you prefer.

40 - Astral Projection:

Description: Project your consciousness beyond the material plane, exploring other realms.

Bonus: Gain the ability to cast Astral Projection once per day.

41 - Eldritch Veil:

Description: Shroud yourself in an eldritch veil, becoming invisible and gaining protection against spells.
Bonus: Once per day, turn invisible and gain spell resistance Base(10) + 10 + Half your level for 1 minute.

42 - Harmony of Souls:

Description: Form a harmonious connection with allies, sharing health and vitality.

Bonus: Once per day, transfer hit points between yourself and an ally within 30 feet, healing each other for an
amount equal to the double your level, and losing an amount equal to half your level.

43 - Planeswalker:

Description: Traverse the planes at will, gaining the ability to teleport to distant locations.

Bonus: Gain the ability to cast Plane Shift once per day.

44 - Dread Aura:

Description: Exude an aura of dread, causing fear in those who come near.

Bonus: Enemies within 30 feet must make a Will save (DC 15 + Your Charisma Modifier) or be frightened for 1d4
rounds, if they fail for more than 10, they are Panicked Instead.

45 - Celestial Intervention:

Description: Call upon celestial allies for intervention, gaining their protection in times of need.

Bonus: Once per day, summon a celestial guardian that grants a +6 bonus to AC and saves for 1 minute.

46 - Nether Grasp:

Description: Channel the power of the netherworld, draining the life force of enemies and bolstering your own.

Bonus: Once per day, create an area of negative energy in a 20-foot radius, dealing 10d6 negative energy
damage on enemies and healing you and your alies in the area for the amount. This has no save.

47 - Quicksilver Reflexes:

Description: Attune your reflexes to the speed of quicksilver, gaining unparalleled agility.

Bonus: Gain a +5 bonus to Reflex saves and the ability to take an additional Round in combat once per day.

48 - Lunar Blessing:

Description: Invoke the power of the moon, gaining enhanced magical abilities under moonlight.

Bonus: Gain a +3 bonus to caster level, spell penetration, and saving throws at night or under moonlight.

49 - Harmonic Dissonance:

Description: Manipulate the harmonics of reality, causing dissonance in magical effects.


Bonus: Once per day, disrupt all ongoing magical effects in a 30-foot radius for 1 round. Everyone with spells
activated in that area must make a Concentration skill check DC 5 + Half your Level or lose any spells activated.

50 - Voidwalker's Gaze:

Description: Gaze into the void, gaining insights into the nature of reality.

Bonus: Gain a +5 bonus to Arcane and Knowledge Investigation checks and the ability to see invisible creatures
at will.

51 - Essence of Wisdom:

Description: Channel the essence of profound wisdom, gaining unparalleled insight.

Bonus: +8 Wisdom attribute.

52 - Titanic Strength:

Description: Tap into the strength of titans, gaining unparalleled physical power.

Bonus: +8 Strength attribute.

53 - Agile Grace:

Description: Embody agile grace, moving with unparalleled dexterity.

Bonus: +8 Dexterity attribute.

54 - Enduring Vitality:

Description: Possess enduring vitality, fortifying your physical resilience.

Bonus: +8 Constitution attribute.

55 - Blessed Soul:

Description: Your Soul was created directly by a god, giving it more care and own serial number, instead of a
randomic one.

Bonus: +5% Soul Attribute.

56 - Arcane Intellect:

Description: Enhance your intellectual prowess, gaining unparalleled knowledge and insight.

Bonus: +8 Intelligence attribute.

57 - Leyline Conduit:

Description: Connect with the mystical ley lines that traverse the world, tapping into a wellspring of magical
energy.
Bonus: Once per day, gain double the effects of your next spell or magical ability. You may take the Enchantling
Class.

58 - Prismatic Defense:

Description: Infuse your defenses with prismatic energy, gaining protection against a variety of damage types.

Bonus: Once per day, gain immunity to a chosen energy type (fire, cold, electricity, acid, or sonic) for one round.

59 - Soulforge Smith:

Description: Master the ancient art of soulforging, allowing you to craft and enhance magical items with unique
properties.

Bonus: Gain a +10 bonus to Craft (Magical Items) checks and the ability to craft items in half the usual time.

60 - Mystic Aegis:

Description: Weave a mystic shield that absorbs and reflects incoming spells.

Bonus: Once per day, create a reflective shield that sends the next targeted spell back at the caster. You must
make a Arcana Skill check DC 3 X Spell Tier to make this successful.

61 - Lunar Phasing:

Description: Attune yourself to the phases of the moon, gaining different bonuses depending on the lunar cycle.

Bonus: Gain different bonuses based on the lunar phase: Full Moon (+2 to Strength and Constitution), Waxing
Crescent (+2 to Dexterity and Wisdom) New Moon (+2 to Intelligence and Charisma). You gain (+2 to all
Attributes during an Eclipse).

62 - Spectral Scribe:

Description: Commune with spirits to gain knowledge, insight, and even foresight.

Bonus: Once per day, ask a question about the future and receive a cryptic answer.

63 - Thundercaller's Resonance:

Description: Harness the resonance of thunder, allowing you to communicate over great distances.

Bonus: Three times per day, send a thunderous message audible up to 5 mile away.

64 - Harmonic Amplification:

Description: Amplify the power of your spells, increasing their potency.

Bonus: Once per day, cast a spell with double its usual effects.

65 - Shadowmeld:

Description: Merge with shadows, becoming nearly invisible and gaining bonus stealth.
Bonus: Once per day, blend into shadows, gaining a +20 bonus to Stealth checks for 10 minute.

66 - Mystic Illusionist:

Description: Master the art of illusions, creating lifelike and convincing phantasms.

Bonus: Once per day, create an illusion so convincing that it affects all senses. Can only be revealed by spells or
true vision.

67 - Dragonkin Heritage:

Description: Unlock the latent power of dragonkin ancestry, gaining dragon-like abilities.

Bonus: Gain a breath weapon (damage type based on your choice: fire, cold, acid, electricity) useable once per
day and a +5 bonus to Intimidate checks. Your Breath weapon has the range of 5 feet + 5 feet/per level and
damage of 2d6 per every two level. Creatures must make a Reflex (Fire, Acid and Eletricity) or Fortitude (Cold or
Poison) DC (10 + Half your level + Contituition modifier). You may take levels in Half-dragon Racial Class.

68 - Arcane Alacrity:

Description: Enhance your reflexes with arcane energy, allowing you to react more swiftly.

Bonus: Once per day, gain an additional two actions in combat.

69 - Ephemeral Sanctuary:

Description: Summon an ethereal sanctuary that provides protection and healing to allies.

Bonus: Once per day, create a sanctuary that grants allies within 20 feet fast healing 5 for 1 minute.

70 - Magnetic Manipulation:

Description: Control magnetic forces, allowing you to manipulate metal objects and influence metal-based
creatures.

Bonus: Once per day, manipulate metal in a 30-foot radius, causing metal objects to move as you desire.

71 - Spectral Beckoning:

Description: Call forth spirits to aid you in various tasks, from simple chores to assisting in combat.

Bonus: Once per month, summon a helpful spirit that assists you for 1 minute. You may choose when taking this
ability a type of Extraplanar creature, you summon 1 creature double your level, max level 40.

72 - Netherstep:

Description: Step through the nether realm, gaining the ability to teleport short distances.

Bonus: Three per day, teleport up to 30 feet before or after making a melee or ranged attack.

73 - Eclipsewalker's Grace:
Description: Walk in the shadows of an eclipse, gaining enhanced stealth and arcane power.

Bonus: Once per day, gain a +8 bonus to Stealth and a +4 bonus to caster level for 1 minute.

74 - Mirrorwalk:

Description: Step through reflective surfaces, entering a mirrored realm that mirrors the real world.

Bonus: Once per day, use any mirror as a portal to another location you have seen before in 10 miles.

75 - Soulforge Artisan:

Description: Master the art of soulforge crafting, allowing you to enhance the magical properties of weapons
and armor.

Bonus: Gain a +5 bonus to Craft (Weaponsmithing) and Craft (Armorsmithing) checks and the ability to enhance
items with additional magical properties.

76 - Stellar Projection:

Description: Project your consciousness into the stars, gaining celestial insights and cosmic knowledge.

Bonus: Once per month, gain knowledge about a specific event or location by projecting your consciousness
into the stars.

77 - Abyssal Resonance:

Description: Channel the chaotic energy of the abyss, gaining the ability to cause madness in your enemies.

Bonus: Once per day, release an abyssal resonance in a 30-foot radius, causing madness and confusion in all
creatures for 1 minute. Will save DC (10 + Your Soul/10 + Your Constitution modifier)

78 - Versatile Expertise:

Description: Your diverse training allows you to adapt quickly to various challenges.

Bonus: Gain a +2 bonus to all skill checks.

79 - Mystic Puppeteer:

Description: Manipulate the life force of creatures, gaining control over their movements.

Bonus: Once per day, force a target creature to make a Will save (DC 15 + Your Charisma Modifier) or be under
your control for 1 minute.

80 - Ethereal Shroud:

Description: Cloak yourself in an ethereal shroud, gaining resistance to non-magical attacks.

Bonus: Once per day, gain damage reduction 10 against non-magical physical damage for 1 minute.

81 - Veil of Fortune:
Description: Weave a veil that influences luck, bringing good fortune to allies and misfortune to foes.

Bonus: Once per day, grant all allies within 30 feet a +5 luck bonus to all rolls and impose a -5 luck penalty on all
enemies for 1 round.

82 -Adaptable Mastery:

Description: You are adept at quickly picking up new skills and adapting to different challenges. Choose a skill.
Gain a +4 bonus to that skill. You can change the chosen skill each time you gain a level.

83 - Aetherial Beacon:

Description: Create a beacon that resonates with aetherial energy, guiding lost souls to their destination or back
to life.

Bonus: Once per day, create an aetherial beacon that guides lost souls to their final destination. This ability may
be use to save creatures from hell, or other lower planes. You also may use this ability on a dying or dead
creature to save it from death, as long has not died for more than a minute.

84 - Magnetic Repulsion:

Description: Manipulate magnetic forces to create a repulsive field, deflecting projectiles and attacks.

Bonus: Once per day, create a magnetic repulsion field that grants a 50% chance to deflect incoming ranged
attacks for 1 minute.

85 - Stalwart Defense:

Description: Your physical endurance and resilience make you exceptionally resistant to bodily harm. Gain a +3
bonus to Fortitude saving throws.

86 - Quantum Echo:

Description: Create echoes of yourself in alternate realities, allowing you to avoid danger.

Bonus: three times per day, create quantum echoes that grant a 50% chance to avoid any attack or harmful
effect for 1 round.

87 - Symbiotic Harmony:

Description: Form a symbiotic bond with a creature, sharing thoughts and gaining a companion.

Bonus: Once per day, form a symbiotic bond with a willing creature, gaining telepathic communication and
shared senses for 8 hour.

88 - Mystic Surge:

Description: Channel raw mystical energy, gaining a surge of power that enhances your abilities.

Bonus: Once per day, enter a state of mystic surge, doubling the effects of all your abilities and spells for 1
Round.
89 - Astral Beacon:

Description: Create a beacon that connects with the astral plane, allowing astral entities to manifest.

Bonus: Once per day, create an astral beacon that allows astral entities to manifest and assist you for 1 hour.
You may summon a creature of a specific explanar type half of your level.

90 - Riftwalker's Grasp:

Description: Grasp the very fabric of reality, gaining the ability to manipulate and create rifts.

Bonus: Once per day, create a rift to another location, allowing instantaneous travel for you and your allies. You
can take a hour to do this ritual, similar to the effect of Circle of teleportation, but only to a place where you are
very familiar.

91 - Racial Superiority

Description: You were born as a superior or advanced race.

Bonus: You may ignore pre-requisites of Superior or Advanced races that are tier 2, but you need to spend at
least one racial level in character creation on that race. Exemple: Ogre, Lesser Kitsune, Aryan or Similar Tier 2
Races.

92 - Dreamwalker's Insight:

Description: Enter the dreams of others, gaining insights and information.

Bonus: Once per day, enter the dreams of a target creature, gaining knowledge or influencing their
subconscious. If the creature has 15 inteligence or more, you may be attacked inside their mind (50% chance of
attacks).

93 - Hera's Blessing:

Description: You ability to heal is empowered by the nature of the Gods in your touch.

Bonus: When you use a support skill or spell, as healing or temporary HP, you can choose up his cost in 50%
(rounded up) to gain a number of adicional targets as 50% of your Spellcasting ability modifier.

94 - Resolute Will:

Description: Your mental fortitude and unwavering determination make you exceptionally resistant to mental
intrusions.

Bonus: Gain a +3 bonus to Will saving throws and +2 Wisdom.

95 - Spectral Surge:

Description: Harness spectral energy to enhance your physical and magical abilities.

Bonus: Once per day, enter a state of spectral surge, gaining a +4 bonus to Strength, Dexterity, Intelligence, and
Charisma for 1 minute.
96 to 100: Free choice.

Bonus: YOU MAY CHOOSE ONE OF THE BONUS, OR ROLL ON THE Advantage Greater List.

GREATER BLESSINGS:
1 – Innate Genius:

Description: You are born as a magical genius, being able to learn and use magic as easy as you breath.

Bonus: The user gains +5 Intelligence and never gets lost in mazes, being immune to maze magic. Additionally,
they have eidetic memory. When the user sees someone casting an Arcane spell, they may as a free action,
understand the spell and be able to learn it if they succeed in an Arcana check (DC 5 + spell level x2), adding to
the list of their know spells. Furthermore, they gain Damage Reduction against spell damage equal to their
Intelligence modifier.

2 – Divine Protection:

Description: Bestowed with divine protection, individuals gain unique abilities and benefits from their
connection to their deity.

Bonus: Bestowed with divine protection, individuals gain access to special classes connected to their chosen
deity and Lesser Divine Racial classes after reaching level 20. Additionally, their affiliation with their deity grants
them immunity to specific damage types aligned with the deity's nature: Radiant for good gods, Energy for
neutral gods, and Necrotic for evil gods. Furthermore, their attacks are imbued with additional divine energy,
dealing an extra 1d8 damage of the corresponding type: Radiant for followers of good gods, Energy for those of
neutral gods, and Necrotic for adherents of evil gods. You are born with the same alignment as your God.

3 – Elemental Heart:

Description: You possess a powerful affinity with one of the primal elements: fire, water, earth, or air. This
connection grants you unparalleled control over your chosen element.

Bonus: Choose one element (fire, water, earth, or air). You gain immunity to that element’s damage type: fire
for fire, cold for water, sonic for air and force for earth. Additionally, spells of your element cast by you are
considered one tier more powerful, and your affinity allows you to speak and understand the language of
elemental beings.

4 – Iron Will of the Titans

Description: Your resolve is unbreakable, granting you immense strength and endurance akin to the mythical
Titans.

Bonus: You gain +5 to Strength and Constitution and can resist all effects that would cause you to lose control of
your actions (such as charm or fear) with +10 bonus. Once per day, you may increase your size category, for 1
hour.

5 – Whisperer to the Spirits


Description: Your connection to the spirit realm allows you to communicate and negotiate with spirits, ghosts,
and other entities beyond the physical plane.

Bonus: You gain the ability to see and communicate with spirits and incorporeal beings at will. You may
summon one spirit ally (a ghost, shade, or similar entity) that you know to aid you for up to 1 hour per day.
Spirits are more likely to assist you, and you gain a +8 bonus to any Charisma-based skill checks made to
persuade or influence them.

6 – Eyes of the All-Seeing

Description: Your vision extends beyond normal limits, allowing you to see things hidden to others and to
perceive the true essence of reality.

Bonus: You gain True Sight up to 60 feet, allowing you to see through illusions, invisibility, shape-shifting, and
even into the Ethereal Plane. You can also look into the past of objects or places, revealing images or sounds
associated with them from up to 10 years ago, three times per day. Once per week, you may focus your vision
to see events unfolding up to one week in the future, though the images you receive are often symbolic and
open to interpretation.

7 – Celestial Light

Description: Your soul is infused with radiant celestial energy, making you a beacon of hope and purity.

Bonus: Any healing you produces is doubled, and any ally within 10 feet of you heals for 5 hit points per round
when below half health. Your presence also dispels fear and despair effects within a 30-foot radius. Once per
day, you can cast a powerful burst of radiant energy that deals 3d10 radiant damage to all enemies within 30
feet and heals allies for the same amount as a quick action.

8 – Keeper of Secrets

Description: You are gifted with hidden knowledge, an innate understanding of forbidden secrets and ancient
lore.

Bonus: You gain +5 Intelligence and +8 on all Intelligence-based skill checks. You can decipher any code,
language, or riddle effortlessly and gain 20 DR to psychic damage. Furthermore, you are immune to mind-
reading and divination attempts made against you unless you allow it.

9 – Temporal Abnormality

Description: Blessed with a unique connection to the flow of time, your presence echoes across past and future
moments.

Bonus: You have four actions per turn instead of three, giving you a lot more possibilities, as you live in a
different constant of time. Additionally, you age at half the normal rate, and are immune to time-manipulation
spells or abilities cast by others, if you choose.

10 – Celestial Champion

Description: Marked as a celestial champion, you embody the traits of divine warriors, radiant and mighty.
Bonus: +4 to Strength and Charisma, immunity to fear effects, and the ability to radiate divine light, which
grants allies within 20 feet +1 on attack rolls and saving throws and imposes a -2 penalty on attacks from
undead.

11 – Arcane Architect

Description: Your mind and spirit are connected to the foundation of arcane energies, allowing you to reshape
spells.

Bonus: +5 Intelligence, and you can adjust the area of effect of any spell you cast, making smaller if you wanna,
and choosing squares that you don’t wanna to be affected. Also, you can exchange types of forms of spells,
making Reflex Saving throw spell into an attack roll spell, changing a spell with area of 30 ft. cone into 60 ft. line
and so on.

12 – Voidwalker

Description: Your essence is linked to the void, allowing you to phase between worlds and avoid physical harm.

Bonus: Gain the ability to become incorporeal, allowing you to pass through solid objects. You are also immune
to any effects that would alter your movement, such as binding spells, grappling difficult terrain or webs. The
only way to restrain you if with multidimensional bindings, which stop teleportation, or movement from the
ethereal plane.

13 – Vigor of the Wilds

Description: Embodying the raw power of nature, your body and soul resonate with the untamed vitality of the
wilderness.

Bonus: +5 Constitution and SOUL, Your Tolerance skill gains 10 Ranks, increasing the limit as well, and
regeneration of 5 HP per turn when outdoors in a natural setting.

14 – Whispers of the Ancients

Description: The voices of ancient spirits echo in your mind, granting you guidance, knowledge, and foresight.

Bonus: Gain a +5 Wisdom, proficiency in all knowledge skills, and a unique ability to receive answers to one
question per day directly from ancient spirits. Additionally, once per day, you can cast "Coin of Fate" on yourself
without material components.

15 – Lunar Emissary

Description: Blessed by the moon, you embody the mystery and serenity of the night.

Bonus: +5 to Wisdom, the ability to turn invisible in moonlight, and +2 to all rolls made during the night. You are
also immune to curses.

16 – Unbreakable Spirit

Description: Your soul is indomitable, and you resist all forces that would break your will or restrain you.
Bonus: Immunity to mind-control, fear, and charm effects. Once per day, you may automatically succeed on any
saving throw.

17 – Judgment of the Sun

Description: Empowered by the sun’s radiance, you are a beacon of light in the darkest of places.

Bonus: +5 Charisma, immunity to radiant damage, and the ability to project a 30-foot aura of sunlight at will.
Enemies in this aura suffer a -2 penalty on all attack rolls and saving throws.

18 – Unyielding Vitality

Description: Blessed with extraordinary life force, your body is resistant to illness, exhaustion, and effects that
would otherwise weaken you.

Bonus: Gain +5 Constitution and immunity to poison and disease. You gain fast healing 10. Additionally, you
have +10 bonus on all saving throws to resist exhaustion and effects that reduce your Constitution score.

19 – Eternal Existence

Description: You are deeply attuned to the timeless forces that govern the universe, making you less vulnerable
to mortal frailties.

Bonus: Gain +8 Intelligence and immunity to aging effects, poison, curse and diseases that would impair the
mind (e.g., insanity spells). You may extend your natural lifespan indefinitely, aging only when you wish.

20 – Golemic

Description: Your body is as resilient as the mightiest golem, granting you powerful defenses and resistance to
control.

Bonus: +5 Constitution and 10 DR to all physical attacks. You cannot be paralyzed, petrified, or stunned, and you
are immune to spells or effects that would control your actions (e.g., "Dominate Person").

21 – Strength: Colossus’ Might

Description: Your unparalleled strength enables you to surpass physical limitations, emulating the power of
giants.

Bonus: You gain +10 to your Strength attribute. You are treated as one size category larger for carrying capacity,
grappling checks, and other size-based benefits, without incurring penalties. You can wield weapons up to two
sizes larger as if they were standard-sized. Additionally, your attacks cleave through foes: if your attack reduces
a creature to 0 hit points, excess damage continues to another creature within reach, as long as your hit would
meet their AC, repeating until the damage is expended.

22 – Dexterity: Unseen Whirlwind

Description: Your movements transcend mortal limits, allowing you to blur through reality with unmatched
precision.
Bonus: You gain +10 to your Dexterity attribute. Once per turn, as a free action, you may become intangible for
up to 30 feet of movement. During this movement, you are immune to opportunity attacks and can pass
through walls and barriers up to 5 feet thick, and other creatures. After completing this movement, your next
melee or ranged attack has +10 to hit and has critical change double (e.g 19-20 instead of 20, 17-20 instead of
19-20).

23 – Constitution: Immortal Bastion

Description: Your body endures beyond mortal bounds, resisting death itself.

Bonus: You gain +10 to your Constitution attribute. If an attack or effect would reduce you to 0 hit points, you
drop to 1 hit point instead, you can use this ability a number of times per day equal half your constitution
modifier. You are immune to non-magical diseases, poisons, and environmental effects. Once per day, if killed
outright, you stabilize and regain 1 hit point after one minute.

24 – Intelligence: Archmage’s Ascendancy

Description: Your enhanced intellect grants you mastery over observed phenomena, replicating even the most
complex magic.

Bonus: You gain +10 to your Intelligence attribute. You can mentally “store” any spell, spell-like ability, or
supernatural effect you witness. Three per day, you may cast a stored spell or activate a stored ability up to 1
time each, as long as it’s of a level or power you could normally perform, with no mana cost or any
components. Stored effects fade after 24 hours if unused.

25 – Wisdom: Prophet’s Sight

Description: Your perception transcends mortal senses, granting insights into fate and time itself.

Bonus: You gain +10 to your Wisdom attribute. Once per day, you may enter a state of heightened awareness
for 1 minute. During this state, you impose -10 penalty on all attacks against you, gain true sight out to 60 feet,
and have +10 bonus on Wisdom (Insight) checks. Additionally, you may predict one event within the next 24
hours, receiving cryptic guidance about its outcome.

26 - Charisma: Emperor’s Command

Description: Your presence exudes supreme authority, compelling others to submit to your will.

Bonus: You gain +10 to your Charisma attribute. Three times per day, you may impose your will on a creature
within 60 feet, charming or frightening them for 1 minute, they must make a Will save DC (20 + Half your level).
Affected creatures are compelled to obey reasonable commands. You can telepathically broadcast your voice or
messages to any number of creatures within 100 feet per spellcasting level.

27 – Soul Stand

Description: Your soul bridges the realms of the physical and spiritual, calling upon otherworldly powers.
Bonus: You gain +10 to your SOUL attribute. Once per day, as a free action, you may expand your own soul
outside of your body, adding your you attribute number as damage to one of your hit attacks once per turn, for
1 minute. Also, all your attacks during this duration bypass damage reduction, but not immunity.

28 – Greater Racial Superiority

Description: You were born as a greater race, being a creature of greater genetic power.

Bonus: You may ignore prerequisites of Superior or Advanced races that are tier 3, but you need to spend at
least one racial level in character creation on that race. Exemple: Jottun, Kitsune, Vampire, Royal Beevil or
Similar Tier 3 Races.

29 – Temporal Thread

Description: Blessed by the threads of time, you can subtly challenge moments and alter the course of events in
ways that defy reality itself.

Bonus: Once per day, you may activate "Temporal Thread," rewinding any single round of combat or major
event by a few seconds, allowing you and allies to retry actions or undo critical mistakes. Changing the thread of
time, even if just for a small moment.

30 – Soulbound Forge

Description: You are imbued with a unique bond to crafted items, allowing you to summon and manipulate
weapons and armor at will.

Bonus: Gain +12 on any check of crafting, and you can summon any weapon you have previously used directly
into your hand from any distance as a free action, as long as you have a free hand. Weapons and armor you
wield cannot be broken or damaged while in your possession, and you gain proficiency in all types of weapons
and armor. Once per day, you may imbue a weapon with "Soulfire," increasing its damage by half of your level
(rounded up) for one minute, as it glows with ethereal energy attuned to your essence.

31 – Echo of the Infinite

Description: You can tap into alternate versions of yourself across realities, momentarily summoning their aid in
times of need.

Bonus: Three per day, you can activate "Echo of the Infinite," summoning one alternate versions of yourself
from parallel realities at the start of your turn. Each Echo has one unique skill, spell, or power technique from a
path you haven't chosen (Racial or Class), offering an unpredictable advantage. You vanish for that round,
letting your Echo acting for yourself instead, which you still control. At the start of next round, you appear in the
place where you vanished, and your echo vanishes, any damage or effect from the echo does not pass to you,
having a round per day without any consequences.

32 – Phantom Sanctuary

Description: You possess the ability to shift yourself and allies into an ethereal sanctuary, temporarily beyond
reach.
Bonus: Once per day, you can use "Phantom Sanctuary" to transport yourself and up to half your level creatures
into a separate within 60 ft., invisible dimension for up to 1 hour, as a slow action. While in this sanctuary, allies
are invisible, untouchable, and immune to all effects from the material plane but can still perceive events
outside. The sanctuary can be used as an escape or a place to regroup and strategize. You can choose to return
in the same place or in any place within 1 mile from where you originally used, you cannot use this ability if you
are restrained, pinned or grapple.

33 – Reality Shifter

Description: You possess the ability to bend reality within a limited range, altering minor aspects of the world to
suit your needs.

Bonus: Once per day, you can use "Reality Flicker" to manipulate an area up to a 30-foot radius for 1 minute in
your camp of view, making subtle changes to physics, object properties, or environments. For instance, you can
increase gravity, alter the density of materials, cause liquids to flow backward, or make people be able to walk
through walls. This can disorient enemies, create barriers, or open pathways.

34 – Silent Dominion

Description: Silence becomes your weapon, allowing you to manipulate sound and impose quietude upon your
enemies.

Bonus: Once per day, activate "Silent Dominion," creating a 120-foot-radius zone of complete silence around
yourself, and that moves with you for 1 hour(or until dismissed as a quick action). All sound ceases within this
area, and verbal components of spells cannot be used. Additionally, you are immune to Thunder damage. While
in Silent Dominion, you gain +10 on Stealth checks, as your presence is void of sound.

35 – Darkness Dominion

Description: Harness the power of pure darkness, enveloping the area around you in an impenetrable shroud.

Bonus: Once per day, activate Darkness Dominion, creating a 120-foot-radius sphere of magical darkness
centered on you that moves with you for 1 hour (or until dismissed as a quick action). This darkness cannot be
dispelled by normal or magical light sources, rendering all creatures without magical darkvision or blindsight
effectively blind within the area. Additionally, you gain 120 feet of magical darkvision, allowing you to see
clearly through the shroud, and a +10 bonus on Stealth checks while this ability is active as you blend
seamlessly into the shadows.

36 – Temporal Echo

Description: Time itself bends to your will, allowing you to leave residual echoes of your presence in moments
of high stress.

Bonus: Three per day, activate "Temporal Echo" to create a time-delay duplicate of yourself that mimics your
next three actions just after you, as a free action. This echo repeats these actions on your behalf, dealing
identical damage or effects to any targets within the same area. You can only use this once per round.

37 – Mind Barrier
Description: Your mind is an impenetrable fortress, reflecting any attempts to control or invade it.

Bonus: You are immune to Psychic damage and have immunity to any mental effect spell, power or ability. The
only type of mind effects that can still effect you, are those that affect your SOUL directly instead.

38 – Veil of the Void

Description: The depths of the void answer your call, cloaking you in shadows that bewilder those around you.

Bonus: You gain +5 Dexterity. Once per day, activate "Veil of the Void," causing your form to become semi-
translucent and shifting for 1 minute. Attacks against you have a 50% chance to miss outright.

39 – Genetic Memories

Description: You become a conduit for knowledge across time, allowing you to call upon ancient expertise.

Bonus: Three per day, activate "Genetic Memories" to gain bonus in any skill of your choice for the next hour
equal your level.

40 – Bloodied Reprisal

Description: When struck, your blood empowers you to retaliate with devastating force.

Bonus: Your attacks gains an additional 1d10 true damage for every 10% of your health lost.

41 – Space Traveler

Description: Instead of walking, you can just fizzle through existence, teleport is on your nature.

Bonus: As a quick action, you can teleport up to your base movement, you two times your base movement as a
standard action, and as a slow action you can teleport up to five times your base movement. Also, if you spend
one minute concentrating, you can teleport a number of kilometers equal your level, and bring with you a
number of creatures equal 1/3 your total level, working like the teleport spell.

42 – Soulbound Companion

Description: You are gifted with a familiar or companion that is an extension of your very soul, evolving with
you in power and purpose. This bond transcends mere summoning, making your companion an inseparable
part of your existence.

Bonus: Your familiar or animal companion always matches your level, evolving alongside you without requiring
extra experience, mirroring your progression and becoming a formidable ally. Their existence equals yours in
strength, durability, and magical potency, though they cannot gain blessings or detriments of tier above Lesser.
They act freely and independently with their own intelligence and instincts, while remaining unwaveringly loyal.
A powerful soul link allows damage taken by your companion to be redirected to you (or vice versa), ensuring
shared survival as long as one remains standing. If your Familiar dies, they can be revived after a day of rest.
Any bonus to summon creatures, or familiar are compatible with this.
43 – Arcane Conduit

Description: Your body acts as a living conductor for raw magic, amplifying or diverting its power.

Bonus: A number of times per day equal your constitution modifier (Minimal 1), you can use as free action use
the effect of a magical feat of your choice without any mana cost.

44 – Shadow Blend

Description: The darkness embraces you, shrouding your form in an imperceptible veil. When immersed in
shadow or darkness, your presence becomes hard to detect undetectable, allowing you to move unseen and
strike with the element of surprise.

Bonus: While in shadow or darkness, you are invisible. This effect lasts as long as you remain in such conditions.
Also, you can turn one with the shadows, being able to move across small holes or between places that you
would normally not be able, without causing attacks of opportunity.

45 – Voice of Command

Description: Your words carry an undeniable authority, compelling others to act in your favor.

Bonus: At will you can command one creature within 60 feet to obey a single word command as an quick
action. The command must be simple (e.g., "Stop," "Kneel," "Flee"). As a standard action, you can issue a
detailed or multi-part command to one creature within 60 feet. The command must be no longer than a
sentence and cannot compel the target to directly harm itself. For example, "Stand still and drop your weapon"
or "Return to your allies and tell them I am coming." As a slow action, you can issue a binding command to one
creature within 60 feet, compelling them to act according to your will for up to 10 minutes. The command can
include complex instructions or actions that require sustained effort, such as "Protect me at all costs," "Lead me
to your leader," or "Guard this area and attack any intruders." The target must succeed on a Will saving throw
(DC 15 + Half your total level) or be completely under your control, following your orders to the best of its
ability. The command cannot force the target to perform actions that are blatantly suicidal or impossible within
their capabilities.

46 – Wings of Freedom

Description: Ethereal wings burst forth from your back, granting you the ability to take to the skies.

Bonus: you gain a flying speed equal to twice your walking speed. You can also hover or perform short dashes
mid-flight. This wings cannot be grapple or stopped by grappling or restrained, if you can lift what is grappling
you, you can fly off with it.

47 – Cat Life’s

Description: You was born with a special protection, just like a cat, you have more than one life.

Bonus: Each time you would die or reach 0 hit points, you can choose to stay at 1 hit point instead. You can do
this a number of times per day equal your Constitution modifier.

48 - Mind’s Eye
Description: You develop an inner sight that allows you to perceive things hidden from normal view.

Bonus: You have the ability to see hidden objects, illusions, and invisible creatures within a 60-foot radius.
Mind’s Eye can reveal magical traps, detect invisible entities, or find concealed pathways, giving you a significant
advantage in exploration and investigation. As a standard action, you can also find any special hide item, by
naming it, or reveal any creature in stealth in a 60-foot radius.

49 - Evaluation

Description: Your insight is unparalleled, allowing you to assess and understand the strengths and weaknesses
of any target with uncanny precision.

Bonus: You gain the benefits of the Access Existence spell at permanently, and allows you to instantly discern a
target’s level, tier of existence, attributes, AC, saving throws, and resistances or immunities within 60 feet.
Additionally, by succeeding on a Strategy and Tactics skill check, you can uncover all of the target's passive
abilities, granting full insight into its capabilities. This ability functions without triggering magical detection
unless the creature has specific anti-detection protections.

50 – Hand of the Great Eye

Description: The Great Eye has bestowed upon you an otherworldly hand, an invisible force of destruction and
utility. This hand channels raw power, striking true and bending reality to your will.

Bonus: Attack: The Hand of the Great Eye can make one free attack per turn as a free action. It deals 1d8 true
damage (bypassing resistances and immunities), using your Strength or Dexterity (your choice) plus your Base
Attack Bonus (BBA) for the attack roll, the reach of the hand is 5 ft. per level. The damage increases by +1d8
every 5 levels, up to a maximum of 20d8 at level 100. You can also use the Hand of the Great Eye to perform a
quick action as a free action, such as opening doors, retrieving items, or interacting with objects. The Hand of
the Great Eye is invisible, granting it a +5 bonus to hit against creatures that cannot perceive invisible entities.

51 – Lucky Soul

Description: You possess extraordinary luck, allowing you to manipulate fate to your advantage.

Bonus: You can reroll up to three dice per day, choosing the better result each time. Additionally, for any roll
involving randomness, such as determining loot, random events, or chance-based outcomes, you gain a +25
bonus, significantly increasing your likelihood of achieving a favorable result. This blessing makes you a magnet
for fortune in even the most uncertain circumstances. Any critical hit has 10% less chance of hitting you (e.g 20
to nothing, 19-20 to nothing and 18-20 to 20).

52 – Reality Sculptor

Description: You are a co-writer in your story, not only as the actor, but as the one controlling the story.

Bonus: Reality itself bends slightly around your will. Once per day, you can declare a single, simple aspect of
your immediate environment to change. Examples might include turning a wall into a doorway, changing solid
ground into water, or reconfiguring a trap to trigger a safe path. This can alter puzzles, change outcomes, and
give you new tactical options in unexpected situations, making you a wildcard for any party’s strategy.
53 – Living Weapon

Description: Your body can shift its form to emulate weapons, allowing you to sprout hardened or edged limbs.

Bonus: You can transform your body in any type of weapon that you have seen and touch before, you are
proficient with any weapon that you transform, you can transform any part of your body as a quick action.
Being able to transform even all of your body into blades, gaining the damage reduction of such material. If you
transform into ranged weapons, each arrow, dart or bullet will cost you 1 hit point. The only part of your body
which will always remain as flesh is your heart.

54 – Save Scumming

Description: You gain the ability to “save state” your own existence, but limited by once per day.

Bonus: You can choose to “save state” your presence in a single, safe moment in time once per long rest. If you
fall to zero HP or fail a major roll, you immediately revert to this moment, gaining a second chance. This ability
offers a literal lifeline, granting a powerful fallback option, though it demands careful judgment on when to set
the anchor. This save state only exists for 24 hours, or until you make a new save state.

55 – Fathomless Hunger

Description: The endless, insatiable hunger of an ancient creature stirs within you, allowing you to consume
magical and physical energy alike.

Bonus: As you reaction, you can consume one spell target at you, recharging your own mana with this,
regaining half of the mana that the caster used. You can instantly consume damage spells, target or area, but if
is a creation spell, that creates a wall or something bigger, it may take more time to consume. Also, you cannot
consume spells like summon spells. You are immune to any consumable side effect, no poison that you drink, or
even rotten food will make you go ill.

56 – Chimeric Body

Description: Your essence is multifaceted, reflecting the traits of beasts, spirits, and legends.

Bonus: You can adopt a single aspect of any creature you’ve previously encountered, such as a wolf’s sense of
smell, a bird’s flight, or a dragon’s fire breath. You may only use this ability once per encounter, but it lasts the
entire battle, providing you with an adaptive and unpredictable edge. Chimeric Soul changes your tactical
options and allows for on-the-fly adaptability to new challenges.

57 – Mystic Accord

Description: You are attuned to the magical energy around you, able to boost nearby spells.

Bonus: Once per encounter, you may choose to increase the potency of any spell cast within 60 feet, being able
to double the tier which is cast, up to tier 10.

58 – Crimson Time

Description: You can delete time from everyone actions, during a short space of time.
Bonus: Three times per day, you can use Crimson Time, each time is 6 seconds, or a full turn in combat. You can
act like your normally would, every target is considered flat-footed, surprised during that time, and after the
crimson time ends, nobody will remember what happened, but the consequences of what happened during
that time will still exist.

59 – Unbound Gravity

Description: The forces of gravity can no longer restrain you, allowing you to defy the pull of the earth.

Bonus: You may alter gravity’s effect on yourself, enabling you to walk on walls, float above the ground, or even
move in zero gravity. Ranged attacks have -10 penalty against you, as your mobility becomes erratic, and the
gravity shift deflect projectiles.

60 – Mirror Traveler.

Description: You become able to travel in a new type of dimension, the reflection dimension.

Bonus: You are able to hide in any reflection, could be a glass, mirror, water or even someone’s eye, as long is
within 60 ft of you, as a quick action to enter or leave the mirror dimension. If reflection which you are on is
cover, destroyed or unable to contact with light in anyway, you will be forced out.

61 – River Styx Blessing

Description: Your soul was bathed in the waters of the river of the dead, giving you protection against death
itself.

Bonus: You are immune to any instakill spell, or any other effect that causes alright death. Additionally, you are
immune to critical hits, cannot get sick, be cursed or poisoned, but still takes pure poison damage.

62 – Innate Naturalist:

Description: You are born as someone that has great connection to nature, being able to understand primal
magic.

Bonus: The user gains +5 Wisdom and never gets lost in nature. Additionally, you always know where north is.
When the user sees someone casting a Primal spell, they may as a free action, understand the spell and be able
to learn it if they succeed in a Nature check (DC 5 + spell level x2), adding to the list of their know spells.
Furthermore, they gain Damage Reduction against spell damage equal to their Wisdom modifier.

63 – Curseweaver

Description: You can bestow enduring curses on those who cross you.

Bonus: Once per day, you may curse a creature with a curse, just like the Curse spell, which is permanent, and
can only be unmade by a restriction of your choosing, with GM’s insight, Wish spell or Godly Miracle spell. You
may check the Curse spell, and curse extended list for options.

64 – Pulse of the Earth


Description: You are attuned to the heartbeat of the earth, granting you heightened perception and control
over its elements.

Bonus: You gain 120 feet of tremorsense, allowing you to detect movement and vibrations through the ground
with unparalleled precision. Additionally, as a quick action, you can manipulate earth, sand, or dirt within a 60-
foot radius, controlling up to 100 kilograms per level. You can shape, move, or hurl this material to create
barriers, fill gaps, trip enemies, or any other tactical use within your control. This power enables creative and
versatile interaction with your environment, turning the terrain into both a weapon and a shield. You also have
a passive thin layer of sand, earth or dirty over your skin, that gives you (Your Constitution modifier + your level
x 2) temporary hit points at the start of each of your turns.

65 – Blessed by Miracles:

Description: You are born as someone that has great connection to the divine, being able to receive blessings as
a gift when you see one.

Bonus: The user gains +5 Charisma and you can feel places with negative or positive energy up to 1 mile.
Additionally, you can contact directly with your God in your dream, but normally they will send angels or
instead if you are low level. When the user sees someone casting a Divine spell, they may as a free action,
understand the spell and be able to learn it if they succeed in a Religion check (DC 5 + spell level x2), adding to
the list of their know spells. Furthermore, they gain Damage Reduction against spell damage equal to their
Charisma modifier.

66 – Draconic Sovereignty

Description: The blessing of an ancient dragon god imbues you with their authority and power, marking you as
one destined to ascend into true draconic form. This divine acknowledgment permits you to begin the path of
the True Dragon racial class.

Bonus: Upon receiving this blessing, you gain the ability to take levels in the True Dragon racial class, unlocking
the latent potential of draconic heritage. You also gain +5 in Strength and Charisma.

67 – Starlight Cascade

Description: Summon the celestial fury of the heavens, blanketing the battlefield with radiant starlight. This
divine bombardment exposes hidden foes and punishes all enemies in its wake.

Bonus: Once per day, you may activate Starlight Cascade to affect all enemies within a 120-ft radius. Each
enemy, regardless of invisibility or stealth, is automatically targeted and takes 1d10 radiant damage per level
you have. Targets must succeed on a Fortitude save (DC 15 + half your level) or take full damage, only taking
half on a succeed save. Whether they succeed or fail, all invisible or stealthed creatures within the area are
revealed for 1 minute.

68 – Artifact Sovereign

Description: Bestowed with unmatched mastery of magical relics, you wield the power to command any
enchanted item with absolute precision, transcending mortal limitations.
Bonus: You can use any magical item bellow Godly tier, without needing to meet any prerequisites, such as
class, level, alignment, or specific knowledge. You gain perfect proficiency with all items, using them as though
you were their ideal wielder.

69 – Perfect Camouflage

Description: Blend perfectly into any environment, becoming invisible and undetectable even to magical senses.

Bonus: Gain true invisibility for up to 10 minutes and immunity to detection by magical or sensory abilities,
including true vision.

70 – Divine Contract

Description: Forge unbreakable pacts with others, binding them to terms of your choosing. Violations result in
divine retribution.

Bonus: Create a magical contract enforceable by divine power. Breaking the contract results in great
punishment defined by you, but with GM discretion. One cannot be magically forced to such a contract, only
manipulated or intimidated, but never controlled.

71 – Infinite Inventory

Description: Access a pocket dimension where you can store or retrieve items instantly, regardless of size or
weight.

Bonus: Store up to 1,000 Kilos per level. of items in a personal extradimensional space. Accessing items takes no
action, but storing one takes a quick action, you cannot store items larger than Huge size.

72 – Crimson Pact

Description: Make a blood pact to borrow extraordinary power at a cost.

Bonus: Gain +10 to all attack rolls and saving throws but take 10% of your maximum HP each round the ability is
active, this HP lost cannot be healed by any means besides rest. Additionally, your critical chance increases by
10% while this ability is active.

73 – Infinity Edge

Description: Focus all of your power into a single, devastating strike.

Bonus: Once per encounter, Deal a critical hit automatically on your next attack.

74 – The Mirrorblade

Description: Forge a weapon from a shard of a magical mirror, reflecting the attacks of those who challenge
you.

Bonus: You create a Mirrorblade that reflects 50% of the damage from any attack back to the attacker, as a
reaction, yourself take no damage from that attack. This can only reflect damage, any other effect is not reflect,
and this damage is considered true damage, ignoring any damage reduction.
75 – Literal Damage

Description: You are able to cause damage without any prerequisite, even in a slow amount, you can hurt
anyone, without any limit.

Bonus: You can cause as a quick action, your total level in damage, to a target in 120 ft. This damage is
considered true damage, and can bypass any protection, as long as you can see your target.

76 – Library of Infinity

Description: A personal library exists within your mind, a boundless repository of knowledge from countless
worlds, dimensions, and eras. This library grants you unparalleled understanding and insight, as well as the
ability to share its wealth with others.

Bonus: Gain +5 Intelligence, +5 Wisdom, and a +10 bonus on all Intelligence- and Wisdom-based skill checks.
Once per day, predict and negate an action or attack against you or an ally, drawing upon the collective wisdom
stored within the library to find the perfect countermeasure.

77 – Mirror of Reaction

Description: The essence of infinite realities is imprinted on you, granting the ability to reflect any possibility
back onto the world.

Bonus: Once per day, When attacked or affected by an ability, you can reflect the effect entirely back at its
source or split the outcome, sharing it between you and another target.

78 – Weaver of Fates

Description: You control the threads of destiny, weaving the outcomes of events to align with your will.

Bonus: Alter one event per day to your desired outcome, no matter how unlikely. This extends to rewriting
personal fates, ensuring allies survive mortal wounds or enemies fail their most critical actions.

79 – Voice of Unity

Description: Your words resonate with the hearts of all who hear them, inspiring universal understanding and
cooperation.

Bonus: Once per day, create a sphere of perfect harmony within a 1-mile radius for 1 hour. All conflicts are
resolved, and enemies may become allies, or at least neutral for the duration. You can also use this blessing to
unite disparate factions permanently. You gain +10 on Charisma skill checks while this effect is active.

80 – Gift of Eternal Growth

Description: Your presence nurtures potential, allowing you to evolve much quicker than normally possible.

Bonus: You gain 50% more XP from combats, you can evolve levels with just a day of rest instead of weeks or
months. Also, you gain +2 in all Attributes, besides SOUL.

81 – Soul Duplicate
Description: You can create a physical clone of yourself, while you keep yourself in a trance. That clone is
connected to you and will be able to act and work just like the real you.

Bonus: While staying in a trance, you can create this duplicate of you, which can do anything you can, any
Essence that it gains is passed to you. There no limit of connection, if it dies, the body disappears, leaving
behind all items it carried. You can make another one after 8 hours in a trance. The clone is immune to SOUL
based attacks.

82 – Lord of Dreams

Description: Your dreams become a shared reality, blurring the line between imagination and the waking world.

Bonus: Once per day, enter a dreamscape where you control all aspects of reality. You gain immense
advantages, while enemies must make Will saves DC (15 + Half your level) or succumb to their worst fears. Any
injuries caused during the nightmares is passed to real life, if you die in the dream, you die.

83 – Ink of Eternity

Description: Your touch leaves marks that alter fate itself. Whatever you write with this ink becomes bound to
reality.

Bonus: Once per day, inscribe a sentence on any surface to create a minor but permanent change in the world
(e.g., "This door shall never close," or "The river flows uphill"). The inscription must be plausible and cannot
directly harm or kill creatures.

84 – Compass of the Lost

Description: You always know where something lost can be found. This ability works for both objects and
abstract concepts like "hope" or "trust."

Bonus: Once per long rest, focus for 10 minutes to sense the general direction and distance to a lost object,
person, or idea important to someone you know. The closer you are to the goal, the clearer the path becomes.

85 – Key of Forgotten Doors

Description: You possess a key that can open any locked door—physical or metaphorical.

Bonus: Once per day, use the key to unlock a literal door, chest, or magical barrier, including chests or special
doors in dungeons. You can use this key also to make a planar portal to another dimension, which will exist for 1
minute before it closes. You can open any non-magical door also, not using your daily use of this ability.

86 – Lens of Truth

Description: A magical lens allows you to see through lies and illusions.

Bonus: Your eyes and ears can detect illusions, magical deceptions and lies, you are a magical lie detector.

87 – Item Console Command


Description: You channel your energy into the temporary manifestation of mundane items, meeting your
immediate needs or aiding allies.

Bonus: You can create any mundane, non-magical item of size Gargantuan or smaller, such as tools, food,
weapons, or shelter. You can do this a number of times per day equal to your Power Level (PL) x 2, starting with
just once per day at level 1. The created items have a maximum value of (PL x Level x 100 gp) per creation.
Created objects are functional but bear subtle imperfections, making them identifiable as magical constructs if
examined closely. You cannot creative living things.

Example Uses:

• Summon a sturdy wooden bridge to cross a ravine.


• Create a feast to feed a hungry group.
• Forge a suit of armor or weaponry for an ally.
• Produce raw materials like ropes, lumber, or nails during construction.

88 – Starbound Oath

Description: A Divine power binds you to a single goal, granting you unshakable determination.

Bonus: Once per day, declare an oath to complete a task. Gain the ability to reroll on all rolls related to that goal
until it's achieved or you fail and choose the better roll. Breaking or failing the oath imposes great bad luck for
the next 24 hours.

89 – Mirrorheart

Description: Your soul reflects the essence of others, allowing you to mirror their abilities.

Bonus: Once per day, choose a willing creature within 60 ft. You temporarily gain access to all of their abilities,
powers or spells for 10 minutes.

90 – Soulbound Guardian

Description: A spectral entity bound to your soul protects and aids you.

Bonus: Once per long rest, summon the guardian to fight by your side for 1 hour. This guardian can be one
extraplanar of your choice, its level is the same as yours or inferior, and existence can be the same as your or
inferior, you may choose from the creatures that already exist. While this creature is protecting you, any
damage dealt to you can be taken by it instead if you choose.

91 – Elemental Shift

Description: You wield the power to harmonize with the elemental forces of the world, unlocking their hidden
potential to transform the environment to suit your needs or hinder your foes. By attuning to the primal
energies of the area, you alter its elemental properties, reshaping the land and atmosphere in profound ways.

Bonus: As a full-round action, you can activate the Elemental Shift, targeting a 100-ft radius within 300 ft of you
(e.g., turning a desert into a lush oasis or a cold tundra into a warm haven).
92 – Meta-Gaming

Description: Your character possesses an inexplicable awareness of the world around them that borders on
supernatural intuition. This uncanny ability allows them to sense outcomes, foresee dangers, and react as
though guided by an invisible hand. It’s not outright omniscience, but rather a subtle, uncanny “feeling” about
events that shouldn’t logically make sense within the confines of the world.

Bonus: Whenever a roll is made (by you, another player, or the GM) that your character would reasonably be
aware of, you can request a subtle hint about the outcome from the GM. This hint is delivered through
narrative clues—your character might feel uneasy, confident, or neutral about the situation, even without
seeing the roll. When you roll a natural 1, your character instinctively knows the action won’t work as intended.
Once per session, you may describe a way your character compensates for the failure (e.g., catching themselves
mid-trip or quickly redirecting their swing). The GM will then modify the failure’s consequences to be less
severe. At the start of each session, you may ask the GM one vague, indirect question about the session’s
events (e.g., “Is there a big threat coming soon?” or “Should I trust a new NPC we meet today?”). The GM must
provide a hint or a cryptic answer.

93 – Retcon Blessing

Description: Reality is not set in stone; you can subtly rewrite minor details to improve your odds.

Bonus: Once per day, declare a "Retcon" to adjust a small aspect of reality. Examples include:

• Adding a forgotten item to your inventory ("Of course, I packed that rope!")
• Altering a past action to create a better present outcome ("We did lock the door behind us.")
• Tweaking an NPC’s memory to favor your goals.

94 – Dynamic Entry

Description: Your arrival into any scene is always perfectly timed and dramatically appropriate.

Bonus: Whenever you enter an encounter or event, you can appear in the most advantageous position possible,
regardless of logic (e.g., behind enemy lines, at a key strategic point, or at the head of a dramatic entrance), you
also can choose your placement on initiative without rolling. All your Rolls in that first round are have +15%
more critical chance, and +10 on all rolls, and your saves have +5 on the DC.

95 – Rule of Cool

Description: The universe rewards your boldest and most outrageous actions, provided they entertain.

Bonus: When attempting an action that is spectacularly risky or creative, you gain a bonus on the roll.
Additionally, the GM must make your success extra impactful, such as causing enemies to be awestruck or allies
to rally behind you, without any legend point cost, and can be even more increase by legend points.

96 to 100: Free choice.

Bonus: YOU MAY CHOOSE ONE OF THE BONUS, OR ROLL ON THE Advantage Godly List.
GODLY BLESSINGS:
1 – Blessed Child:

Description: Blessed Child Is bestowed with divine favor, marking them as chosen vessels of the divine.
Renowned for their extraordinary abilities, they are revered as beacons of hope.

Bonus: They gain a +6 bonus to all attributes and a +10 bonus to the Soul attribute. They gain Damage
Resistance 10 against all damage types. They gain a +1 bonus to Base Attack Bonus and spellcaster level at level
1, and every four levels thereafter.

2 – Soul of the Phoenix:

Description: Like the mythical phoenix, you possess the power of rebirth, allowing you to rise again from the
ashes of defeat.

Bonus: Upon death, you resurrect in a nearby location with half of your maximum hit points and full mana, free
of any status ailments. This ability can activate once per week. You also gain immunity to fire damage and
regenerate hit points at a rate of 1 point per every two levels every round.

3 – Soul of Fire

Description: Your soul is entwined with the essence of primordial fire, giving you control over flames and
immunity to their effects.

Bonus: Immunity to all fire-based damage, the ability to generate fire at will (dealing 2d8 fire damage to
enemies within 5 feet, no save), and the ability to absorb fire spells directed at you, converting the damage into
healing at a rate of half the absorbed damage.

4 – Stormbringer

Description: You hold the power of storms within, calling forth lightning and thunder at your command.

Bonus: Immunity to lightning and thunder damage, Flying movement equal to two times your base movement,
and the ability to summon a storm once per long rest. The storm lasts for 1 hour, granting the user +2 to attack
rolls and allowing them to call down a lightning strike (dealing 3d10 lightning damage in a 10-foot radius, no
save) as a free action. The effect of the storm works like Control Weather.

5 – Heart of Stone

Description: Your spirit is as unyielding as stone, and your skin hardens with the resilience of granite, making
you resistant to nearly any physical harm.

Bonus: Gain +10 Constitution and permanent Damage Reduction of 10 against all physical damage
(Bludgeoning, piercing and slashing). Once per day, you can assume a “Stone Form” for up to 1 hour, which
grants immunity to poison and disease, as well as 50% Resistance to bludgeoning, piercing, and slashing
damage, except adamantite. While in Stone Form, you cannot be moved, pushed, or knocked prone, as your
body becomes as immovable as the earth itself.
6 – Primordial Might

Description: Your body is blessed with the raw power of the elements, making you a walking force of nature.

Bonus: Gain +5 to any two physical attributes (Strength, Dexterity, or Constitution). Choose one elemental
affinity (fire, water, air, or earth). Depending on your choice, you gain one immunity and an elemental aura:

• Fire: Immunity to fire damage; aura deals 3d6 fire damage to enemies within 5 feet.
• Water: Immunity to cold damage; aura provides +10 on Fortitude saving throws for allies within 10 feet.
• Air: Immunity to lightning damage; aura grants flying movement equal to the double of your base
walking movement.
• Earth: Immunity to Force damage; aura provides +5 to AC for yourself and allies within 10 feet.
7 – Blessing of Million Faces Goddess

Description: Your presence is fluid, shifting like a mirage that defies clear perception and identity.

Bonus: Gain +10 Charisma and +15 bonus in Deception. At will, you can activate Mirror Persona, perfectly
replicating the appearance, voice, and mannerisms of any creature you've observed. This transformation is
undetectable by True Sight and can only be revealed through Insight checks. While transformed, you can
substitute your racial levels for the target’s, at a 1:1 ratio, to gain their racial traits and abilities. For example,
transforming into an Adult Red Dragon (26 racial levels) requires sacrificing 26 of your own racial levels for the
duration. The transformation lasts until you revert or complete a long rest but does not grant the target’s
knowledge or items. You gain all bonuses, with exception of HP, MP or SOUL attribute bonus, keeping yours.

8 – Aegis of the Cosmos:

Description: Form an aegis that draws upon cosmic energy, granting protection against all types of attacks.

Bonus: Once per day, create an aegis of the cosmos that grants 100 damage reduction to all damage for 1
minute.

9 – Spell Negation Aura

Description: You are surrounded by an aura that allows you to nullify incoming magical attacks, redirect their
destructive power, or harness their energy for your own use. This potent ability makes you a bane to
spellcasters within your vicinity.

Bonus: As a free action, you can negate 1 spell per round within a 60-ft radius or targeting you, provided the
spell’s level is not higher than your character level. You can store a number of spells equal to your Power Level
(PL) + 1, and release them as a 60-ft cone explosion, dealing 1d10 damage per tier of the absorbed spells
(Reflex save DC 15 + your total level to half the damage). Alternatively, you can convert the absorbed spells into
mana points equal to their cost, though any mana exceeding your maximum capacity is lost.

10 – Magical Archivist

Description: Instantly learn any spell or magical ability used in your presence and store it for later use.
Bonus: +10 Intelligence, Wisdom or Charisma attribute. Copy up to 5 spells per day of any group. You can cast
them without expending resources once, within the next 24 hours, when you use this way, your spell has the
same power as the original caster, and the same DC instead of yours. Also, you can use any magical item,
ignoring any prerequisite.

11 – Crown of Elemental Dominion

Description: The primal elements bend to your will, recognizing you as their sovereign. The oceans surge at
your command, mountains bow before you, storms rage to protect you, and fire dances at your whim.

Bonus: You gain command over all four elements. You can reshape terrain (mountains, rivers, forests), and
create weather phenomena. This blessing also grants immunity to elemental damage and the ability to heal
from any elemental source (Fire, Cold, Acid and Lightning).

12 – Infinite Wellspring

Description: A font of limitless energy flows within you, empowering you and those around you.

Bonus: Your mana and stamina are “infinite”, no matter how much mana you have or spend, at the start of your
turn, your mana replenish completely.

13 – Forge of Marvels

Description: You have been granted the power of creation, allowing you to mold entire worlds to your design.

Bonus: You can conjure permanent structures, cities, or dungeons. Your creations reflect your will, ranging from
idyllic utopias to imposing fortresses. They remain even if you leave the area.

14 – Level Consumption

Description: You wield the terrifying power to drain the very essence of your enemies, unraveling their strength
and reducing their life force with every strike.

Bonus: When you successfully hit a target, they must make a Fortitude saving throw (DC = 10 + half your level).
On a failure, they lose one level immediately. This level loss reduces their maximum HP and MP accordingly, and
they also lose access to one ability from that level (their choice). If a target's level reaches 0 as a result of this
ability, they die instantly, their essence consumed entirely. Creatures with no levels are immune to this, same
for creatures without SOUL.

15 – Eternal

Description: You are the embodiment of mortal perfection, transcending the limits of mortality to become a
living ideal.

Bonus: Gain +10 to all attributes, except SOUL and a +5 bonus to your Base Attack Bonus and spellcaster level.
You can never be permanently killed; even if reduced to 0 HP or destroyed, you reform fully healed in a safe
location of your choosing after 24 hours.

16 – Celestial Arbiter
Description: You are the judge, jury, and executioner of cosmic law, granted the power to enforce divine order.

Bonus: Gain the ability to declare a Judgment as a full turn action, choosing one creature. That creature is
paralyzed for 1 round (no save), and you then deal true damage equal to their maximum HP minus 1, reducing
them to 1 HP unless they succeed on a Fortitude save (DC 15 + your total level). You can use this ability a
number of times per day equal your PL + 1.

17 – Chrono-Warden

Description: Time itself bows before you, granting you dominion over its flow.

Bonus: Gain the ability to freeze time for 1 round per day, during which you can act freely while others remain
frozen. Additionally, you can reverse time for 1 minute once per week, undoing all events within that time
frame. You also gain +10 Dexterity and the ability to take an extra action each round.

18 – Min-Maxer

Description: Your soul is a fragment of the infinite, connecting you to boundless knowledge and power.

Bonus: Gain +20 to one attribute of your choice, except SOUL. You can increase that attribute without limits,
and you can always increase that attribute with any ability or power that increases attribute, even if that ability
says that can only increase an attribute to a limited cap (e.g attribute improvement power from classes).

19 – Hidden from the Gods

Description: The fabric of reality weaves around you, making you an enigma even to the gods.

Bonus: You are immune to all divination effects, including True Sight and Divine Scrying. Once per long rest, you
can erase your presence from the memory of all creatures within a 1-mile radius (You may choose which will
remember you), effectively making it as if you were never there. Only the Great Eye can see you, you can only
worship the Great Eye if you are an acolyte or similar divine magic class.

20 – Boon of Creation

Description: The primordial spark of creation resides within you, granting you the ability to birth new realities.

Bonus: Once per month, you can create a pocket dimension of up to 1 mile per level in size, entirely under your
control. You determine its physical laws, and even time flow. This dimension is permanent and fully under your
command. Additionally, you gain +10 to Intelligence, Wisdom, and Charisma and immunity to being banished
or removed from your plane of existence, while you are in there. You can open a door to that dimension if you
concentrate for 1 minute, being able to leave at any place you know well after.

21 – Body without Weakness

Description: Your body was closed to all weakness that exist, all conditions can’t affect you.

Bonus: Gain immunity to all conditions (stunned, paralyzed, frightened, etc.) You also don’t need to eat, sleep
or breath, and you don’t age if you don’t want to.

22 – Paradox
Description: Reality is your plaything, and time itself bends to your whims. You are a living contradiction,
existing simultaneously across multiple timelines.

Bonus: Once per long rest, you can Reverse Time for up to 1 minute, undoing all damage, actions, and effects,
but only to yourself. When struck by an attack, roll a d20. On a 15+, the attack never happened, as you
retroactively stepped out of the timeline. Passive immunity to all temporal effects if you choose to. (e.g Time
Stop).

23 – The Joke

Description: Your very existence mocks the seriousness of creation, turning devastation into hilarity. Reality
bends to the absurdity of your will.

Bonus: Once per turn, you can replace any outcome (attack roll, ability check, save) with the roll of a d100. The
higher the number, the weirder the result—up to DM discretion. The player (you) can choose to directly ask the
DM, “What’s the dumbest thing that could happen right now?”—and it happens. By using legends points while
having this ability, you can create the most absurd things to happen, like if you had use a certain green mask of
a God.

24 – Fourth Wall Breaker

Description: You are no longer bound by the rules of the game. You see everything for what it is: a story in a
fictional universe.

Bonus: You can communicate directly with the DM and request knowledge about the campaign (e.g., enemy
weaknesses, trap locations, the GM may ask for a slice of pizza or something in exchange). Once per long rest,
invoke Meta Intervention: Rewrite one event in the game by narrating a convincing argument to the DM. The
argument must be logical within the story but can push the boundaries of reason. Gain the ability Rule Lawyer:
Once per session, point out any inconsistency or loophole in the game’s mechanics, and exploit it to your
benefit.

25 – Primordial Hunger

Description: You are an avatar of insatiable consumption, devouring all in your path.

Bonus: Devour Essence: Absorb the soul of a creature you kill, permanently gaining one of their abilities or
traits, which you can use once, if is a passive, you can use for 1 hour. Once per long rest, unleash Feast of the
Abyss: Consume everything in a 60-ft radius—creatures, objects, and even the ground. They must make a
Fortitude save (DC 10 + Your level) or be reduced to nothing. Those who succeed take 10d10 necrotic damage.

26 – Fractal Ally

Description: You are a walking paradox, infinitely repeating in fractals across all dimensions and layers of reality.

Bonus: As a quick action, create a perfect copy of yourself. The clone acts on your initiative, has your abilities,
stats and etc with exception of this ability, and exists for 1 minute or until destroyed. You can create up to 3
clones per day.
27 – The Ultimate Bargain

Description: You have mastered the art of cosmic negotiation, trading with beings across time, space, and
beyond for power. But deals always come with a price.

Bonus: As a quick action, conjure a cosmic entity (like a fiend, celestial, or eldritch god fragment). They grant
you a powerful boon for 1 minute but demand something in return (DM decides). Once per day, invoke
Contract of Fate: Rewrite a single event by making a trade. For example, “I’ll erase this army from existence if
you erase my ability to feel love.” Any creature that attempts to make a deal with you becomes bound by
Unbreakable Terms—failing to fulfill the deal causes catastrophic backlash (e.g., losing levels, HP, or existence
itself).

28 – Perfect Body

Description: Your physique transcends mortal limitations, granting unparalleled strength, agility, and resilience.
You are what peak performance looks like.

Bonus: Gain a permanent +10 bonus to Strength, Dexterity, and Constitution, which also increase the maximum
for those attributes. You no longer need to sleep, eat, or breathe, and you gain immunity to disease, exhaustion
and poison. Your HP gain is always maximized, and if was already maximized, you gain 50% more HP instead.
Your carrying capacity is tripled, and you can leap immense distances up to 10 times what normally your could
do, your movement is double than normally would be and you have one extra action each turn, but can only
use those for physical actions.

29 – Perfect Mind

Description: Your mental faculties ascend to divine brilliance, bestowing extraordinary intellect, wisdom, and
charisma. You are a mind for the ages, one that can do anything that you focus to.

Bonus: Gain a permanent +10 bonus to Intelligence, Wisdom, and Charisma, which also increase the maximum
for those attributes. Gain +5 on all Intelligence, Wisdom, and Charisma-based skill checks. You gain 50% more
mana than you should normally gain. Become immune to psychic damage, fear effects, and mind control.
Instantly recall any detail you have ever observed or read, and you have one extra action each turn, but can
only use those for mental actions (including spells).

30 – Infinite Canvas

Description: Anything you paint or draw becomes real. Depends on how good are your drawings, how big and
how detailed.

Bonus: Your sketches instantly transform into crude physical versions (e.g., a drawn weapon becomes real but
fragile). Spend a Slow action to draw a complex object or creature, which manifests for 1 hour with semi-real
properties, all these creations are 100% vulnerable to fire damage. Once per day, activate The Masterpiece:
Create a permanent work that becomes real. If you create anything more powerful than yourself as a
masterpiece, you don’t have control over it. You gain +10 in the Performance skill.

31 – Midas Touch
Description: Your hands turn everything into gold, if you choose too.

Bonus: Objects you touch turn to gold, becoming incredibly heavy but brittle, gaining properties of gold if they
are weapons or armor. If you try to use this on a living creature, it counts as an attack against the target AC,
since you need to touch their skin to work, after that they must make a Fortitude DC (20 + Half your level), if
they fail, they become a golden statue, turning petrified. Effects that stop petrified turn creatures back to
normal.

32 – Omni-Pick

Description: You are The ultimate tool, capable of unlocking any physical, magical, or conceptual lock.

Bonus: Unlock any door, chest, or barrier (including magical ones) without a check. Conceptual Locks: Remove
a mental block, a social barrier, or even unlock sealed memories. Once per day, Key to Everything: Instantly
bypass an unbypassable obstacle, such as entering a space outside reality or opening a gateway to a sealed
dimension.

33 – Etina Gift

Description: Blessed by the goddess of mounting, you gain mastery over speed and mounts.

Bonus: You can summon a mount of level equal yours or bellow, and level of existence one higher than yours or
lower, as a slow action,, its always the same spirit but it takes a different form to yours, it must be at least one
size larger than yourself. It acts as your mount in combat, having the turn during yours. You cannot summon
creatures of existence above yours, any creature that you summon has their base movement double. If they are
killed, you can summon again after a week, you can always send the summon away as a standard action, and
summon them in a different form in the next day.

34 – Dungeon Master’s

Description: You were born with the special ability of creating Dungeons, these dungeons are alive, and work
like a real eco-system.

Bonus: All you need to create a dungeon is 24h of a ritual and using a 10x Soul crystals of the level of your
dungeon, using your own power to compress into a dungeon core. You don’t need to reside on the dungeon,
and can choose any willing creature, charmed or incapacitated creature as the Boss and protector of the core,
as long as they aren’t level above the dungeon core. The dungeon can grown and become more powerful per
dungeon rules, working just like any other natural dungeon.

35 – Divine Bloodline

Description: Your blood is sacred, and you are a being that was created with the most powerful blood in
existence, being able to purify and save anything.

Bonus: Drinking from your blood cures all diseases, restores all lost limbs, and grants immunity to aging for 10
year. Yourself are immune to negative effects of again, but aren’t immortal, but your life will be 10 times longer
than normal, after reaching adulthood. You gain regeneration equal twice your total level, are immune to all
diseases, and can only die if your body is completely destroyed, if you are killed normally, your body will
regenerate after 1 hour from the biggest piece. You have the prerequisite to take levels in divine classes and
racial levels, starting from incial divine or racial levels, being able to become a God by yourself.

36 – King of Olympians

Description: The skies answer your command, and the fury of storms bows to your will. With the power of the
King of the Olympians, you summon lightning, bend the weather to your desires, and rise above mortal
constraints. When your wrath is kindled, the world itself trembles with thunder and gales.

Bonus: As a Standard action, hurl a bolt of lightning at a target. Make a ranged attack. On a hit, the bolt deals
1d12 lightning damage per level to the target and arcs to all creatures within 30 feet (Reflex DC 10 + Your level
save for half damage). Range is 100 feet per level. You can summon or dismiss storms within a 1-mile radius,
influencing rain, thunder, wind, and visibility at will. Gain a flying speed of 60 feet, increasing by 10 feet per 5
levels (5,10,15...). While flying, storm clouds provide three-quarters cover against ranged attacks. You are
immune to lightning damage.

37 – The Touch of Longinus

Description: Your soul has the blessing of the weapon of Longinus, bypassing any resistance.

Bonus: Your attacks, physical, magical or anything else directly caused by you ignore any damage reduction,
resistance or immunity. All are treat as true damage, keeping the original property of the damage at the same
time. Also, three times per day, you can just choose to critically hit, without rolling.

38 – The Cloak of Nyx

Description: You were bless by the Goddess of night, becoming part of the night itself.

Bonus: You Become invisible in darkness and heavily obscured in dim light. You can teleport between shadows
within you camp of view, up to 1 mile, as a quick action. Your body has naturally 20% Avoid chance, when you
are in darkness, it becomes 50%. You have 1 mile of magical dark-vision. During the night, you gain your Total
Level as DR to all damage. Also, you have +10 in Stealth rolls.

39 – Hermes’ Gift

Description: With the swiftness of the divine messenger, you are a blur in motion. You are the fast as fuck boi.

Bonus: You gain +10 Dexterity, and your Dexterity attribute maximum increases by 10. Your movement speed is
double, you can use your movement once per round as a free action, and can Run as a quick action, you also
gain the benefits of the Run feat. You are immune to Opportunity attacks. As long as you are in movement, you
can walk over anything solid, liquid or even plasma without any problem, and without taking damage (walls,
ceiling, water, magma, or ice.). For each 10 feet of movement that you have done before attacking, you gain +1
to hit, and +1d10 force damage.

40 – Perfect Soul

Description: Your Soul was craft directly by the great Eye, being perfect and able to reach beyond perfection, an
existence protected from the corruption.
Bonus: Gain a permanent +30 bonus to SOUL attribute, your soul attribute can never be bellow 100. You gain
50% more mana and HP than you should normally gain. Become immune to any effect that deals Soul Drain,
also you, also to any effect that targets the soul directly. You gain an extra action each of your turns, which you
are free to do as your please, you have 4 actions instead of 3.

41 – Godly Soul Spell

Description: A single spell was written onto your soul when you were born, that spell is a part of yourself, and
powered by your soul.

Bonus: Choose one single spell from tier 7 or bellow, and you can cast it as a tier 7 spell for free, as many times
as you desire per day. It counts as a 7 tier spell, and you ignore spellcasting level requirement for this spell, but
still calculates based on your spellcasting level for damage and other aspects, like attack roll. If the spell has DC,
it works just like a spell of 7 tier, you choose at character creation if will use your between Intelligence, Wisdom
or Charisma for your spell DC.

42 – Anti-Magic Body

Description: You have a protection against any spell, or magical effect against you, being someone that should
never be affected by magic.

Bonus: You are immune to any spell bellow tier 6. You have magical resistance of 20 + Your total level, also, you
gain the double of your total level as DR against spells. Any save you do against a spell, you gain +10 bonus. If
you enter an anti-magic field or similar property effect, you nullify its effect.

43 – Horus’s Vigilance

Description: With the divine sight of the falcon god, no secret remains hidden, and no shadow escapes your
gaze. The blessings of Horus grant perfect awareness, the ability to protect those under your watch, and swift
retribution against deceit.

Bonus: You can see through illusions, invisibility, Stealth and physical obstructions (up to 1 mile). No creature
can lie to you; attempts to deceive fails, unless they have equal powerful blessing to deceive. As a reaction, you
can shield an ally within 30 feet, granting them immunity to a single attack or harmful effect. When an enemy
within 60 feet attacks an ally, you can instantly strike back with divine talons, this attack does not miss, once per
round, dealing 1d10 plus 1d10 per every three levels slashing damage and marking them as "Judged," reducing
their speed by half until your next turn.

44 – Allfather Knowledge

Description: The wisdom of the Allfather flows through you, granting mastery over knowledge and runes of
immense power. You see the threads of fate, wield the magic of the old gods, and guide others with boundless
intellect.

Bonus: Inscribe a magical runes on a small rock, granting a +10 bonus to one chosen ability (attack rolls, saving
throws, or skill checks) for 1 hour when activated, there runes can also do the effect of any spell of tier 5 or
bellow, turning to ask after. You can maintain a number of runes equal to your total level, you can’t use more
than one rune in the same turn. Once per day, ask a single question about the past, present, or future. The
answer will be revealed by Allfather’s knowledge.

45 – Goddess Web of Fate

Description: Like the trickster spider goddess, you weave fate into your web, entrapping enemies, changing
fortune, and spinning tales that alter reality itself.

Bonus: You can alter one event per day within the last 1 hour. This change subtly shifts reality in your favor, but
the effort will exhaust you, after the first time per day you gain a level of exhaustion, this exhaustion can only
be relieve by resting. You gain +50 on any luck roll, having always the best chances of success for your fate.

46 – Izanagi’s Breath of Creation

Description: Channel the divine power of Izanagi, the Japanese creator god, to forge new life and reshape the
world around you.

Bonus: Once per long rest, you can create a perfectly habitable environment in a 10-mile radius. This includes
rivers, fertile land, and vegetation, shaping the terrain to your will, and even natural beasts of level 1/5 yours or
less. Touch a creature to remove all ailments, including curses, diseases, and physical disfigurements. You can
breathe life into inanimate objects, temporarily animating them (10 minutes) to fight or aid you, they are as
strong as they should be by their original form, and has the same AC and HP as they normally should have as an
object.

47 – Guaraní Jaguar Spirit

Description: Draw upon the sacred jaguar spirit revered in Brazilian indigenous Guaraní mythology, gaining
ferocity, agility, and primal might.

Bonus: +4 To Strength, Dexterity and Constitution attribute and increasing these attributes maximum. You have
three natural weapons, the bite one deals 2d8 piercing damage, and secondary, claws that deal 1d12 or 2d6,
these natural weapon damage increases every 5 levels (5,10,15,20…) by one category, these natural weapons
increase with other racial and class abilities you have if they say so. You gain +10 on all grapple, perception and
survival rolls, and you cannot be surprised or ambushed. Your base walking movement is double, your jumping
ability is triple, and you can enter stealth as a quick action. You also have magical Night-vision of 1 mile.

48 – Dimension Lord

Description: You were born with your own dimension, a semi-plane that can exist as a huge island in a place in
the world, or between dimensions by itself alone in the void. You are the Master of that Land, and can control
its nature and universe.

Bonus: This Dimension is a semi-sphere shaped place, starting by only dirty, and nothing else, and the land is as
big as 1-mile radius per level you have. You can bring stuff for your Dimension, adding 1 ton of raw material
makes possible for your dimension to produce such material as iron, bronze, gold and etc. You have total
control to build stuff and mold stuff on your dimension with your mind, but the quality depends on your Job
skill for each type of creation, like engineering to make buildings, nature and seeds to make biomas and etc. You
can open a door to your Dimension as a standard action, to get in or out. If you die, the dimension keeps
existing, but will never grown in size anymore, and the door will stay close or open as you left it, planar travel
can be used to reach your plane, if they have something from it, or had visited before. You can try to force a
creature to be send to your dimension as a standard action, they must resist a Will save DC (10 + Half your total
level + Your Charisma Modifier).

49 – Hands of Oblivion

Description: Your touch consumes existence itself, leaving behind a void.

Bonus: Your hands become conduits of pure erasure. As a Standard action, touch a target or area. Living
creatures must make a Fortitude save (DC 15 + half your level) or be erased from existence,. Inanimate objects
and terrain are instantly obliterated in a 50-foot radius, you can use this a number of times per day equal to 1 +
PL. Once per day, activate True Void to create a permanent 1-mile-wide black hole that pulls everything within
500 feet toward it, erasing them completely, any creature must make a Fortitude save to resist. Only Divine
artifacts can resist your hands, or materials with oblivion property will cancel eachother. Nobody but you and
Gods will remember anything that was send to Oblivion.

50 – Calista Gift

Description: You were gifted with the beauty that could meet the Goddess Castila, the Goddess of beauty and
love, your own existence is the most beautiful that could ever be.

Bonus: +10 Charisma attribute, and your charisma attribute maximum increases by 10. Your beauty is beyond
mortal comprehension. Any intelligence creature that could find you beautiful, no matter their sexuality, or
race, as long as they are from a humanoid, or humanoid similar shaped race become one tier of more agreeable
with you (Violent, Hostile, Unfriendly, Indifferent, Friendly, and Helpful, Devoted.), and you can make a
charisma skill check as a quick action to improve it even further each turn. You can redirect the flow of water,
emotions, or even life itself. A number of times equal your charisma per day you can, change the course of a
river, calm an angry mob, or reverse a grievous injury (damage from one attack), restoring a creature to life if
the death occurred within the past hour. You gain +16 in All charisma based skill checks. Your beauty can’t never
be harmed, no matter the damage, your body will continue to look beautiful. Any creature that tries to charm
you, is charmed themselves instead.

51 -

Description:

Bonus:

52 -

Description:

Bonus:

53 -

Description:
Bonus:

54 -

Description:

Bonus:

55 -

Description:

Bonus:

56 -

Description:

Bonus:

57 -

Description:

Bonus:

58 -

Description:

Bonus:

59 -

Description:

Bonus:

60 -

Description:

Bonus:

61 -

Description:

Bonus:

62 -

Description:
Bonus:

63 -

Description:

Bonus:

64 -

Description:

Bonus:

65 -

Description:

Bonus:

66 -

Description:

Bonus:

67 -

Description:

Bonus:

68 -

Description:

Bonus:

69 -

Description:

Bonus:

70 -

Description:

Bonus:

71 -

Description:
Bonus:

72 -

Description:

Bonus:

73 -

Description:

Bonus:

74 -

Description:

Bonus:

75 -

Description:

Bonus:

76 -

Description:

Bonus:

77 -

Description:

Bonus:

78 -

Description:

Bonus:

79 -

Description:

Bonus:

80 -

Description:
Bonus:

81 -

Description:

Bonus:

82 -

Description:

Bonus:

83 -

Description:

Bonus:

84 -

Description:

Bonus:

85 -

Description:

Bonus:

86 -

Description:

Bonus:

87 -

Description:

Bonus:

88 -

Description:

Bonus:

89 -

Description:
Bonus:

90 -

Description:

Bonus:

91 -

Description:

Bonus:

92 -

Description:

Bonus:

93 -

Description:

Bonus:

94 -

Description:

Bonus:

95 -

Description:

Bonus:

96 to 100: Free choice.

Bonus: YOU MAY CHOOSE ONE OF THE BONUS.

DETRIMENTS:

MINOR DETRIMENT:
1. Hindered Healing:

Description: Your natural healing process is slower than average, making recovery from injuries take longer than
usual.
Effect: Healing from injuries naturally takes 25% longer than normal, and you heal -25% less from healing spells.

2. Clumsy:

Description: Coordination is not your strong suit, and you often find yourself tripping over your own feet or
knocking things over unintentionally.

Effect: -2 penalty to Dexterity-based skill checks.

3. Forgetful Mind:

Description: Memory lapses and forgetfulness plague your thoughts, causing occasional difficulty in recalling
important details.

Effect: -2 penalty to Intelligence-based skill checks.

4. Social Awkwardness:

Description: Interacting with others is challenging for you, leading to awkward social encounters and difficulty
forming connections.

Effect: -2 penalty to Charisma-based skill checks.

5. Fragile Health:

Description: Your constitution is weaker than most, making you more susceptible to illnesses and physical
ailments.

Effect: -2 penalty to Fortitude saving throws.

6. Unlucky Streak:

Description: Misfortune seems to follow you, leading to a series of unfortunate events and setbacks in various
aspects of your life.

Effect: -2 penalty to all saving throws for one day after a critical failure.

7. Cursed Luck:

Description: A malevolent force affects your luck, resulting in a higher likelihood of experiencing negative
outcomes in situations where luck plays a role.

Effect: -10 penalty to all Luck-based rolls.

8. Hindered Strength:

- Description: Below-average physical strength, making tasks requiring strength more challenging.

- Effect: -2 penalty to rolls involving feats of strength.

9. Chronic Fatigue:
Description: Persistent tiredness and fatigue are part of your daily life, impacting your overall energy levels and
productivity.

Effect: -2 penalty to all rolls during the night.

10. Fragile Bones:

Description: Increased susceptibility to bone fractures and injuries.

Effect: -5 penalty to rolls involving resistance to bone-related injuries.

11. Uncoordinated Movement:

Description: Difficulty in coordinating movements, resulting in clumsiness and lack of precision.

Effect: -10 feet penalty on base move speed.

12. Hindered Vision:

Description: Impaired vision, making it challenging to see clearly at various distances.

Effect: -4 penalty to rolls involving visual perception.

13. Allergic Sensitivity:

Description: You have heightened sensitivities to various allergens, leading to frequent allergic reactions in
different environments.

Effect: You are allergic, that means you have -5 against sickness effects and can more easily be affect by
Allergies, depending on the scenario.

14. Gullible Nature:

Description: Trusting others comes easily to you, but this openness makes you more susceptible to deception
and manipulation.

Effect: -4 penalty to Insight checks.

15. Technologically Challenged:

Description: Operating and understanding modern technology poses a consistent challenge for you, leading to
frequent errors and frustration. That includes any equipment like Catapult, even firearms.

Effect: -8 penalty to all rolls involving the use of advanced technology.

16. Hindered Hearing:

Description: Impaired hearing, resulting in difficulty detecting sounds or hearing faint noises.

Effect: -8 penalty to perception rolls involving hearing.

17. Stubborn Streak:


Description: Once your mind is made up, changing your opinion or decision becomes a formidable challenge,
even when presented with new information.

Effect: -4 penalty on initiative rolls.

18. Impulsive Behavior:

Description: Acting on impulses without thorough consideration is a common trait, occasionally leading to
regrettable decisions.

Effect: -2 penalty on will saving throws.

19. Hindered Smell:

Description: Reduced sense of smell, making it challenging to detect odors or scents.

Effect: -8 penalty to perception rolls involving olfactory and gustatory perception.

20. Claustrophobia:

Description: Enclosed spaces trigger intense feelings of anxiety and panic, making it difficult to navigate tight or
confined areas.

Effect: -2 penalty to all rolls in confined spaces, less than 30x30 feet.

21. Hindered Blood Circulation:

Description: Impaired blood circulation, leading to slower recovery and increased susceptibility to fatigue.

Effect: -2 penalty to rolls involving resistance to fatigue and rest checks on camping.

22. Hindered Physical Resilience:

Description: Reduced ability to withstand physical stress, increasing vulnerability to injuries.

Effect: 10% more damage when taking physical damage.

23. Hindered Swimming Skills:

Description: Inefficient swimming skills, making it challenging to navigate through water effectively.

Effect: -5 penalty to rolls involving swimming.

24. Magnet for Trouble:

Description: Whether by coincidence or cosmic alignment, you find yourself frequently entangled in challenging
or dangerous situations.

Effect: Normally in big cities and other dangerous places, you will call more attention of criminals or monsters.

25. Hindered Climbing Ability:


Description: Limited ability to climb surfaces, resulting in difficulty navigating vertical terrain.

Effect: -5 penalty to rolls involving climbing.

26. Hindered Running Speed:

- Description: Below-average running speed, making it challenging to outrun opponents or dangers.

- Effect: When you use the Running action, you run X3 instead of x4, and you cannot double dash in the same
round.

27. Compulsive Lying:

Description: A tendency to exaggerate or fabricate stories, even in trivial situations, complicates interpersonal
relationships.

Effect: You are impulsive Liar, even more during moments that are need to say the truth. The GM can order you
to make Will checks, in fails, you must lie.

28. Inability to Keep Secrets:

Description: Maintaining confidentiality proves challenging, as you inadvertently share sensitive information
with others.

Effect: You are an impulsive talker, even during moments that hiding information is important, you love to talk.
The GM can order you to make Will checks, in fails, you must tell the your dirty secrets.

29. Hindered Archery Skills:

- Description: Below-average skills in archery, resulting in less accuracy and precision with ranged weapons.

- Effect: -2 penalty to rolls of ranged weapon attacks.

30. Hindered Martial Arts Proficiency:

- Description: Limited proficiency in martial arts techniques, reducing effectiveness in hand-to-hand combat.

- Effect: -2 penalty to rolls of unnamed or natural attacks.

31. Hindered Swordsmanship:

- Description: Limited proficiency in swordsmanship, reducing effectiveness in melee combat.

- Effect: -2 penalty to rolls meele weapon attacks.

32. Fear of Public Speaking:

Description: Speaking in front of an audience induces significant anxiety, making public presentations a
daunting task.

Effect: -2 penalty to Charisma-based skill checks in public speaking situations.


33. Risk Aversion:

Description: A strong aversion to taking risks hinders your ability to embrace new opportunities or venture
outside your comfort zone.

Effect: -5 penalty to will rolls against fear effects.

34. Hindered Stealth:

- Description: Below-average stealth abilities, making it difficult to move silently and remain unnoticed.

- Effect: -4 penalty to rolls involving stealth.

35. Obsessive Cleaning:

Description: An obsessive need for cleanliness and orderliness can lead to excessive cleaning behaviors,
impacting daily routines.

Effect: While dirty, you gain -4 penalty to all your rolls.

36. Hindered Throwing Accuracy:

- Description: Limited accuracy when throwing objects, reducing effectiveness in ranged attacks.

- Effect: -2 penalty to rolls involving throwing attacks.

37. Fear of Failure:

Description: An overwhelming fear of failure impedes your willingness to take on challenges or pursue
ambitious goals.

Effect: -2 penalty on your next roll, after failing a skill check.

38. Subtle Jinx:

Description: A subtle jinx follows you, leading to minor inconveniences and mishaps in your daily life.

Effect: The Subtle Jinx manifests in: Minor setbacks, such as losing loose change or small items, as luck seems to
tip in unpredictable ways. Occasional minor mishaps, like tripping over an invisible obstacle or accidentally
spilling a drink.

39. Quixotic Magnetism:

Description: You attract improbable and fantastical events, often leading to surreal and unpredictable
situations.

Effect: Uncontrollable surges of chaotic magic, leading to unintentional minor magical effects, such as objects
briefly levitating or making your clothes turn transparent or even summoning a minor creature without control
for a minute.

40. Overly Trusting in Relationships:


Description: Placing unwavering trust in romantic or platonic relationships can lead to vulnerability and
potential exploitation.

Effect: -4 penalty in rolls checks to detect lies.

41. Compulsive Spending:

Description: A habit of impulsive and excessive spending can result in financial strain and debt.

Effect: You end you spending more money than normal, always buying stuff you don't need. Always buy stuff
you don't need or overbuy, in taverns or shops you go.

42. Fear of Heights:

Description: Heights induce overwhelming fear and anxiety, making activities such as climbing or looking down
from elevated places challenging.

Effect: -2 penalty to rolls while at heights.

43. Etheric Tether:

- Description: An unseen ethereal tether connects you to a mysterious force, occasionally causing strange
phenomena around you.

- Effect: Unpredictable bursts of disruptive magic, causing minor and harmless visual illusions.

44. Tendency to Hoard:

Description: Difficulty parting with possessions, even those with little practical value, results in clutter and
disorganization.

Effect: You never throw stuff you don't need, you keep even broken stuff, 25% of treasure itens you get, you can
never sell.

45. Ugliness:

Description: You are ugly, make up will not save you, even disguises cannot save you, unless you have a
powerful way of shapeshifter, you will always be ugly.

Effect: You are an ugly motherfucker.

46. Fear of Abandonment:

Description: An intense fear of being abandoned or rejected in relationships affects your ability to form secure
and trusting connections.

Effect: -2 penalty to rolls while alone.

47. Elemental Instability:


- Description: Elemental energies occasionally surge within you, causing minor elemental effects.

Effect: Unpredictable minor elemental manifestations, such as a harmless burst of fire or a brief gust of wind,
creating occasional ambient effects. You may choose one elemental connected to you: Lightning, Thunder, Fire,
Cold or Acid.

48. Fey Ties:

Description: Unseen fey entities occasionally play mischievous tricks around you, leaving behind hints of their
presence.

Effect: Small, perplexing pranks manifest, such as your belongings being rearranged, tiny trinkets appearing
unexpectedly, or your shoes mysteriously knotting themselves together.

49. Compulsive Apologizing:

Description: An incessant need to apologize, even when not at fault, can undermine self-confidence and create
interpersonal challenges.

Effect: Roleplay only effect.

50. Attention-Seeking Behavior:

Description: Engaging in attention-seeking actions or drama can strain relationships and create a need for
constant validation.

Effect: Roleplay only effect.

51. Minor Chrono-Dissonance:

Description: Your connection to the fabric of time itself is strained, causing ripples of temporal dissonance to
emanate from your presence. This disorienting phenomenon manifests as subtle shifts in the flow of time
around you. Clocks may tick irregularly, shadows dance in discordant patterns, and the perception of time
passing becomes subjective. The air itself feels charged with temporal energy, creating an unsettling
atmosphere.

Effect: Occasionally, these temporal disruptions may lead to discrepancies in your personal timeline. You might
experience déjà vu, where events seem eerily familiar, or conversely, moments of temporal amnesia, where you
struggle to recall recent experiences. At the GM discretion, but remembering is still just a minor detriment.

52. Celestial Whispers:

Description: Faint whispers from celestial beings linger around you, conveying cryptic messages and celestial
murmurs that only you can hear. These whispers are elusive, often blending with ambient sounds, making it
challenging to discern their origin.

Effect: At times, these celestial whispers offer subtle guidance, providing hints or cryptic advice related to
upcoming events. However, their enigmatic nature can also be distracting, occasionally causing momentary
lapses in focus or attention.
53. Overly Competitive in Relationships:

Description: A need to compete with others, even within relationships, can create tension and strain
interpersonal connections.

Effect: Roleplay only effect.

54. Tendency to Overeat:

Description: Difficulty controlling food intake can lead to overeating, impacting physical health and well-being.

Effect: Roleplay only effect.

55. Ephemeral Illusions:

Description: Fleeting illusions dance on the edges of your vision, presenting ephemeral images that vanish upon
closer inspection.

Effect: Occasional distraction in crowded areas as the illusions briefly captivate your attention.

56. Shadow's Whispers:

Description: Whispers emanate from your shadow, conveying snippets of mysterious conversations from
unseen entities.

Effect: Mild paranoia, especially in dimly lit spaces, as the shadowy murmurs fuel a sense of being watched.

57. Enchanted Magnetism:

Description: Subtle enchantment causes small metallic objects to be drawn toward you, creating a magnetic
effect.

Effect: Everyday items like keys or coins may unexpectedly move closer, sometimes causing minor disruptions.

58. Astral Nudging:

Description: Gentle nudges from the astral plane guide your actions, nudging you subtly in specific directions.

Effect: Slight changes in your chosen path, influenced by these ethereal nudges, altering your intended course.

59. Cursed Compass:

Description: Your internal sense of direction is influenced by a subtle curse, leading to occasional
misinterpretations.

Effect: Mild disorientation during navigation, occasionally causing you to take unintended paths.

60. Glowing Traces:

Description: Residual magical traces linger on objects you touch, causing them to softly glow for a short
duration, equal to your level in minutes.
Effect: Brief illumination of touched items, potentially drawing attention in low-light settings.

61. Invisible Ink:

Description: Words written by your hand occasionally become invisible, only reappearing after a certain time.

Effect: Invisible script may prompt intrigue or curiosity, creating an air of secrecy around your written words.

62. Whimsical Wardrobe:

Description: Your clothing occasionally changes subtly.

Effect: Whimsical wardrobe shifts may amuse or bewilder onlookers, sometimes make you almost bare-naked,
other times making you overdressing or putting you in clothes too big for you.

63. Chronic Lateness:

Description: Difficulty managing time effectively results in consistently being late for appointments and
commitments.

Effect: Roleplay only effect.

64. Facial Scarring:

Description: Visible scars mar your face, making you easily recognizable and often intimidating to others.

Effect: Charisma-based rolls have a -3 penalty, except Intimidation, which gains +3 bonus.

65. Fear of Change:

Description: A strong aversion to change impedes adaptability and may lead to missed opportunities for
personal growth.

Effect: -1 on rolls during the first 3 days in a new environment.

66. Muscle Atrophy:

Description: Lack of physical activity has led to muscle atrophy, impacting your strength.

Effect: Strength-based rolls and physical tasks may be more challenging, and you are more susceptible to
fatigue. You have -3 penalty on Fatigue checks to gain levels of exhaustion.

67. Fear of Commitment:

Description: An intense fear of committing to long-term relationships or responsibilities affects personal and
professional growth.

Effect: Roleplay only effect.

68. Oversensitive to Noise:

Description: Heightened sensitivity to noise can lead to discomfort and irritability in various environments.
Effect: You 25% more Thunder damage.

69. Cursed Contraptions:

Description: Mechanical devices under your touch occasionally malfunction or exhibit unexpected behavior.

Effect: Unpredictable glitches in machines you operate, potentially causing inconvenience or disruption.

70. Shifting Silhouettes:

Description: Your silhouette occasionally appears distorted, as if briefly inhabited by otherworldly forms.

Effect: Uncanny silhouettes may prompt observers to question their perceptions or delve into supernatural
theories.

71. Veil of Visions:

Description: A shimmering veil of illusions occasionally envelops you, revealing glimpses of alternate realities.

Effect: Moments of surreal visions may captivate or disorient those who witness the shifting illusions.

72. Hunchback:

Description: An abnormal curvature of the spine gives you a hunched appearance.

Effect: Constitution-based rolls are penalized, and you may face challenges related to physical endurance and
resilience in certain situations. -2 Penalty on constitution base rolls.

73. Fear of Missing Out (FOMO):

Description: A persistent fear of missing out on social events or experiences contributes to anxiety and
restlessness.

Effect: Roleplay only effect.

74. Overly Defensive Nature:

Description: A tendency to react defensively, even in non-confrontational situations, strains relationships.

Effect: Roleplay only effect.

75. Flickering Flames:

Description: Flames under your influence flicker erratically, forming brief images or symbols before returning to
normal.

Effect: Unsettling visual displays in controlled fires, potentially sparking superstition or concern.

76. Weakling:

Description: You were born with a natural lack of physical strength.


Effect: Your Strength attribute is permanently reduced by 2.

77. Compulsive People-Pleasing:

Description: A constant need to please others, even at the expense of personal well-being, can lead to burnout.

Effect: Roleplay only effect.

78. Clumsy Hands:

Description: Your motor skills are not as developed as others.

Effect: Your Dexterity attribute is permanently reduced by 2.

79. Fear of Being Alone:

Description: An overwhelming fear of solitude or being alone can lead to dependence on others for
companionship.

Effect: Roleplay only effect.

80. Tendency to Hold Grudges:

Description: Difficulty letting go of grievances leads to a tendency to hold onto resentment and negative
emotions.

Effect: Roleplay only effect.

81. Frail Constitution:

Description: You possess a naturally weaker constitution.

Effect: Your Constitution attribute is permanently reduced by 2.

82. Compulsive Gambling:

Description: Engaging in compulsive gambling behavior can lead to financial instability and strained
relationships.

Effect: Roleplay only effect.

83. Fear of Intimacy:

Description: An intense fear of emotional or physical intimacy hinders the development of close relationships.

Effect: Roleplay only effect.

84. Dim-witted:

Description: You were born with a lower capacity for intellectual pursuits.

Effect: Your Intelligence attribute is permanently reduced by 2.


85. Acromatopsia:

Description: The beauty of the world appears muted to you, lacking the vibrancy seen by others. You can only
see White, Black and some shades of grey.

Effect: Difficulty appreciating aesthetic nuances may lead to a sense of detachment and isolation.

86. Fragmented Reflection:

Description: When you look in mirrors, your reflection appears fragmented or distorted.

Effect: Self-perception becomes a puzzle, affecting confidence and potentially causing identity-related struggles.

87. Cacophony Within:

Description: A cacophony of voices or sounds haunts your thoughts, creating a constant mental noise.

Effect: Concentration becomes a challenge, affecting tasks that require focus and mental clarity. -5 Penalty on
concentration checks.

88. Forgetful Mind:

Description: Your memory and awareness are not as sharp as others.

Effect: Your Wisdom attribute is permanently reduced by 2.

89. Opposite Sex Allergy:

Description: You cannot talk with people or creatures of opposite sex for a long time.

Effect: You have -4 penalty on Charisma checks against creatures of the opposite sex.

90. Animal Hatred:

Description: For some reason, any kind of mindless beast, magical beast or Monstrosity does not like you, and
will attack you if they can.

Effect: Focus by those type of creature. You also has -4 in animal handling checks.

91. Changing Sex Curse:

Description: For some reason you are change between male and female, depending on some effect. Like being
bathe in cold water makes you a woman, and hot water turns you into a male, or maybe you chance sex after a
sneeze.

Effect: Your sex changes magically, turning from men to woman. Define how the curse works with your GM.

92. Awkward Presence:

Description: Social interactions don't come naturally to you.

Effect: Your Charisma attribute is permanently reduced by 2.


93. Albinism:

Description: You have Albinism, having not collor, normally your eyes are some light collor or even maybe red,
and your skin and hair is pure white.

Effect: You have -2 penalty during the day on all attack rolls and perception checks, as long as you are in direct
contact with sun-light.

94. Cryptic Visions:

Description: Visions of the future come in cryptic symbols and metaphors, making interpretation elusive.

Effect: Premonitions offer vague guidance, leaving you uncertain about the true meaning of foreseen events.

95. Corrupted Soul:

Description: From birth, your soul carries a pervasive corruption, diminishing its purity and connection to higher
realms.

Effect: You suffer a permanent 5% reduction. Additionally, this corruption may attract malevolent entities or
beings with a penchant for exploiting tainted souls.

96 to 100 - GM CHOICE or he may create a new one just for you, Or the player may choose roll in Lesser
Disadvantage instead.

LESSER DETRIMENTS:
1. Haunted Past:

Description: Ghostly apparitions or echoes of your past misdeeds haunt your every step.

Effect: Occasional spectral visions may distract or disturb you, providing glimpses of unresolved issues.
Sometimes actually attacking you.

2. Blood Oath:

Description: A binding blood oath ties you to a mysterious entity, demanding occasional acts or sacrifices.

Effect: The entity may demand services or tasks, creating moral dilemmas or dangerous missions.

3. Mark of the Forsaken:

Description: A visible or invisible mark designates you as forsaken by a particular group or faction.

Effect: Prejudice and hostility from members of that group, potentially leading to social isolation.

4. Eternal Wanderlust:

Description: A perpetual urge to wander and explore makes it challenging to settle in one place for long.

Effect: Difficulty forming lasting relationships or maintaining a stable lifestyle.


5. Abyssal Erosion:

- Description: Faint whispers from the abyss erode your resolve, leading to moments of self-doubt and
hesitation.

- Effect: Periodic crises of confidence, hindering decision-making and potentially causing delays in taking action.
You have -8 in initiative rolls, and -2 on reflex rolls.

6. Soul Debt:

Description: Your soul is entangled in a debt owed to a supernatural entity, and it occasionally demands a piece
of your essence.

Effect: Periodic weakening of your life force, potentially leading to vulnerabilities or susceptibility to certain
effects. You start with 10% less SOUL.

7. No Reflection:

Description: Your reflection in mirrors and reflective surfaces don't exist.

Effect: Self-perception becomes increasingly tenuous, affecting confidence and identity. Some may think you are
a vampire or other type of monster.

8. Marked by the Eclipse:

Description: The rare celestial event of an eclipse marked you with an otherworldly aura.

Effect: The celestial markings may attract attention or invoke fear from those sensitive to celestial phenomena.
Magical effects detect you as another type of creature, define by your GM.

9. Lingering Curse:

Description: A lingering curse intermittently weakens your physical or mental capabilities.

Effect: Periodic penalties to attributes or skills, creating unpredictability in your abilities. Your GM may choose
three times a day for you the roll twice and choose the worse result.

10. Cursed Keepsake:

Description: A cursed item or memento, once precious to you, brings misfortune to those around you.

Effect: Unintended consequences and bad luck may befall those who come into contact with the cursed
keepsake.

11. Dreaded Ancestry:

Description: A dark lineage curses your family, and its influence continues to affect your life.

Effect: The curse may attract enemies or lead to dark omens, creating challenges for you and your kin.

12. Moonlit Madness:


Description: Lunar phases trigger unpredictable bouts of madness, altering your behavior.

Effect: During specific moon phases, your actions become erratic or influenced by mysterious forces.

13. Veil of Shadows:

Description: An ephemeral shroud of shadows occasionally envelops you, obscuring your presence.

Effect: Moments of enhanced by +2 stealth but potential mistrust or fear from those who witness the shadowy
aura.

14. Tainted Reverie:

- Description: Your dreams occasionally turn into nightmarish visions, causing disturbed sleep and psychological
distress.

- Effect: Nightmares and disturbed sleep patterns, leading to exhaustion and potential impacts on mental well-
being. You rest quality is always 2 categories less.

15. Chimeric Affliction:

- Description: A mystical affliction occasionally transforms you into a chimera-like form. Works similar to the Sex
change curse.

- Effect: Unpredictable shifts in appearance may lead to fear or fascination, impacting social interactions.

16. Vampiric Ties:

- Description: A distant vampiric lineage courses through your blood, providing both benefits and drawbacks.

- Effect: Vulnerability to sunlight, occasional blood cravings, and heightened senses in darkness. You don't take
damage on sunlight, but you take -5 on all checks while on sunlight. You can choose to become a Lesser
Vampire at Level 20, losing this ability instead, but you take the SOUL damage when transforming.

17. Waning Essence:

- Description: Your life force occasionally wanes, leading to temporary frailty and susceptibility to ailments.

- Effect: Periodic physical weakness and increased vulnerability external threats. Once per day roll a 1d12: Fire
Damage, Ice/Cold Damage, Electric/Shock Damage, Poison Damage, Acid/Corrosive Damage, Radiant Damage,
Necrotic Damage, Psychic Damage, Thunder Damage, Bludgeoning Damage, Slashing Damage, Piercing Damage.
During that day, you are vulnerable to that type of damage, taking 25% more damage.

18. Abyssal Whispers:

- Description: Faint whispers from the abyss linger in your mind, offering cryptic insights or unsettling truths.

- Effect: Occasional guidance tainted by the abyss, creating moral dilemmas and internal conflicts.

19. Fey Enchantment:


- Description: Fey enchantments sporadically influence your emotions, leading to heightened joy or melancholy.

- Effect: Emotional swings may impact decision-making and interactions with others.

20. Ephemeral Stagnation:

- Description: Time occasionally stagnates around you, causing sluggish movement and reaction times.

- Effect: Reduced speed and agility, hindering physical actions and potentially leading to difficulties in combat or
evasive maneuvers. After taking damage, you have your speed half and less -4 bonus on reflex saves, until the
end of your next turn.

21. Phantom Limb Sensation:

- Description: The sensation of phantom limbs occasionally haunts you, causing discomfort or distraction.

- Effect: Momentary phantom limbs may distract or influence your physical actions.

22. Bound by Shadows:

- Description: Shadowy tendrils occasionally bind you, affecting movement and actions.

- Effect: Temporary immobilization or restrictions during encounters with shadowy entities. You have your base
speed half while on total darkness, and less -10 while on dim light.

23. Cursed Heritage:

- Description: An ancestral curse affects your heritage, leading to unexpected twists of fate.

- Effect: Periodic events influenced by the curse may alter your destiny or attract supernatural attention. Define
with your GM in character creation.

24. Malevolent Familiar:

- Description: A malevolent familiar occasionally appears, whispering dark thoughts or sowing discord.

- Effect: The familiar may offer dark advice or temptations, creating internal conflicts and moral dilemmas. You
gain a lesser Familiar, like a Cat, Dog, Rat, Bat of your choice, and he is sentient, but the opposite of your
alignment, if you are neutral, they are evil.

25. Ephemeral Twin:

- Description: An ephemeral twin occasionally materializes, mirroring your actions or expressing opposing views
sometimes.

- Effect: The twin may hinder, creating internal debates or confusion.

26. Grimoire Bond:

- Description: A mysterious grimoire binds itself to you, demanding periodic interactions or services.
- Effect: The grimoire may contain valuable knowledge but requires sacrifices or tasks in return. If you deny
orders of the Grimoire for long by your own choice, the GM is free to put curses on you.

27. Plague Bearer:

Description: You carry a virulent plague that affects those around you, spreading disease and suffering.

Effect: Unintentional outbreaks of illness, causing harm to allies and attracting unwanted attention. Define your
Plague with your GM.

28. Cursed Silence:

Description: A mystical silence surrounds you, making it challenging to communicate effectively.

Effect: Difficulty speaking or casting spells with verbal components, hindering communication. Your DC and
Spell attacks have -4.

29. Lesser Limb Lacking.

- Description: You were born without a hand or a feet, dificulting your life.

- Effect: Without the hand, you cannot use a shield or weapon on that hand, without a feet, you lose -10 feet of
movement and -2 reflex.

30. Cursed Artifact:

- Description: A cursed artifact occasionally manifests its malevolent influence, affecting those nearby. This Item
is bind to you, even if your throw out, it will find its way back to you, or a malevolent creature may take it and
use against you.

- Effect: Unintended consequences or dark occurrences related to the cursed artifact. Define with your GM.

31. Entropic Emanation:

- Description: Entropic energies occasionally emanate from you, causing deterioration of the environment and
nearby objects.

- Effect: Deterioration of objects and surroundings, potentially leading to unintended consequences and
environmental degradation. This don't affect living being, but objects and bodies will deteriorate in a faster
pace, bread will mold in hours. This has an area of effect equal (Your level x 5 feet).

32. Eternal Hunger:

Description: Insatiable hunger plagues you, driving you to consume vast amounts of food and resources.

Effect: Constant need for sustenance, potentially leading to resource scarcity and strained relationships. You
need to eat 5 times what your body normally would need to not starve.

33. Tainted Aura:

- Description: A tainted aura surrounds you, causing unease and mistrust among those who sense it.
- Effect: Difficulty gaining trust or forming alliances, as the tainted aura repels positive sentiments.

34. Desolation Aura:

Description: An aura of desolation surrounds you, causing plants to wither and animals to flee in your presence.

Effect: Environmental degradation and hostility from nature, making wilderness travel perilous. It gives your a
+4 Intimidation, but also a -4 in stealth and any other Charisma based check, besides intimidation.

35. Obsidian Dreams:

- Description: Dreams take on an obsidian hue, carrying foreboding visions or unsettling prophecies.

- Effect: Prophetic dreams with potential consequences, creating a sense of impending doom or revelation.

36. Arcane Affliction:

- Description: Arcane energies occasionally surge through you, causing unpredictable magical effects.

- Effect: Uncontrolled magical manifestations, ranging from minor illusions to significant arcane phenomena.

37. Jinxed Legacy:

- Description: An ancestral jinx curses your lineage, leading to accidental misfortune for those connected to you.

- Effect: Unintended setbacks or misfortunes for friends and family members, creating guilt and strained
relationships. Define with you GM.

38. Lycanthropic Echo:

- Description: Echoes of lycanthropy occasionally manifest, causing animalistic urges and instincts. Normally
transforming during the full moon.

- Effect: Unpredictable transformations or heightened animalistic behavior during specific phases, losing control
over of your character during that time. You may take Racial levels in Werewolf race.

39. Whispers of Betrayal:

Description: Unsettling whispers plant seeds of doubt and paranoia in the minds of those around you.

Effect: Strained relationships as allies become suspicious and may turn against each other.

40. Astral Fugue:

- Description: Astral energies occasionally pull your consciousness into other realms, causing temporary
disorientation.

- Effect: Brief moments of astral projection or glimpses into other dimensions, creating an otherworldly
experience. You have 10% chance of losing a turn in combat, once per time, your body still is there to be
attacked.
41. Speech Impediment:

Description: Articulating your thoughts can be challenging due to a speech impediment, affecting your
communication skills.

Effect: -4 penalty to Charisma-based skill checks related to verbal communication.

42. Whispers of Betrayal:

- Description: Unseen voices occasionally whisper betrayals, fostering distrust in your relationships.

- Effect: Difficulty in trusting others, as the whispers create suspicion and strained connections.

43. Gilded Chains:

- Description: Invisible chains of golden light occasionally bind you, restricting movement or actions, if you are
an evil creature. The opposite if you are a good creature, when you encounter fiends, and the chains are black.

- Effect: Temporary immobilization or limitations during encounters with celestial or benevolent entities if you
are evil, or Fiends and evil entities if you are good. Both if you are neutral.

44. Ethereal Amnesia:

- Description: Periodic bouts of ethereal amnesia cloud your memories and experiences.

- Effect: Temporary gaps in memory, creating confusion and potential challenges in recalling important
information.

45. Discordant Harmony:

- Description: Your presence disrupts magical harmonies, causing disturbances in magical environments.

- Effect: Unintentional interference with magical spells or rituals, attracting both allies and adversaries. Causing
25% of spell failure in 30 ft. from you.

46. Time-Scarred Reality:

- Description: The fabric of time is scarred around you, leading to unpredictable temporal phenomena.

- Effect: Brief disruptions in the flow of time, affecting the perception and actions of those in your vicinity.

47. Withering Touch:

- Description: Your touch occasionally carries a withering effect, causing temporary decay in living organisms.

- Effect: Weakening or deterioration in plants, animals, or even other beings upon physical contact. Your touch
deals 1d6 extra necrotic damage in unarmed or natural attacks, you kill any non magical plants.

48. Fey Dimension Reverie:

- Description: Sporadic visions transport your consciousness to the enchanting realm of the Fey Dimension.
- Effect: Brief moments of escape to the Fey Dimension, providing respite or presenting unforeseen challenges
upon return.

49. Shaky Hands:

Description: Your hands tremble involuntarily, making precision tasks and activities requiring a steady hand
more challenging.

Effect: -2 penalty to Dexterity-based skill checks requiring steady hands and attack rolls.

50. Unraveling Reflection:

- Description: Your reflection in mirrors and other reflective surfaces appears distorted, unnerving those who
witness it.

- Effect: When your reflection is visible:

Allies within 10 feet suffer a -2 penalty to Charisma-based skill checks due to the unsettling aura.

Enemies within 10 feet gain a +2 bonus to Wisdom saving throws, finding it easier to resist mental influence.

51. Lesser Maleficent Surge:

Description: A surge of malevolent energy occasionally radiates from you, causing dark disturbances.

Effect: Negative energy disrupts the environment, leading to feelings of dread and anxiety. If you stay close to
corpses for an hour, they have a 50% chance or returning to life as a undead half of previous level as a living
creature, they are agressive to everyone that is not a undead, including you, especially you.

52. Cursed Reflections:

Description: Mirrors reflect cursed versions of yourself, causing unease and fear.

Effect: Distorted reflections in mirrors, leading to feelings of dread and paranoia. Giving you a -5 Penalty in all
rolls.

53. Symbiotic Parasite:

Description: A symbiotic parasite occasionally emerges, influencing your thoughts and actions.

Effect: The parasite may compel you to undertake harmful actions, creating internal struggles and moral
dilemmas.

54. Curseweaver's Embrace:

- Description: Threads of dark magic weave through your being, attracting curses and warding against blessings.

- Effect: Increased susceptibility to curses and resistance to blessings, creating a delicate balance in magical
interactions.

55. Arcane Nexus:


- Description: Arcane energies converge around you, resonating with magical forces in your vicinity.

- Effect: Amplification of magical effects, both beneficial and detrimental, in the area surrounding you by 25%.

56. Celestial Bane:

- Description: Celestial beings view you with suspicion or disdain, leading to divine challenges and tests.

- Effect: Divine trials and tests, potentially resulting on curses based on your actions.

57. Enigmatic Paradox:

- Description: Your existence embodies an enigmatic paradox, confounding those who seek to understand you.

- Effect: Increased difficulty in discerning your true nature or motivations, creating an air of mystery around you.

58. Arcane Resonance:

Description: A subtle arcane resonance follows you, causing nearby magical items to hum softly in response.

Effect: Magical items in proximity occasionally emit faint, melodic tones, potentially drawing attention.

59. Dreamwalker's Residue:

Description: Fragments of dreams linger on your person, causing subtle shifts in your appearance based on
dream content.

Effect: Occasional alterations in your physical appearance, reflecting dream elements in an ever-changing
manner.

60. Jinxed Legacy:

Description: An ancient family curse follows you, causing unfortunate events to befall those close to you.

Effect: Loved ones and allies may encounter misfortune, leading to strained relationships and a sense of guilt.

61. Vengeful Spirits:

Description: Spirits of those wronged in the past manifest around you, seeking revenge for perceived injustices.

Effect: Spectral entities actively disrupt your life, causing chaos and seeking retribution. Every creature that you
kill has 10% chance of returning as a expecter at some point to kill you, the power of the specter is equal half of
the level of the creature you kill. The GM must roll in secret each time you kill a sentient creature that has a
soul.

62. Elemental Conduit:

- Description: Elemental energies occasionally flow through you, granting command over a specific element.

- Effect: Limited control over a chosen element, allowing manipulation, but you also takes 50% more damage
from that element.
63. Full Moon Curse:

Description: During full lunar nights, a curse intensifies, amplifying negative aspects of your existence.

Effect: Heightened difficulties and challenges during lunar eclipses, exacerbating existing detriments. You may
define your curse with your GM, can be licantrophy, or something simillar that affects you on during full moon
nights.

64. Picky Palate

Description: Dislikes certain common foods but can find alternatives.

Effect: Limited food choices but maintains a balanced diet. Limit your food types by something like Vegetarian,
Carnivore, or something similar.

65. Gullible Disposition

Description: Tends to believe information easily without questioning.

Effect: Potential for misinformation but maintains a trusting and optimistic outlook.

66. Noise Intolerance

Description: Easily disturbed by loud or repetitive noises.

Effect: Discomfort in noisy environments but adapts with noise-canceling strategies.

67. Weakling Plus:

Description: You were born with a natural lack of physical strength.

Effect: Your Strength attribute is permanently reduced by 3.

68. Overly Empathetic Heart

Description: Feels emotions deeply, sometimes taking on others' emotional burdens.

Effect: Builds strong connections but may experience emotional fatigue.

69. Inability to Whisper

Description: For some reason, your voice can never be lower, maybe you have a mental defect, or you just a
loud person by nature. The point is that you can never whisper.

Effect: You can never whisper, speaking while in stealth will most likely reveal you. Your voice is always audible
to people in speaking distance from you.

70. Inability to Taste or Smell


Description: You were born without the ability of feel taste or smell, or during your childhood you lost that
ability. You cannot taste food, smell gas, poison or acid. As long as look alright, must be alright? Right? That how
you see the world.

Effect: You completely lost your sense of taste or smell, you can eat anything that your mouth can chew, even
poison, but only once before you dead.

71. Inability to Understand Sarcasm

Description: You cannot understand Sarcasm, that does not make you dumb. You just bad at it, maybe you are a
bit autistic, or maybe you are just a fucking idiot without social skills. Anyway, i hope you don't have any
problem, is not like this a detriment.

Effect: You always understand stuff as seriously, you cannot detect sarcasm. -2 on Insight checks.

72. Always Speaks in Rhyme

Description: Could be a curse, a blessing or you are just wierd, but you always speak in rhyme, which can be
pretty nice if you are good at it, but terrible if you are bad at it.

Effect: You cannot speak without making Rhyme, any phrase you say without making Rhymes don't leave your
mouth, is not even possible to read your lips in that case. You gain +3 on your Performance checks.

73. Fear of the Dark (Nyctophobia)

Description: You have a crippling fear of darkness, maybe is something you were born with, or maybe you were
leave in a close box or place in complete darkness, or some other terrible situation, be careful, the dark wants
to get you.

Effect: While in darkness, you are always under the effect of the Frightened condition, you need always a torch
or something, even if you have darkvision.

74. Honor Code

Description: You have a Honor code. You prefer to die than break that honor code, as important to you as your
own life, or even more in a few cases.

Exemples:

Code of Defeat: never allow yourself to be captured alive and never accept defeat. If you are reduced to 0 Life
Points (only in honorable combat situations, one on one) or captured (in any situation), you must take your own
life. (Even if it's to be resurrected later...)

Code of Gratitude: when someone saves your life (or that of a loved one), you remain at that person's service
until you can return the favor (save their life).

Code of Heroes: always keep your word, always protect any person or creature weaker than you, never refuse a
request for help.

Code of Honesty: Never steal, cheat, lie or disobey local laws, nor allow your companions to do so.
Code of Redemption: never attack without provocation, always accept a request for surrender, always spare
opponents reduced to 0 Life Points.

Effect: You have a Code of Honor which you cannot break, define with your GM your code of honor.

75. Clumsy Hands Plus:

Description: Your motor skills are not as developed as others.

Effect: Your Dexterity attribute is permanently reduced by 3.

76. Inability to Feel Pain

Description: You cannot feel pain, that makes your extremely powerful in a way, but also, you cannot feel PAIN.
That means you never know when you are about to fucking die.]

Effect: You never know how many damage did you took, your GM must track your HP, and he never must tell
you, your HP, unless you pass on DC 15 Medicine check using a full turn action.

77. Inability to Swim

Description: You are dense like a rock, maybe your bones are dense, or you just aren't made for water, avoid
with everything you can, because if you fail into it, you will drown.

Effect: -10 on swim checks, also, even if you pass on swim checks, you can only move 5 feet per action.

78. Frail Constitution:

Description: You possess a naturally weaker constitution.

Effect: Your Constitution attribute is permanently reduced by 2.

79. Persistent Nightmares

Description: Endures recurring, distressing dreams during sleep.

Effect: Possesses a vivid imagination but may face sleep disturbances and daytime fatigue.

80. Tactless Honesty

Description: Expresses opinions bluntly without consideration for sensitivity.

Effect: Offers unfiltered perspectives but may need to develop diplomatic communication.

81. Infertile

Description: You are unable to reproduce, your balls only have blanks, or your ovaries have rotten.

Effect: You cannot be pregnant, or get anyone pregnant.

82. Dim-witted Plus:


Description: You were born with a lower capacity for intellectual pursuits.

Effect: Your Intelligence attribute is permanently reduced by 3.

83. Village idiot

Description: You are the Village idiot, your IQ is room temperature, your are a baffum, a dummy, a idiot, a
cretin. Yes, but that does not mean you are a asshole, actually, some people like you.

Effect: -4 on Inteligence checks, -8 on Insight checks. You cannot read or write, and you can only speak
common. You gain +4 on Persuation and Diplomacy, because people trust you not to lie or decieve.

84. Lesser Cronic Disease.

Description: You were born, or developed a Lesser Cronic Disease, is not fatal, but will cause hinderance in your
day a day life. Exemples of Lesser Cronic Disease: Diabetes Type 2, rhinitis, Asthma.

Effect: Define your Disease with your GM, you may create one, or use real life ones.

85. Unappealing

Description: Your body is unappealing for some reason. Maybe you have a small dick, maybe your are a girl with
not boobs and ass. Maybe you have just a plain appearance, not really someone that would be call attention or
make people fall in love with easily...Hey, maybe you have a nice personality!

Effect: You have -2 in Diplomacy and Persuation checks, and -8 on Seduction checks.

86. Forgetful Mind Plus:

Description: Your memory and awareness are not as sharp as others.

Effect: Your Wisdom attribute is permanently reduced by 3.

87. Financial Impulsivity

Description: Makes impulsive and unplanned financial decisions.

Effect: Embraces spontaneity but may need budgeting skills for financial stability.

88. Impaired Vision

Description: Faces challenges in seeing clearly without corrective measures.

Effect: Detail-oriented with corrective aids but may need assistance in certain tasks. You need to use glasses,
define your type of vision problem with your GM.

89. Chronic Pain

Description: Experiences persistent physical discomfort or pain.

Effect: Resilient but may need accommodations for pain management.


90. Awkward Presence Plus:

Description: Social interactions don't come naturally to you.

Effect: Your Charisma attribute is permanently reduced by 3.

91. Chrono-Dissonance:

Description: Your existence creates dissonance in the timeline, causing temporal anomalies around you.

Effect: Unpredictable time disturbances, such as time loops or accelerated time, with consequences. You also
ages the double of the time, if you were to start as someone with 20 years of age, you will look like a 40, and
suffer the consquences of aging.

92. Eldritch Nexus:

- Description: Eldritch energies occasionally coalesce around you, creating a nexus to the realms beyond.

- Effect: Moments of connection to eldritch realms, offering glimpses into the unknown and potentially
attracting eldritch entities. When conected to magic, using magic or powerful magic itens, there always a
chance of 25% chance of making a portal calling aberrations or abominations, the powers of those creatures
similar to the energy used. They will act as their nature commands.

93. Siphoned Vitality:

- Description: Your life force is occasionally siphoned away, leaving you weakened and vulnerable. Maybe during
a day of the week, or during effects more rare like an eclipse.

- Effect: Periodic loss of vitality, resulting in physical and mental fatigue, as well as increased susceptibility to
ailments. . If you choose a VERY rare effect like a Eclipse, your debuff is that you only have 50% of your hit
points, and -8 in all your stats during that effect. If is something like a monthly thing, the debuff is 25% your HP,
and -4 in all your stats. If is something weekly, like a day of the week, you take only debuff of 10% of your hp,
and -2 in all your stats.

94. Crimson Veins:

Description: Your blood holds dark power, occasionally manifesting as ominous red veins across your skin.

Effect: Periodic surges of dark energy, leading to destructive outbursts and potential harm to others. Every time
you use Mana, roll 1d10, in a 10, you must roll in the Chaotic Magic table.

95. Doppelganger's Curse:

Description: An ancient curse attracts malevolent doppelgangers, causing confusion and paranoia.

Effect: Unpredictable encounters with doppelgangers, one which choose your appearance to cause troubles,
putting the consequences on you!

96 to 100 - GM CHOICE or he may create a new one just for you, Or the player may choose roll in Advanced
Detriment list instead.
ADVANCED DETRIMENTS:
1. Accursed Birth.

Description: You were born, or they put an Entity inside your body, this entity is malevolent and will try to take
over your body or get free. It will feed on your energy and get stronger with your own power. The creature may
try to make deals with you in exchange for power, always trying to get a way to get free, normally any deal with
them will cost SOUL points or Legend Points.

Effect: The creature has the same level of Existence as you, and is Level equal 25 + half/your level. It will try to
take over your body in moments of weakness, or when you are close to dying. Each time it takes your body that
way, you lose 5% of your SOUL, and the creature gains 5%, if the SOUL of the monster reaches the double of
yours, it will get free. When its free, you take -9 Exhaustion, and -10 in all attributes, every day of rest restore 1
point of each.

2-

Description:

Effect:

3-

Description:

Effect:

4-

Description:

Effect:

5-

Description:

Effect:

6-

Description:

Effect:

7-

Description:

Effect:
8-

Description:

Effect:

9-

Description:

Effect:

10 -

Description:

Effect:

11 -

Description:

Effect:

12 -

Description:

Effect:

13 -

Description:

Effect:

14 -

Description:

Effect:

15 -

Description:

Effect:

16 -

Description:

Effect:
17 -

Description:

Effect:

18 -

Description:

Effect:

19 -

Description:

Effect:

20 -

Description:

Effect:

21 -

Description:

Effect:

22 -

Description:

Effect:

23 -

Description:

Effect:

24 -

Description:

Effect:

25 -

Description:

Effect:
26 -

Description:

Effect:

27 -

Description:

Effect:

28 -

Description:

Effect:

29 -

Description:

Effect:

30 -

Description:

Effect:

31 -

Description:

Effect:

32 -

Description:

Effect:

33 -

Description:

Effect:

34 -

Description:

Effect:
35 -

Description:

Effect:

36 -

Description:

Effect:

37 -

Description:

Effect:

38 -

Description:

Effect:

39 -

Description:

Effect:

40 -

Description:

Effect:

41 -

Description:

Effect:

42 -

Description:

Effect:

43 -

Description:

Effect:
44 -

Description:

Effect:

45 -

Description:

Effect:

46 -

Description:

Effect:

47 -

Description:

Effect:

48 -

Description:

Effect:

49 -

Description:

Effect:

50 -

Description:

Effect:

51 -

Description:

Effect:

52 -

Description:

Effect:
53 -

Description:

Effect:

54 -

Description:

Effect:

55 -

Description:

Effect:

56 -

Description:

Effect:

57 -

Description:

Effect:

58 -

Description:

Effect:

59 -

Description:

Effect:

60 -

Description:

Effect:

61 -

Description:

Effect:
62 -

Description:

Effect:

63 -

Description:

Effect:

64 -

Description:

Effect:

65 -

Description:

Effect:

66 -

Description:

Effect:

67 -

Description:

Effect:

68 -

Description:

Effect:

69 -

Description:

Effect:

70 -

Description:

Effect:
71 -

Description:

Effect:

72 -

Description:

Effect:

73 -

Description:

Effect:

74 -

Description:

Effect:

75 -

Description:

Effect:

76 -

Description:

Effect:

77 -

Description:

Effect:

78 -

Description:

Effect:

79 -

Description:

Effect:
80 -

Description:

Effect:

81 -

Description:

Effect:

82 -

Description:

Effect:

83 -

Description:

Effect:

84 -

Description:

Effect:

85 -

Description:

Effect:

86 -

Description:

Effect:

87 -

Description:

Effect:

88 -

Description:

Effect:
89 -

Description:

Effect:

90 -

Description:

Effect:

91 -

Description:

Effect:

92 -

Description:

Effect:

93 -

Description:

Effect:

94 -

Description:

Effect:

95 -

Description:

Effect:

96 to 100 – GM CHOICE or he may create a new one just for you, Or the player may choose roll in Greater
Detriment list instead.

GREATER DETRIMENTS:
1. Greater Weakening Curse

Description: Your body was born feeble no matter what your level of existence is, so powerful it could be called
a divine curse, even if just the lack of energy in your body.
Effect: -4 in Strength, Dexterity and Constitution, also those attributes have -10 limit on how high their can be.

2-

Description:

Effect:

3-

Description:

Effect:

4-

Description:

Effect:

5-

Description:

Effect:

6-

Description:

Effect:

7-

Description:

Effect:

8-

Description:

Effect:

9-

Description:

Effect:

10 -

Description:
Effect:

11 -

Description:

Effect:

12 -

Description:

Effect:

13 -

Description:

Effect:

14 -

Description:

Effect:

15 -

Description:

Effect:

16 -

Description:

Effect:

17 -

Description:

Effect:

18 -

Description:

Effect:

19 -

Description:
Effect:

20 -

Description:

Effect:

21 -

Description:

Effect:

22 -

Description:

Effect:

23 -

Description:

Effect:

24 -

Description:

Effect:

25 -

Description:

Effect:

26 -

Description:

Effect:

27 -

Description:

Effect:

28 -

Description:
Effect:

29 -

Description:

Effect:

30 -

Description:

Effect:

31 -

Description:

Effect:

32 -

Description:

Effect:

33 -

Description:

Effect:

34 -

Description:

Effect:

35 -

Description:

Effect:

36 -

Description:

Effect:

37 -

Description:
Effect:

38 -

Description:

Effect:

39 -

Description:

Effect:

40 -

Description:

Effect:

41 -

Description:

Effect:

42 -

Description:

Effect:

43 -

Description:

Effect:

44 -

Description:

Effect:

45 -

Description:

Effect:

46 -

Description:
Effect:

47 -

Description:

Effect:

48 -

Description:

Effect:

49 -

Description:

Effect:

50 -

Description:

Effect:

51 -

Description:

Effect:

52 -

Description:

Effect:

53 -

Description:

Effect:

54 -

Description:

Effect:

55 -

Description:
Effect:

56 -

Description:

Effect:

57 -

Description:

Effect:

58 -

Description:

Effect:

59 -

Description:

Effect:

60 -

Description:

Effect:

61 -

Description:

Effect:

62 -

Description:

Effect:

63 -

Description:

Effect:

64 -

Description:
Effect:

65 -

Description:

Effect:

66 -

Description:

Effect:

67 -

Description:

Effect:

68 -

Description:

Effect:

69 -

Description:

Effect:

70 -

Description:

Effect:

71 -

Description:

Effect:

72 -

Description:

Effect:

73 -

Description:
Effect:

74 -

Description:

Effect:

75 -

Description:

Effect:

76 -

Description:

Effect:

77 -

Description:

Effect:

78 -

Description:

Effect:

79 -

Description:

Effect:

80 -

Description:

Effect:

81 -

Description:

Effect:

82 -

Description:
Effect:

83 -

Description:

Effect:

84 -

Description:

Effect:

85 -

Description:

Effect:

86 -

Description:

Effect:

87 -

Description:

Effect:

88 -

Description:

Effect:

89 -

Description:

Effect:

90 -

Description:

Effect:

91 -

Description:
Effect:

92 -

Description:

Effect:

93 -

Description:

Effect:

94 -

Description:

Effect:

95 -

Description:

Effect:

2 to 94 – Empty.

96 to 100 – GM CHOICE or he may create a new one just for you, Or the player may choose roll in Godly
Detriment list instead.

GODLY DETRIMENTS:
1. Corrupted Sickle Health

Description: You were born sickly, your healthy rots always in a way is rare for people with such afliting to reach
adulthood. Your condition can only be healed by two means, Death and magic above tier 10. Those are the only
ways out of such a curse.

Effect: -6 in Constitution attribute. Your movement is cut by Half movement, you cannot double dash or run.
You have -5 in all Fortitude Checks and -10 in checks against disease or poison, your constitution limit is -20.
Magical items bellow Divine tier cannot increase your constitution, fortitude or protection against poison or
disease.

2-

Description:

Effect:

3-
Description:

Effect:

4-

Description:

Effect:

5-

Description:

Effect:

6-

Description:

Effect:

7-

Description:

Effect:

8-

Description:

Effect:

9-

Description:

Effect:

10 -

Description:

Effect:

11 -

Description:

Effect:

12 -
Description:

Effect:

13 -

Description:

Effect:

14 -

Description:

Effect:

15 -

Description:

Effect:

16 -

Description:

Effect:

17 -

Description:

Effect:

18 -

Description:

Effect:

19 -

Description:

Effect:

20 -

Description:

Effect:

21 -
Description:

Effect:

22 -

Description:

Effect:

23 -

Description:

Effect:

24 -

Description:

Effect:

25 -

Description:

Effect:

26 -

Description:

Effect:

27 -

Description:

Effect:

28 -

Description:

Effect:

29 -

Description:

Effect:

30 -
Description:

Effect:

31 -

Description:

Effect:

32 -

Description:

Effect:

33 -

Description:

Effect:

34 -

Description:

Effect:

35 -

Description:

Effect:

36 -

Description:

Effect:

37 -

Description:

Effect:

38 -

Description:

Effect:

39 -
Description:

Effect:

40 -

Description:

Effect:

41 -

Description:

Effect:

42 -

Description:

Effect:

43 -

Description:

Effect:

44 -

Description:

Effect:

45 -

Description:

Effect:

46 -

Description:

Effect:

47 -

Description:

Effect:

48 -
Description:

Effect:

49 -

Description:

Effect:

50 -

Description:

Effect:

51 -

Description:

Effect:

52 -

Description:

Effect:

53 -

Description:

Effect:

54 -

Description:

Effect:

55 -

Description:

Effect:

56 -

Description:

Effect:

57 -
Description:

Effect:

58 -

Description:

Effect:

59 -

Description:

Effect:

60 -

Description:

Effect:

61 -

Description:

Effect:

62 -

Description:

Effect:

63 -

Description:

Effect:

64 -

Description:

Effect:

65 -

Description:

Effect:

66 -
Description:

Effect:

67 -

Description:

Effect:

68 -

Description:

Effect:

69 -

Description:

Effect:

70 -

Description:

Effect:

71 -

Description:

Effect:

72 -

Description:

Effect:

73 -

Description:

Effect:

74 -

Description:

Effect:

75 -
Description:

Effect:

76 -

Description:

Effect:

77 -

Description:

Effect:

78 -

Description:

Effect:

79 -

Description:

Effect:

80 -

Description:

Effect:

81 -

Description:

Effect:

82 -

Description:

Effect:

83 -

Description:

Effect:

84 -
Description:

Effect:

85 -

Description:

Effect:

86 -

Description:

Effect:

87 -

Description:

Effect:

88 -

Description:

Effect:

89 -

Description:

Effect:

90 -

Description:

Effect:

91 -

Description:

Effect:

92 -

Description:

Effect:

93 -
Description:

Effect:

94 -

Description:

Effect:

95 -

Description:

Effect:

96 to 100 – GM CHOICE or he may create a new one just for you, Or the player may choose roll twice in the
Godly Detriment list instead.

Basic Races:
HUMANOIDS:
Humanoids are the descendants of the original, perfect race created by the greater gods—beings of immense
power and potential. In an effort to dilute this overwhelming strength, the gods divided the perfect race into
multiple distinct races, each representing a different facet of the original's greatness. Over time, the name of
this superior race has been lost to history, but its essence lives on in the diverse humanoid races that now
populate the world. Each of these races carries within them a fragment of the original's power, a lingering echo
of their once-unified strength.

BEAST-KIN
Beast-kin are a diverse race of individuals who exhibit traits and features reminiscent of various mammalian
creatures. These individuals possess a unique connection to the animal kingdom, with their physical
appearances often reflecting the characteristics of their chosen mammal heritage.

Beast-kin exhibit a wide range of mammalian features, such as ears, tails, claws, fangs, or other distinct
attributes associated with mammals. These traits are purely cosmetic, serving as a visual representation of their
mammalian lineage and bestowing upon them a sense of wild and untamed beauty.

Level 0 - Beast-kin Initiate:

Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.
• Size: Beast-kin (Medium). Beast-kin, being a diverse group, can vary in height depending on their animal
lineage. However, on average, Beast-kin stand between 140 and 210 centimeters (4 feet 7 inches to 6
feet 10 inches) tall. Their size falls within the Medium category, reflecting their humanoid nature and
allowing them to interact with other Medium-sized creatures comfortably.

• Ability Score Increase: Increase two different ability scores of your choice by 2 each. Decrease one
ability score of your choice by 2. The physical traits of beast-kin grant them heightened attributes in
certain areas while having potential drawbacks in others.

• Beast Heritage: You have physical features that resemble a specific animal or creature, such as ears,
tail, claws, or fangs. These traits are purely cosmetic and do not grant any additional abilities or
bonuses unless stated otherwise by other abilities.

• Natural Instincts: You have a +2 bonus to perception and insight skill. Your connection to the animal
kingdom grants you heightened awareness and perception of your surroundings.

• Beast Kinship: You have a +5 bonus on Charisma checks made to interact with animals of your chosen
type (such as felines, canines, or other type of mammal creatures). Your animal-like traits and
demeanor make it easier for you to communicate and bond with creatures of the wild.

• Natural Weapon Proficiency: You possess a natural weapon associated with your beast heritage, such
as claws, fangs, or a tail. This natural weapon deals 1d4 damage of a type determined by your chosen
animal type (slashing, piercing, or bludgeoning). You are considered proficient with this natural
weapon. Note that you can only make one attack per round with your natural weapon, even if you have
multiple natural weapons available.

Level 1 - Beast-kin Apprentice:

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +1

Speed: Your base walking speed is 30 feet.

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.125 They use the Primal Spellcasting list.

Skill Points: Gain a number of skill points equal to 2 + your Intelligence modifier.

Skill Proficiency: Athletics, Intimidation, Grappling, Corporal Might, Stealth, Acrobatics, Escape Artist, Disarming
Traps, Endurance, Medicine, Nature, Perception, Survival, Animal Handling, Leadership.
Ability Score Increase: Choose one of the following options:

• Increase one ability score of your choice by 1. This represents the heightened attribute granted by your
beast-kin traits.
• Increase two different ability scores of your choice by 1 each. However, decrease one ability score of
your choice by 1. This reflects the potential drawbacks that come with your beast-kin lineage.

• As a level 1 Beast-kin Apprentice, you can choose two abilities from the Beast-kin ability list to further
enhance your unique traits.

Level 2: Beast-kin Adept

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +0 | Will: +0 | Reflex: +0

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.125 They use the Primal Spellcasting list.

Skill Points: Gain a number of skill points equal to 2 + your Intelligence modifier.

• Wilderness Survival: Beast-kin are adept at surviving in the wilderness. They gain a +2 bonus to the
Survival skill, representing their overall proficiency in navigating and surviving in natural environments.
They receive a +5 bonus to Survival checks instead if operating within their chosen type of
environment, such as tundra, forest, desert, or other specific terrain types (Choose one). This
specialized knowledge allows them to excel in their favored natural habitat.

• As a level 2 Beast-kin Adept, you can choose two abilities from the Beast-kin ability list to further
enhance your unique traits.

Level 3: Beast-kin Hunter

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +1

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.125 They use the Primal Spellcasting list.

Skill Points: Gain a number of skill points equal to 2 + your Intelligence modifier.

• Dual Natural Strikes: Beast-kin with this skill have honed their combat abilities to deliver swift and
precise strikes with their natural weapons. They gain the ability to make two natural weapon attacks as
part of their attack action, instead of the usual one. This allows them to unleash a flurry of strikes with
their claws, fangs, or other natural appendages, increasing their offensive potential in close combat.

• As a level 3 Beast-kin Hunter, you can choose two abilities from the Beast-kin ability list to further
enhance your unique traits.
Level 4: Beast-kin Vanguard

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +0 | Will: +0 | Reflex: +0

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.125 They use the Primal Spellcasting list.

Skill Points: Gain a number of skill points equal to 2 + your Intelligence modifier.

• Feat: At level 4, you gain an additional feat of your choice.

• As a level 4 Beast-kin Vanguard, you can choose two abilities from the Beast-kin ability list to further
enhance your unique traits.

Level 5 - Beast-kin Predator

Pre-Requisite: You must have at least two atributtes 18 or more. You need to defeat by YOURSELF (Summons,
and other abilities that came from you, no itens.) a creature (Beast, Monstrosity, aberration or Dragon) of
Challange rate 5 or more, and at least size large. Them you must bring that "prey" and feed yourself and your
tribe with it.

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +1

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.125 They use the Primal Spellcasting list.

Skill Points: Gain a number of skill points equal to 2 + your Intelligence modifier.

• Attribute Improvement: Increase four different ability scores of your choice by 2 each. This reflects the
versatile nature of the Beast-kin, as their physical traits enhance multiple aspects of their abilities.
However, as a drawback, decrease two different ability scores of your choice by 2 each. The heightened
attributes of the Beast-kin in certain areas come at the expense of potential drawbacks in others.

• Pack Tactics: When you have an ally within 5 feet of an enemy, you gain a +2 bonus to your attack rolls
against that enemy, and their Dexterity bonus to AC does not apply. Your coordinated strikes and ability
to exploit openings in your opponent's defenses make it easier to land accurate blows.

• Improved Natural Weapon: Your natural weapon attack now deals an additional 1d6 damage. Your
connection to your beast lineage has strengthened, enhancing the power of your natural weapons.
• Ancestral Transformation (1/day – 5 Mana): At the pinnacle of their evolution, Beast-kin unlock the
ancient ability of Ancestral Transformation, allowing them to shape-shift into a powerful alternate form
reminiscent of their ancestral beasts. This transformation imbues them with heightened abilities and
primal instincts, enabling them to tap into the raw power of their lineage. With duration of 1 hour,
which can be ended before with a quick action. Choose one of the following options when gaining this
ability:

• Option One: Small Size Beast Transformation: You turn into a small size beast. You gain +6 Dexterity, +2
Constitution. All your movements increase by 30 feet, you gain the benefits and detriments of being a
small size creature. Besides that, your natural weapons damage don't decrease in size, and your Critical
chance grows in 5%, normally going from 20 to 19/20. You have three natural weapons, one main one,
and two secondaries. You also gain +2 Natural Armor.

• Option Two: Medium Size Beast Transformation: Medium Size Beast Transformation: You turn into a
medium size beast. You gain +4 Strength and Dexterity, and +2 Constitution and Wisdom. All your
movements increase by 20 feet, you gain the benefits of being a medium size creature. Besides that,
your natural weapons damage increase by one category. You have three natural weapons, one main
one, and two secondaries. You also gain +4 Natural Armor.

• Option Three: Large Size Beast Transformation: You turn into a large size beast. You gain +4 Strength
and Constitution. All your movements increase by 10 feet, you gain the benefits and detriments of
being a large size creature. Besides that, your natural weapons damage increase by two category. Your
natural weapons critical damage increases by one time, normally going from x2 to x3. You have three
natural weapons, one main one, and two secondaries. You also gain +3 Natural Armor.

• While in this for you cannot speak normally, but you still can understand all languages you already
spoke. Animals from your sub-group can still understand you, just like any Beast-kin using this
transformation or someone using speak with animals. You cannot use armor or weapons, any
equipment you were using when you do this transformation falls to the ground, but magical
equipment, not weapons, armor or shield, will normally adapt to your new form.

Beast-kin ability list:

Choose two of the following options for your Beast-kin Apprentice abilities per level after 0 in the Beast-kin
Race Table bellow:

1 - Bestial Agility: You gain a +10-foot bonus to your movement speed. Your beast heritage enhances your
agility and swiftness.

2 - Dim-light Vision: You have low-light vision with a range of 60 feet. Your eyes are adapted to low-light
conditions, allowing you to see clearly in the low-light as was bright, and darkness as low-light.

3 - Iron Hide: Your natural armor class is increased by 1. Your skin is tougher and more resistant to damage.

4 - Venomous Bite: Your natural weapon's attacks can inflict poison damage. On a successful hit, the target
must make a Fortitude saving throw or suffer additional poison damage. The poison damage is equal to half
your racial levels (rounded down) in d6. The saving throw DC is 10 + your racial levels + your Constitution
modifier. You may use this once per round.

5 - Climbing Mastery: You gain a climbing speed equal to your movement speed. Your beast-like limbs allow you
to traverse vertical surfaces with ease.

6 - Enhanced Jump: You gain a +5 bonus to Strength (Athletics) checks made for jumping. Your powerful legs
grant you exceptional leaping ability, allowing you to cover greater distances with ease. This represents your
innate agility and strength, which enables you to perform impressive jumps and acrobatic maneuvers.

7 -Fast Metabolism: Your beast-kin physiology grants you a fast metabolism, allowing you to quickly recover
from toxins and poison. You have a 5 damage reduction to poison damage.

8 - Blindsight: You gain blindsight with a range of 10 feet. Your heightened senses allow you to perceive your
surroundings without relying on sight. Pre-requirement: Dim-light Vision

9 - Improved Blindsight: You gain blindsight with a range 30 feet. Your heightened senses allow you to perceive
your surroundings without relying on sight. Pre-requirement: Blindsight.

10 - Natural Camouflage: Your beast-kin features and natural instincts allow you to blend seamlessly with
natural environments. You have a +2 bonus to Dexterity (Stealth) checks made to hide in natural surroundings.
This represents your ability to merge with your surroundings, making it easier for you to go unnoticed and
remain hidden.

11 - Aquatic Adaptation: You gain a swimming speed equal to your movement speed. Your beast lineage
includes aquatic traits. Pre-requirement: Bestial Agility.

12 - Swift Reflexes: Your heightened animal instincts grant you exceptional reflexes. You have a +2 bonus to
Reflex saving throws. This represents your ability to react swiftly and evade danger with agility and precision.

13 - Tail Whip: When you make an attack with your primary natural weapon, you can make a subsequent attack
with your tail as a second action. The tail attack is made at a -5 penalty to hit. However, if you make a full attack
action, there is no penalty to the tail attack. The damage dealt by the tail attack is the same as your primary
natural weapon. This ability requires a Base Attack Bonus (BBA) of 5 or higher.

14 - Darkvision: Accustomed to the dark corners of the world, you have superior vision in dark and dim
conditions. You can see in dim light and darkness within 60 feet of you as if it were bright light. You can't discern
color in darkness, only shades of gray. Prerequisite: Lowlight Vision.

15 - Squeezing Expert: You can move through a space as small as half your size without penalty (spaces for
creatures of 1 sizes smaller). When squeezing through tight spaces, your movement speed is reduced by half,
but you can still take actions and make attacks with -5 penalty instead of -10 (For creatures 2 sizes smaller). You
have +5 to Escape Artist skill. Prerequisite: Swift Reflexes, Bestial Agility and 10 ranks in Escape Artist skill.

16 - Pounce: You can make a special attack at the end of a charge. If you move at least 20 feet straight toward a
creature and then make a melee attack with your natural weapon, you can make an additional natural weapon
attack against the same target as free action. Prerequisite: This ability requires a Base Attack Bonus (BBA) of 5
or higher, Enhanced Jump and Bestial Agility.
17 - Pack Tactics: When you are adjacent to an ally, you gain a +1 bonus to attack rolls. Your natural instincts
for cooperation and coordination make you more effective when fighting alongside others.

18 - Vicious Bite: Enhance the ferocity of your bite attack. When you make a successful bite attack, you can
choose to grapple the target. The target must make a Strength saving throw (DC 10 + your Strength modifier +
your racial levels) or be restrained until the grapple ends. Pre-requisite: Level 3 Beast-kin.

19 - Enhanced Endurance: Your beast-kin physiology grants you increased stamina. You gain +2 on Constitution
saving throws to resist fatigue and exhaustion.

20 - Camouflage Mastery: Your ability to blend into your surroundings reaches new heights. You gain the
Invisibility spell once per day. This effect lasts for 1 hour or until you attack, cast a spell, or take damage.
Prerequisite: Level 5, Natural Camouflage.

DWARVES:
Dwarves are a hardy and resilient race known for their expertise in craftsmanship, their strong builds, and their
enduring spirit. They have a strong connection to the earth and are renowned for their mining and stonecarving
skills. Dwarves are typically shorter than humans but possess great physical strength and durability. They are
known for their long beards, which they take great pride in.

Dwarves have a natural affinity for combat and are skilled warriors. They excel in close-quarters combat and are
proficient with a variety of weapons, including the battleaxe, warhammer, and throwing hammer. Their combat
training, coupled with their resilience, makes them formidable foes on the battlefield.

Dwarf - Level 0: Dwarven Initiate

Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

• Size: Dwarf (Medium). Dwarves are known for their stocky and robust build, typically ranging in height
from 120 to 150 centimeters (3 feet 11 inches to 4 feet 11 inches). Despite being shorter than humans
and elves, their sturdy frame and solid structure place them in the Medium size category.

• Ability Score Increase: Increase Constitution and Strength +2 and Decrease Charisma in -2.

• Dwarven Resilience: You gain resistance to poison damage, reducing it by 5. Additionally, you have a +2
bonus to saving throws against poison and resistance to alcohol intoxication. Dwarves possess inherent
resistance to toxins and poisons, including the effects of alcoholic beverages, making them more
resilient and less prone to the intoxicating effects of alcohol.

• Dwarven Combat Training: You gain proficiency with the battleaxe, warhammer, and throwing hammer.
Dwarves are skilled warriors who favor these weapons in battle.
• Stonecunning: You gain a +2 bonus to Intelligence checks related to stonework. Dwarves have a natural
affinity for stonework and architecture, allowing them to notice and understand intricate details of such
craftsmanship.

• Small legs: Due to their sturdy build and resilient nature, Dwarves have a base movement speed of 25
feet, instead of the normal of 30. While their shorter legs may limit their overall speed, they make up
for it with their durability and endurance.

Dwarf - Level 1: Dwarven Apprentice:

Hit Points (HP) per Level: 1d8 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +0

Dwarves have a Base Attack Bonus (BBA) progression of +0.5 per level. This means that for every 2 racial levels
gained, they gain a +1 bonus to their base attack bonus. Dwarfs use Divine spell list, knowing one spell per
spellcaster level.

Dwarves have a spellcaster level progression of +0.25, meaning that for every four levels they gain, they gain
one level in spellcasting. Additionally, dwarves learn their spells from the divine spellcaster list, learning one per
spellcasting level. Drawing upon the ancient wisdom and connections to the divine that are inherent to their
race. This allows them to tap into the powers of their deities and channel divine energy to cast spells and
perform miraculous feats.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

Skill Proficiency: Athletics, Corporal Might, Disarming Traps, Endurance, History, Strategy and Tactics, Job Skill,
Insight, Religion, Leadership, Use Magic Device.

• Ability Score Increase: Increase your Constitution score by 1.

• Improved Stonecunning: You gain a +5 bonus to all ability checks related to stonework, instead of the
previous +2, such as History checks involving stonework, detecting traps or secret doors in stonework,
and navigating underground environments. Dwarves possess innate knowledge and expertise in
stonework, allowing them to uncover hidden information and navigate through underground
environments more effectively.

• Dwarven Vision: You can see in complete darkness as if it were bright light for a range of 60 feet.
Dwarves possess an innate ability to pierce through the darkest of shadows, allowing them to navigate
subterranean realms and dimly lit areas with ease. Your exceptional vision in darkness is a testament to
your dwarven heritage and your affinity for the depths of the earth.

Dwarf - Level 2: Dwarven Journeyman

Hit Points (HP) per Level: 1d8 + Constitution modifier.

Mana Points (MP) per Level: +1.


Saves - Fortitude: +1 | Will: +1 | Reflex: +0

Dwarves have a Base Attack Bonus (BBA) progression of +0.5 per level. This means that for every 2 racial levels
gained, they gain a +1 bonus to their base attack bonus.

Dwarves have a spellcaster level progression of +0.25, meaning that for every four levels they gain, they gain
one level in spellcasting. Additionally, dwarves learn their spells from the divine spellcaster list, learning one per
spellcasting level.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

• Dwarven Endurance: Your endurance and resilience in the face of adversity is unmatched. You gain an
additional +2 bonus to your Constitution score. This reflects your heightened physical fortitude and
durability as a dwarf.

• Dwarven Adaptation: Your resilient nature and affinity for living in mines and forges grant you a natural
damage reduction. You have a damage reduction of 2 against all physical attacks(Slashing, Piercing and
Bludgeoning), magical or not. This reflects your sturdy build and enduring constitution, which allow you
to withstand blows with greater fortitude than most other races. Your time spent in the depths of the
earth has hardened you against physical harm, making you a formidable presence on the battlefield.

Dwarf - Level 3: Dwarven Artisan

Hit Points (HP) per Level: 1d8 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +0 | Will: +0 | Reflex: +1

Dwarves have a Base Attack Bonus (BBA) progression of +0.5 per level. This means that for every 2 racial levels
gained, they gain a +1 bonus to their base attack bonus.

Dwarves have a spellcaster level progression of +0.25, meaning that for every four levels they gain, they gain
one level in spellcasting. Additionally, dwarves learn their spells from the divine spellcaster list, learning one per
spellcasting level.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

• Resilient Body: You gain an additional +1 bonus to your Constitution score. Dwarves have a remarkable
resilience and endurance, allowing them to withstand physical hardships and recover more quickly from
injuries.

• Artisan Expertise: Choose one artisan tool in which you have proficiency, such as alchemist supplies,
smith's tools, or jeweler's tools. You gain a flat bonus of +5 to ability checks made with that artisan tool.
Dwarves have a deep connection to craftsmanship and take great pride in their artisan skills. With this
ability, you become exceptionally skilled with your chosen artisan tool, allowing you to excel in your
craft.

Dwarf - Level 4: Dwarven Maestro


Hit Points (HP) per Level: 1d8 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +0

Dwarves have a Base Attack Bonus (BBA) progression of +0.5 per level. This means that for every 2 racial levels
gained, they gain a +1 bonus to their base attack bonus.

Dwarves have a spellcaster level progression of +0.25, meaning that for every four levels they gain, they gain
one level in spellcasting. Additionally, dwarves learn their spells from the divine spellcaster list, learning one per
spellcasting level.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

• Feat: At level 4, you gain an additional feat of your choice.

• Rallying Assault: Your combat training as a dwarf has taught you to exploit the weaknesses of clustered
foes. Whenever you make an attack with a battleaxe, warhammer, or throwing hammer against a group
of three or more enemies within 5 feet of each other, you deal additional damage equal to half your
base attack bonus (BBA) rounded down. This represents your ability to strike with precision and unleash
devastating blows against tightly packed enemies.

Level 5 - Dwarven Master:

Pre-Requisite: Possess at least 10 ranks in the chosen job/skill in "Artisan Expertise." This showcases their
extensive experience and mastery in a specific area of craftsmanship.

Successfully create a magical item with a value of at least 10,000 gold pieces. This achievement demonstrates
their ability to harness arcane forces and create powerful artifacts.

Donate an old artifact, piece of art, or similar item of historical significance, worth at least 1,000 gold pieces,
to their dwarven civilization. This act symbolizes their commitment to preserving and enriching the cultural
heritage of their people.

Hit Points (HP) per Level: 1d8 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +2 | Will: +1 | Reflex: +0

Dwarves have a Base Attack Bonus (BBA) progression of +0.5 per level. This means that for every 2 racial levels
gained, they gain a +1 bonus to their base attack bonus.

Dwarves have a spellcaster level progression of +0.25, meaning that for every four levels they gain, they gain
one level in spellcasting. Additionally, dwarves learn their spells from the divine spellcaster list, learning one per
spellcasting level.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.
• Mighty Resilience: Dwarves possess exceptional physical strength and endurance. At 5th level, you gain
a +2 bonus to your Strength and Constitution scores. This reflects your innate power and fortitude,
allowing you to withstand physical challenges and deliver mighty blows in combat.

• Enhanced Resistance: Your resistance to poison damage is further heightened. Instead of a +5 bonus,
your resistance to poison damage increases to a +10 bonus, and +5 bonus to ability checks made to
resist or overcome the effects of poisons or other toxins. This exceptional resistance reflects your innate
resilience and endurance against toxic substances.

• Master Craftsman: As a master of your chosen artisan tool, you have honed your skills to perfection.
Your expertise in crafting allows you to create items with remarkable efficiency and quality. At 5th level,
when using your artisan tool, you gain the following benefits:

• Accelerated Crafting: You can craft items at twice the normal speed, reducing the time required for
completion.

• Cost Efficiency: You are able to minimize the material costs needed for crafting, reducing expenses by
25%.

• Superior Craftsmanship: The items you create receive a +2 bonus to their effectiveness or quality. This
bonus can enhance their functionality or provide additional benefits when used. you gain a +10 bonus
to ability checks made with your chosen artisan's tool at lv 3, instead of a +5. This bonus reflects your
deep understanding of the craft, allowing you to create items with incredible precision, speed, and
efficiency.

Elves:
Elves are known for their grace, agility, and mystical affinity. They possess a natural affinity for magic and excel
in areas that require finesse and precision. The Elf race offers lower hit points but compensates for it with
increased mana points and a higher number of skill points, reflecting their magical nature and their inclination
towards dexterity-based skills.

Elf Race (Level 0):Elfling

Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.

Size: Elves (Medium). Elves, are a slim, but not very tall group. On average, Elves stand between 140 and 180
centimeters (4 feet 7 inches to 5 feet 11 inches) tall. Their size falls within the Medium category, reflecting their
humanoid nature and allowing them to interact with other Medium-sized creatures comfortably.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

• Speed: Your base walking speed is 30 feet.


• Ability Scores: Increase your Dexterity score by 4 . Elves are renowned for their exceptional agility and
grace, which gives them a significant boost in Dexterity-based tasks. Decrease your Constitution score
by 2, Elves, while agile, tend to have a slightly frailer constitution compared to other races.

• Low-Light Vision: You can see in dim light as if it were bright light, allowing you to navigate effectively in
low-light conditions.

• Enhanced Perception: You have proficiency in the Perception skill no matter what classe you are
leveling up on. You gain a +2 bonus to your passive Perception score. Your keen senses enable you to
perceive details and spot hidden things more easily.

• Fey Ancestry: You have a +2 bonus on saving throws against being charmed. Additionally, you are
immune to magical sleep effects. This reflects the innate resistance that Elves have against charm
effects and their connection to the mystical realm of the Fey.

Level 1 - Elven Initiate:

Hit Points (HP) per Level: 1d4 + Constitution modifier.

Mana Points (MP) per Level: +3.

Saves - Fortitude: +0 | Will: +1 | Reflex: +0

Size: Elf (Medium). Elves have a slender and graceful physique, with heights ranging from 160 to 200
centimeters (5 feet 3 inches to 6 feet 7 inches). Their tall and slender stature gives them an elegant and
ethereal presence, fitting comfortably within the Medium size category.

Elves have a Base Attack Bonus (BBA) progression of +0.25 per level. This means that for each 4 racial level
gained, they gain a +1 bonus to their base attack bonus.

Elves have a Spellcasting level progression of +0.5 per level. This means that for each level gained, their
spellcasting level increases by +0.5. This affects the potency and effectiveness of their spells, including factors
such as spell level, spell slots, and other spellcasting mechanics. Elfs use the Arcane spell list, knowing one spell
por spellcaster level.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

Skill Proficiency: Stealth, Acrobatics, Escape Artist, Disarming Traps, Ride, Arcana, History, Medicine, Nature,
Linguistics, Strategy and Tactics, Perception, Insight, Survival, Animal Handling, Diplomacy, Deception, Use
Magic Device.
Choose your Elf subrace (High Elf, Wood Elf, or Dark Elf). Each subrace grants unique abilities and skills:

• High Elf Skill: Arcane Affinity - You gain proficiency in the Arcana skill and knows a cantrip and one first
level spell of your choice from the wizard spell list. Your connection to the arcane arts gives you a
deeper understanding of magical forces. You ignore the spellcasting level need it for this first level spell.

• Wood Elf Skill: Fleet of Foot - Your base walking speed increases by 10 feet, and you gain proficiency in
the Athletics skill. Your affinity for nature and agility grant you exceptional speed and prowess in
physical challenges.
• Dark Elf Skill: Darkvision: You possess superior vision in darkness and dim light. You can see in darkness
as if it were dim light and in dim light as if it were bright light, up to a range of 120 feet.

Level 2 -Elven Adept

Hit Points (HP) per Level: 1d4 + Constitution modifier.

Mana Points (MP) per Level: +3.

Saves - Fortitude: +0 | Will: +1 | Reflex: +0

Elves have a Base Attack Bonus (BBA) progression of +0.25 per level. This means that for each 4 racial level
gained, they gain a +1 bonus to their base attack bonus.

Elves have a Spellcasting level progression of +0.5 per level. This means that for each level gained, their
spellcasting level increases by +0.5. This affects the potency and effectiveness of their spells, including factors
such as spell level, spell slots, and other spellcasting mechanics. Elfs use the Arcane spell list, knowing one spell
por spellcaster level.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

• Elven Grace: You gain a +2 bonus to AC while wearing light or no armor, and you have +2 bonus on
Reflex saving throws against effects that would normally cause you to take half damage on a successful
save.

Level 3 - Elven Scholar

Hit Points (HP) per Level: 1d4 + Constitution modifier.

Mana Points (MP) per Level: +3.

Saves - Fortitude: +1 | Will: +0 | Reflex: +1

Elves have a Base Attack Bonus (BBA) progression of +0.25 per level. This means that for each 4 racial level
gained, they gain a +1 bonus to their base attack bonus.

Elves have a Spellcasting level progression of +0.5 per level. This means that for each level gained, their
spellcasting level increases by +0.5. This affects the potency and effectiveness of their spells, including factors
such as spell level, spell slots, and other spellcasting mechanics. Elfs use the Arcane spell list, knowing one spell
por spellcaster level.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

• Elven Agility: You gain a +5 bonus to your initiative rolls, and your movement speed increases by 10
feet. Additionally, when you take the Dash action, you move 30 extra feet more.

• Elven Grace: Your elven heritage blesses you with exceptional grace and agility. You gain a +1 bonus to
your Dexterity score. Additionally, you gain a +3 bonus to all Reflex saving throws against effects that
would impose the restrained or paralyzed conditions.
Level 4 -Elven Loremaster

Hit Points (HP) per Level: 1d4 + Constitution modifier.

Mana Points (MP) per Level: +3.

Saves - Fortitude: +0 | Will: +1 | Reflex: +0

Elves have a Base Attack Bonus (BBA) progression of +0.25 per level. This means that for each 4 racial level
gained, they gain a +1 bonus to their base attack bonus.

Elves have a Spellcasting level progression of +0.5 per level. This means that for each level gained, their
spellcasting level increases by +0.5. This affects the potency and effectiveness of their spells, including factors
such as spell level, spell slots, and other spellcasting mechanics. Elfs use the Arcane spell list, knowing one spell
por spellcaster level.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.

• Feat: Gain an additional feat of your choice.

• Elven Resilience: You have resistance to poison damage, which gives you damage reduction of 5 to
poison damage, and you have +2 on saving throws against being poisoned. Your natural resilience and
affinity for nature protect you against the harmful effects of poison.

Level 5 -Elven Arcanum

Pre-Requisite: One of their mental attributes (Intelligence, Wisdom, or Charisma) must be at least 18. This
signifies their exceptional mental prowess and innate magical potential.

Possess a spellcaster level of 10. They have attained a sufficient level of mastery in spellcasting,
demonstrating their understanding and control of arcane or divine powers.

Obtain the blessing of a fey creature or another Master Elf. This blessing signifies the character's connection
to the mystical realms and their acceptance into the esteemed ranks of the Master Elves.

Hit Points (HP) per Level: 1d4 + Constitution modifier.

Mana Points (MP) per Level: +3.

Saves - Fortitude: +1 | Will: +2 | Reflex: +1

Elves have a Base Attack Bonus (BBA) progression of +0.25 per level. This means that for each 4 racial level
gained, they gain a +1 bonus to their base attack bonus.

Elves have a Spellcasting level progression of +0.5 per level. This means that for each level gained, their
spellcasting level increases by +0.5. This affects the potency and effectiveness of their spells, including factors
such as spell level, spell slots, and other spellcasting mechanics. Elfs use the Arcane spell list, knowing one spell
por spellcaster level.

Skill Points: Gain a number of skill points equal to 4 + your Intelligence modifier.
• Mana Pool: You have a deep well of magical energy within you. You gain 10 extra mana points, which
can be used to cast spells or activate magical abilities. Furthermore, you gain access to three level 1
spells from the Arcane spell list.

If you're a High Elf, your deep connection to magic allows you to wield arcane power with extraordinary
proficiency:

• High Elf: At level 5, High Elves gain a +2 bonus to their Intelligence and Dexterity score. Their profound
dedication to arcane arts and extensive knowledge gives them exceptional intelligence and mastery
over magic.

• Arcane Mastery: You gain proficiency in one additional spellcasting focus of your choice (e.g., staff,
wand, or orb).

• Arcane Over-reach: You Learn one 3 circle spell you can cast once a day without mana cost, you ignore
the spellcasting level need it for this first level spell.

If you're a Wood Elf, your deep connection to nature and the power of the forest allows you to harness
unique abilities:

• Wood Elf: At level 5, Wood Elves gain a +2 bonus to their Dexterity and Wisdom score. Their agility,
swiftness, and attunement to the natural world make them incredibly nimble and fleet-footed.

• Arcane Archery: Once per turn, when you hit a creature with a ranged weapon attack, you can choose
to deal an additional 1d8 force damage. You also gain +2 to attack rolls with short and longbow.

• Nature's Veil: As one action, you can become invisible until the start of your next turn or until you make
an attack or cast a spell. Once you use this ability, you must finish a short or long rest before using it
again.

If you're a Dark Elf, your deep connection to the darkness and your innate abilities as a being of darkness
allow you to harness unique powers:

• Dark Elf (Drow): At level 5, Dark Elves gain a +2 bonus to their Charisma and Dexterity score. Their
enigmatic and alluring nature, combined with their innate magical abilities, make them highly
charismatic and influential.

• Dark Step: As a Dark Elf, you possess the ability to effortlessly traverse the shadows. Once per short
rest, you can use one action to magically teleport up to 120 feet to an unoccupied space you can see
that is in dim light or darkness. This shadowy step allows you to move swiftly and unpredictably,
granting you an advantage in tactical positioning and escaping dangerous situations.

• Spider's Embrace: Your affinity with spiders allows you to summon a giant spider companion to aid you
in battle. Once per long rest, you can conjure a spectral spider familiar that acts as an ally and assists
you in combat. The giant spider has its own initiative and actions, and it remains active for a duration of
1 hour or until it is dismissed or reduced to 0 hit points.
Gnomes:
Gnomes are a diminutive and lively race, known for their mischievous nature and affinity for magic. Standing
only three to four feet tall, they possess a youthful appearance that belies their age. Their hair ranges from
vibrant shades of red, orange, and yellow to more earthy tones like brown and black. Gnomes have large,
expressive eyes that sparkle with curiosity and playfulness. Their skin tones vary greatly, reflecting the diverse
natural environments they inhabit, with shades of tan, brown, and even green.

Despite their small stature, gnomes exude a sense of boundless energy and enthusiasm. They have a zest for
life and a love of exploration, always seeking new experiences and knowledge. Gnomes are renowned for their
inventiveness and ingenuity, often tinkering with intricate contraptions and magical devices. Their affinity for
illusion magic is well-known, and they take great delight in using their innate magical abilities to weave illusions
and entertain others.

Level 0: Gnomish Novice

Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.

Ability Score Adjustments: Gnomes receive a +2 bonus to Inteligence and Constitution, but their small size
makes them weaker in physical combat, resulting in a -2 penalty to Strength.

• Size: Gnomes stand between 3 and 4 feet tall and weigh around 40 to 45 pounds. Your size is Small.

• Speed: Gnomes have a base land speed of 20 feet.

• Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light, that being 60 feet.

• Weapon Familiarity: Gnomes are proficient with the gnome hooked hammer, a unique weapon
associated with their culture.

• Defensive Training: Gnomes have a natural aptitude for avoiding danger. They receive a +4 dodge
bonus to Armor Class against creatures of the giant type.

• Gnome Magic: Gnomes possess an innate connection to magic. They gain a +1 racial bonus to the save
DCs of any illusion spells they cast, and for Spellcasting level on ilusion spells.

• Automatic Languages: Gnomes can speak, read, and write Common and Gnome. The Gnome language
is known for its extensive use of consonants and intricate pronunciation.

Level 1: Gnomish Apprentice

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +1 | Will: +0 | Reflex: +1

Skill Points: 6 + Intelligence modifier


Skill Proficiency: Stealth, Disarming Traps, Concentration, Arcana, Investigation, History, Linguistics, Job Skill,
Perception, Animal Handling, Diplomacy, Deception, Use Magic Device.
Base Attack Bonus (BBA):+0.125

Spellcasting Level: +0.5 | Your spell list is Arcane.

• Gnome Traits: Gnomes have a +2 racial bonus on Listen checks and a +2 racial bonus on Craft (Alchemy)
checks. They also have a +1 racial bonus on attack rolls against kobolds and goblinoids due to their
cultural rivalry.

• Tinkerer's Aptitude: You have proficiency with artisan's tools and gain a +2 bonus to checks made with
those tools.

Level 2: Gnomish Journeyman

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +1 | Will: +0 | Reflex: +1

Skill Points: 6 + Intelligence modifier

Base Attack Bonus (BBA):+0.125

Spellcasting Level: +0.5 | Your spell list is Arcane.

• Gnome Magic: You can cast the cantrip "Prestidigitation" at will. Additionally, you can choose one 1st-
level spell from the illusion or enchantment school to learn and cast once per day for free.

• Small Stature: Your small size grants you a +1 bonus to AC and a +1 bonus to attack rolls when using
weapons that have the "light" property.

Level 3: Gnomish Artificer

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +0 | Will: +1 | Reflex: +0

Skill Points: 6 + Intelligence modifier

Base Attack Bonus (BBA):+0.125

Spellcasting Level: +0.5 | Your spell list is Arcane.

• Gnome Agility: You have a +2 racial bonus on Reflex saving throws against effects that would normally
allow you to take half damage on a successful save. This bonus reflects your innate nimbleness and
quick reflexes, allowing you to more effectively evade such hazards.
• Illusory Veil: Once per day, you can cast the spell "Disguise Self" without needing material components.

Level 4: Gnomish Savant

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +0 | Will: +0 | Reflex: +0

Skill Points: 6 + Intelligence modifier

Base Attack Bonus (BBA):+0.125

Spellcasting Level: +0.5 | Your spell list is Arcane.

• Speak with Small Beasts: You can communicate with small or smaller beasts as if you shared a language
with them.

• Feat: You gain an additional feat of your choice.

Level 5: Gnomish Elder

Prerequisites:

Gnomish Lore: To reach level 5 as a gnome, you must have a deep understanding of Gnomish culture, history,
and traditions. You have actively engaged in the study of Gnomish lore, demonstrating your commitment to
preserving and upholding the wisdom of your people. You must have at least 10 ranks in Arcana or History.

Inside Knowledge: To reach level 5 as a gnome, you must possess exceptional intellect or charismatic
presence, allowing you to delve deep into the secrets and mysteries of the world. Your keen mind or
captivating personality has propelled you to new heights of understanding and insight. You must have an
Intelligence or Charisma score of 20 or higher.

Mystical Attunement: Gnomes have a natural affinity for magic. To attain level 5, you must have developed a
deeper connection with the magical forces of the world, expanding your spellcasting abilities and harnessing
greater arcane power. You must have the ability to cast at least a 2rd circle spell.

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +1 | Will: +1 | Reflex: +2

Skill Points: 6 + Intelligence modifier

Base Attack Bonus (BBA):+0.125

Spellcasting Level: +0.5 | Your spell list is Arcane.


• Ability Score Improvement: Your gnome's natural intellect and resilience grow even stronger. You gain
a +2 bonus to your Intelligence or Charisma and Constitution scores. This increase enhances your
mental prowess and fortitude, allowing you to better excel in intellectual pursuits and endure physical
challenges.

• Gnome Cunning: You have a +5 bonus on all saving throws against illusions and are immune to magical
sleep effects.

• Fade Away: When you take damage that would reduce you to 0 hit points, you can use your reaction to
magically fade away instead. You become invisible and teleport up to 60 feet to an unoccupied space
you can see. You remain invisible until the start of your next turn or until you attack, make a damage
roll, or force someone to make a saving throw.

• Arcane Savant: Your natural affinity for magic deepens, granting you additional spellcasting levels to
your levels in Gnome. You gain the ability to cast spells as if you had an additional level of spellcasting in
a spellcasting class you have levels in, such as wizard or sorcerer. This grants you access to higher-level
spells and increases the effectiveness of your existing spells. The specific spellcasting class and the level
at which you gain this ability are chosen when you take this feat.

Herculan:
According to ancient tales, the origins of the Herculans are shrouded in mystery and awe. It is said that they are
descendants of an ancient race blessed by the gods, chosen to embody the pinnacle of physical prowess. Born
from an era when the world was young and untouched, the Herculans emerged as a race of mighty beings with
towering stature and formidable physique.

Unlike any other race, the Herculans are gifted with an innate connection to the primal forces of strength and
vitality. Their bodies are imbued with an extraordinary resilience, enabling them to endure great hardships and
emerge victorious in the most grueling battles. It is believed that this divine infusion of power granted them
unparalleled physical abilities, setting them apart from the rest of the world.

Living in close-knit tribes scattered across rugged and untamed lands, the Herculans embrace a way of life
rooted in primal instincts and survival. They are masters of the hunt, tracking their prey with unmatched skill
and bringing down mighty creatures that roam their territories. Their tribes are tightly bonded, with a strong
sense of loyalty and camaraderie among their members.

The Herculans revere physical strength above all else and view it as the ultimate measure of one's worth. They
engage in rigorous physical training from a young age, honing their bodies and sharpening their combat skills.
Their society values feats of strength and courage, with contests and challenges being an integral part of their
culture.

While the Herculans are renowned for their martial prowess, they also possess a deep connection with nature.
Many Herculans exhibit an affinity for the earth, its elements, and the creatures that inhabit it. They often seek
solitude in the wilderness, communing with the spirits of the land and drawing inspiration from the untamed
forces of nature.
Herculans have a primal, often chaotic nature, driven by their instinctual desires and passions. They relish in
physical competition and revel in the thrill of battle. Those who are weak in body or lack the courage to face
adversity are looked down upon, as the Herculans value strength and bravery above all else.

Despite their fierce and sometimes aggressive demeanor, Herculans hold a deep sense of honor and respect.
They value loyalty, honesty, and the bonds forged through shared hardships. In times of need, they stand
united, protecting their tribes and their way of life with unwavering determination.

The Herculans' presence is marked by their imposing stature, their boisterous laughter, and their resounding
war cries. They leave an indelible mark on the lands they inhabit, their footprints etched in the soil as a
testament to their strength and resilience.

In the realm of Herculans, physical might reigns supreme, and their tribes serve as bastions of power and
unyielding resilience. They navigate the untamed wilderness with unwavering confidence, ready to face any
challenge that comes their way, their towering presence a testament to the primal forces that course through
their veins.

Level 0: Herculans Novice

Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.

• Speed: Your base walking speed is 30 feet.

• Size: Herculans start off as Medium creatures, but as they progress and develop their full physical
potential, they can grow to become towering figures of immense size. Male Herculans can reach
heights ranging from 210 to 250 centimeters (6 feet 11 inches to 8 feet 2 inches), while females
typically range from 190 to 240 centimeters (6 feet 3 inches to 7 feet 10 inches). This remarkable
stature sets them apart from other races, giving them a commanding presence and making them truly
formidable beings on the battlefield.

• Ability Score Increase: Your Strength score increases by 4, but your Intelligence score decreases by 2.

• Powerful Build: Your massive size and formidable strength enable you to carry and handle weighty
loads with ease. You can carry twice as much weight as a creature of your size would normally be able
to.

• Unyielding Physique: Your powerful physique and indomitable strength make it difficult for others to
restrain or grapple you. You gain a +2 bonus to saving throws against being grappled or restrained. This
bonus reflects your ability to resist and break free from physical restraints with greater ease due to your
exceptional physicality as a Herculans.

• Natural Athlete: Regardless of the class you choose when leveling up, you have a natural aptitude for
physical prowess. You gain proficiency in the Athletics skill, reflecting your exceptional strength and
athleticism. This proficiency applies no matter what class you are leveling up in, showcasing your
inherent physical abilities as a Herculans.
• Unconventional Warfare: Herculans have a natural aptitude for utilizing improvised weapons,
showcasing their raw strength and resourcefulness in combat. You gain proficiency in using improvised
weapons, such as rocks, boulders, tree trunks, or any other large objects found in your surroundings.

Small Object: You can wield smaller objects, such as rocks or branches, with great accuracy and finesse. These
objects deal 1d4 damage. Requires a minimum Strength score of 14.

Medium Object: You can wield objects of moderate size, such as a heavy branch or a large stone, with
considerable force. These objects deal 1d10 damage. Requires a minimum Strength score of 18.

Large Object: You can heft larger objects, such as a hefty boulder or a fallen tree limb, with impressive strength.
These objects deal 2d6 damage. Requires a minimum Strength score of 22.

Level 1: Herculean Squire

Hit Points: 1d12 + Constitution modifier

Mana Points (MP): +1

Saves - Fortitude: +1 | Will: +0 | Reflex: +0

Skill Points: 2 + Intelligence modifier

Skill Proficiency: Athletics, Intimidation, Grappling, Corporal Might, Endurance, Strategy and Tactics, Job Skill,
Perception, Survival, Leadership.
Base Attack Bonus (BBA): +0.5

Spellcasting Level: +0.125 | Your spell list is Primal.

• Thrown Bolders: The range at which you can effectively throw an improvised weapon depends on your
size, strength, and proficiency with such weapons. As a Herculean or Giant, you have a base throwing
range of 30 feet (9 meters). Additionally, for each level you gain in the Herculean or Giant race, you
increase the throwing range by 5 feet (1.5 meters).

• Herculean Presence: Your sheer size, strength, and commanding presence instill fear and awe in those
around you. You have an innate ability to intimidate others, and your confidence and power make you
resilient against attempts to frighten you. You gain a +2 bonus to Charisma (Intimidation) checks,
allowing you to exert your dominance and intimidate others more effectively. Additionally, you have
advantage on saving throws against effects that would normally cause fear, thanks to your indomitable
spirit and unshakable courage.

Level 2: Herculean Warrior

Hit Points: 1d12 + Constitution modifier

Mana Points (MP): +1

Saves - Fortitude: +1 | Will: +0 | Reflex: +0


Skill Points: 2 + Intelligence modifier

Base Attack Bonus (BBA): +0.5

Spellcasting Level: +0.125 | Your spell list is Primal.

• Attribute Improvement: Your Herculean power grows even further, enhancing your physical prowess.
You gain a permanent increase of +1 to your Strength attribute. This increase represents your continued
growth and development, reflecting the relentless training and honing of your mighty physique. With
this enhancement, your already formidable strength becomes even more awe-inspiring, solidifying your
status as a true force to be reckoned with.

• Mighty Fortitude: Your powerful physique and hardened skin provide exceptional protection. You gain a
bonus of +2 to your Armor Class (AC) and fortitude saving throws. This bonus represents your superior
endurance and resistance to physical harm, making it more difficult for enemies to strike you effectively
and overpower your body.

Level 3: Herculean Champion

Hit Points: 1d12 + Constitution modifier

Mana Points (MP): +1

Saves - Fortitude: +0 | Will: +1 | Reflex: +1

Skill Points: 2 + Intelligence modifier

Base Attack Bonus (BBA): +0.5

Spellcasting Level: +0.125 | Your spell list is Primal.

• Thunderclap: As an action, you can channel your immense strength into a powerful clap of thunder.
The shockwave emanating from the impact affects creatures within a 10-foot radius of you. Each
creature of your choice must make a Constitution saving throw against a DC of 10 + your Strenght
modifier + your Herculean and Giant racial levels. On a failed save, the creature takes thunder damage
equal to your Herculean and Giant racial levels plus an additional 1d10. Additionally, the creature is
deafened for 1 minute, unable to hear clearly due to the overwhelming sound of the thunderous clap.
At the end of each of their turns, the creature can make another Constitution saving throw to end the
deafening effect. If a creature fails the initial saving throw by 5 or more, it is not only deafened but also
forcefully pushed back 10 feet by the force of the thunderclap. Mana Cost: 2.

• Brutal Leadership: The commanding presence of Herculeans extends beyond intimidation and instills a
sense of authority in their interactions with others. With their immense physical strength and towering
stature, Herculeans have a natural ability to lead and command respect. As a result, they can apply
their bonus to Intimidation checks when using the Leadership skill, allowing them to exert their
dominance and influence over others with a combination of raw power and leadership skills.

Level 4: Herculean Hero


Hit Points: 1d12 + Constitution modifier

Mana Points (MP): +1

Saves - Fortitude: +0 | Will: +0 | Reflex: +0

Skill Points: 2 + Intelligence modifier

Base Attack Bonus (BBA): +0.5

Spellcasting Level: +0.125 | Your spell list is Primal.

• Feat: You gain an additional feat of your choice.

• Herculean Resilience: Your immense physical strength grants you a bonus to resist all types of
bludgeoning, piercing, and slashing damage, whether magical or non-magical. You gain damage
reduction of 3 against such attacks, reducing the damage inflicted upon you.

Level 5: Herculean Legend

Pre-requisites:

Mighty Physique: You must have developed an exceptional physical form through rigorous training and
natural talent. Your Strength score must be at least 24, reflecting your extraordinary raw power and
unmatched physical prowess.

Veteran Warrior: You must have honed your combat skills and acquired significant combat experience. This is
reflected in your Base Attack Bonus (BBA) of at least +5, showcasing your mastery of various martial
techniques, strategic acumen, and proficiency in wielding weapons.

Veteran Warrior: You must have acquired a considerable level of combat experience and proficiency. This
prerequisite signifies your mastery of various martial techniques, your ability to strategize and adapt in
combat, and your demonstrated skill in wielding weapons and engaging in physical confrontations. You must
have at least 3 Marcial techniques from one or more classes.

Hit Points: 1d12 + Constitution modifier

Mana Points (MP): +1

Saves - Fortitude: +2 | Will: +1 | Reflex: +1

Skill Points: 2 + Intelligence modifier

Base Attack Bonus (BBA): +0.5

Spellcasting Level: +0.125 | Your spell list is Primal.

• Ability Score Increase: As you continue to grow in strength and resilience, your body undergoes further
enhancements. Your raw power and indomitable physique reach new heights. You gain a permanent
increase to your Strength and Constitution scores by 2. This increase reflects your unwavering
dedication to physical training and your innate Herculean nature. With each passing day, you become
even more formidable, able to face any challenge with unwavering might and unyielding fortitude.

• Gigantism: With your newfound Gigantism, you are now considered a Large creature. Your height
increases significantly, reaching towering proportions that are awe-inspiring to behold. This size
enhancement grants you several benefits. First, your carrying capacity is doubled, allowing you to
effortlessly lift and move objects that would be impossible for smaller beings. Second, your reach in
combat extends by an additional 5 feet, granting you greater control over the battlefield. Lastly, your
physical presence and sheer size impose disadvantage on any opponents attempting to grapple or
shove you. You can take levels in Giant type races, starting by Ogre or any other tier 2 Giant race.

• Improved Unconventional Warfare: Your proficiency with improvised weapons reaches new heights.
You have honed your skills in wielding unconventional objects as weapons, allowing you to unleash
devastating attacks with surprising efficiency. Your understanding of the physics and impact of different
objects enables you to strike with precision and force with larger objects:

• Huge Object: You possess the immense strength necessary to wield massive objects, such as a large
boulder or a sizable tree trunk. These objects deal 2d10 damage. Requires a minimum Strength score of
26.

• Gargantuan Object: Your extraordinary strength allows you to lift and swing colossal objects, such as a
massive stone pillar, wrecked cart or a small house. These objects deal 4d10 damage. Requires a
minimum Strength score of 30.

• Herculean Fury: You can activate Herculean Fury as a free action, entering a state of unparalleled
strength for 1 minute. During this time, you gain a bonus to your Strength score equal to your
Herculean or Giant level. Activating Herculean Fury requires a significant amount of energy, costing 3
mana points.

HUMAN:
This progression provides Human characters with increasing vitality and mana capacity as they advance in
levels, allowing them to endure more in combat and have a broader resource pool for spellcasting or other
magical abilities.

Level 0 - Aspiring Human:

Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.

• Size: Human (Medium). Humans typically range in height from 150 to 190 centimeters (4 feet 11 inches
to 6 feet 3 inches). They have a moderate height compared to other races, allowing them to fit well
within the standard size category for Medium creatures.

• Speed: Your base walking speed is 30 feet.


• Ability Score Increase: Increase two different ability scores of your choice by 1 each.

• Skills: Gain an additional skill point for each level you gain in your chosen class.

• Feat: Gain one additional feat of your choice.

Level 1 - Novice Human:

Hit Points (HP): Increase your hit points by rolling a 1d8 and adding your Constitution modifier.

Mana Points (MP): Increase your mana points by 1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +1

Base Attack Bonus (BAB): As a Human, your base attack bonus progresses at a rate of half your character level
(rounded down) after 0, reflecting your moderate combat training.

Humans have a Spellcasting level progression of +0.25 per level. This means that for each level gained, their
spellcasting level increases by +0.25. This affects their spellcasting abilities, such as the level of spells they can
cast, the number of spell slots they have, and other aspects related to their spellcasting progression. Humans
use Arcane spell list, knowing one spell per spellcaster level.

Skill Points: Gain a number of additional skill points equal to 4 + your Intelligence modifier.

Skill Proficiency: Job Skill, and Choose 10 others.

• Versatile Heritage: You gain a +1 bonus to two different ability scores of your choice.

• Natural Aptitude: You can choose one extra skill at level 1 that you gain proficiency in no matter what
class or race you are leveling up.

Level 2 - Apprentice Human:

Hit Points (HP): Increase your hit points by rolling a 1d8 and adding your Constitution modifier.

Mana Points (MP): Increase your mana points by 1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +1

Base Attack Bonus (BAB): As a Human, your base attack bonus progresses at a rate of half your character level
(rounded down) after 0, reflecting your moderate combat training.

Humans have a Spellcasting level progression of +0.25 per level. This means that for each level gained, their
spellcasting level increases by +0.25. This affects their spellcasting abilities, such as the level of spells they can
cast, the number of spell slots they have, and other aspects related to their spellcasting progression. Humans
use Arcane spell list, knowing one spell per spellcaster level.

Skill Points: Gain a number of additional skill points equal to 4 + your Intelligence modifier.

• Skill Expertise: Choose one skill, You gain a flat bonus of +2 to ability checks made with that skill.
• Combat Training: Gain proficiency with two additional weapon or one Exotic weapon type of your
choice.

Level 3 - Adept Human:

Hit Points (HP): Increase your hit points by rolling a 1d8 and adding your Constitution modifier.

Mana Points (MP): Increase your mana points by 1.

Saves - Fortitude: +0 | Will: +0 | Reflex: +0

Base Attack Bonus (BAB): As a Human, your base attack bonus progresses at a rate of half your character level
(rounded down) after 0, reflecting your moderate combat training.

Humans have a Spellcasting level progression of +0.25 per level. This means that for each level gained, their
spellcasting level increases by +0.25. This affects their spellcasting abilities, such as the level of spells they can
cast, the number of spell slots they have, and other aspects related to their spellcasting progression. Humans
use Arcane spell list, knowing one spell per spellcaster level.

Skill Points: Gain a number of additional skill points equal to 4 + your Intelligence modifier.

• Human Evolution: Choose two ability scores to gain +1.

• Human Resilience: You gain a flat bonus of +2 to Fortitude saving throws and +1 Reflex, and Will.

Level 4 - Expert Human:

Hit Points (HP): Increase your hit points by rolling a 1d8 and adding your Constitution modifier.

Mana Points (MP): Increase your mana points by 1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +1

Base Attack Bonus (BAB): As a Human, your base attack bonus progresses at a rate of half your character level
(rounded down) after 0, reflecting your moderate combat training.

Humans have a Spellcasting level progression of +0.25 per level. This means that for each level gained, their
spellcasting level increases by +0.25. This affects their spellcasting abilities, such as the level of spells they can
cast, the number of spell slots they have, and other aspects related to their spellcasting progression. Humans
use Arcane spell list, knowing one spell per spellcaster level.

Skill Points: Gain a number of additional skill points equal to 4 + your Intelligence modifier.

• Feat: Gain an additional feat of your choice.

• Weapon Mastery: Choose one weapon type in which you have proficiency. You gain a +2 bonus to
attack rolls made with that weapon type.

Level 5 – Patriarch/Matriarch Human:

Prerequisite:
Soul Attunement: To reach level 5 as a human, your soul must have undergone significant growth and
attunement. This inner transformation reflects your deep connection to the world and your alignment with
higher spiritual energies. Your soul's attunement must be at least 80% or higher, signifying your heightened
spiritual awareness, inner harmony, and alignment with your true self. This attunement is a measure of your
character's moral compass, resilience, and ability to make choices that align with their core values.

Versatile Training: To reach level 5 as a human, you must have undergone extensive training in various
disciplines and honed your skills to a high level of proficiency. Your versatility and adaptability set you apart
from others, allowing you to excel in multiple areas.You must have at least 10 ranks in two different skills,
showcasing your diverse expertise and mastery in different fields.

Legacy of Bloodline: To reach level 5 as a human, you must have left a lasting legacy by starting a family and
continuing your bloodline. The bond between parent and child is a powerful force that fuels your
determination and fuels your growth. As a prerequisite, you must have conceived a child and taken on the
responsibility of raising and nurturing them.

Hit Points (HP): Increase your hit points by rolling a 1d8 and adding your Constitution modifier.

Mana Points (MP): Increase your mana points by 1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +1

Base Attack Bonus (BAB): As a Human, your base attack bonus progresses at a rate of half your character level
(rounded down) after 0, reflecting your moderate combat training.

Humans have a Spellcasting level progression of +0.25 per level. This means that for each level gained, their
spellcasting level increases by +0.25. This affects their spellcasting abilities, such as the level of spells they can
cast, the number of spell slots they have, and other aspects related to their spellcasting progression. Humans
use Arcane spell list, knowing one spell per spellcaster level.

Skill Points: Gain a number of additional skill points equal to 4 + your Intelligence modifier.

• Extra Feat: Gain an additional feat of your choice.

• Ascendant Soul: Your connection to your soul transcends normal boundaries, granting you
extraordinary power. You gain a +1 bonus to all ability scores (Strength, Dexterity, Constitution,
Intelligence, Wisdom, and Charisma). Additionally, your Soul attribute increases by 5, boosting your
supernatural potential even further. This skill represents your exceptional mastery over your inner
essence and allows you to tap into unparalleled abilities and extraordinary feats.

• Leadership Presence: Your natural charisma and exceptional leadership skills inspire those around you.
When you take charge or assume a leadership role in a group or organization, you gain a +3 bonus on
persuasion and leadership skill attempts. This skill reflects your ability to rally others, influence their
decisions, and create a sense of unity and loyalty.

• Uncontrollable Human Spirit (Transformation): Harnessing the untamed power within, you can
temporarily unleash the full might of your human spirit. As a full turn action, you can activate this skill,
granting you incredible abilities for a limited time. During this transformation, you gain a +4 bonus to all
ability scores, temporary hit points equal to the total of your humanoid race levels, immunity to the
frightened or charmed conditions and a small damage reduction of 3 for the duration. However, the
transformation is unstable and lasts only for a number of rounds equal to your human level (currently
5). Mana Cost - 5.

• After the transformation ends, you suffer the consequences of the immense exertion. You gain 5 levels
of fatigue, regardless of any usual immunity to fatigue you might possess. This reflects the toll that the
intense burst of power takes on your body and mind. It is essential to exercise caution when utilizing
this skill, as the immense power it bestows comes with uncontrollable consequences and a significant
cost to your well-being.

Merrifolk:
Marrifolk are a lively and merry race of small creatures, known for their joyful and festive nature. Despite their
petite stature, they radiate a boundless enthusiasm for life and have an innate talent for finding happiness in
the simplest of things. They possess a unique ability to bring cheer and laughter to those around them, often
being the life of any gathering or celebration.

Marrifolk thrive in social environments and are known for their vibrant communities, where they come
together to share stories, music, and dance. While they have a penchant for revelry and merriment, they also
have a strong entrepreneurial spirit. Many Jubilants can be found running their own establishments, ranging
from cozy taverns to lively entertainment venues, where they showcase their knack for hospitality and creating
unforgettable experiences.

Merrifolk - Level 0 - Merrifolk Sprout

Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.

Ability Score Increase: Increase your Charisma score by 4, and strenght decrease in -2.

Size: Small. Merrifolk are typically between 70 to 110 centimeters tall. Your size is small.

Speed: Your base walking speed is 25 feet.

• Golden Coin Roll: Three times a day, you can roll two dices when you gonna make a ability check,
saving thrown or skill check.

• Joyful Nature: You have a natural talent for bringing joy and entertainment to others. You are proficient
in the Performance skill, regardless of the class you choose to level up in. Your inherent ability to
captivate and entertain others shines through in your performances.

• Festive Resilience: You have a natural resistance to psychic damage. You have a damage reduction of 5
against psychic damage. Your festive spirit and joyful demeanor provide you with mental fortitude and
resilience against psychic assaults.
Level 1 - Merrifolk Adventurer:

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +2

Saves - Fortitude: +0 | Will: +1 | Reflex: +1

Skill Points: 6 + Intelligence modifier

Skill Proficiency: Stealth, Sleight of Hand, Acrobatics, Escape Artist, Disarming Traps, Investigation, Nature, Job
Skill, Insight, Animal Handling, Diplomacy, Deception, Performance.
Base Attack Bonus (BBA): +0.25

Spellcasting Level: +0.5 | Your spell list is Arcane or Divine.

• Ability Score Increase: Increase your Charisma score by 1.

• Celebratory Charm: You have a +2 bonus to all Charisma-based skill checks, except for Intimidation.
Your joyful and charismatic nature makes you adept at connecting with others and influencing their
opinions. Whether it's charming conversation, engaging performances, or navigating social situations,
your natural charisma shines through.

Level 2 - Merrifolk Reveler:

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +2

Saves - Fortitude: +0 | Will: +0 | Reflex: +0

Skill Points: 6 + Intelligence modifier

Base Attack Bonus (BBA): +0.25

Spellcasting Level: +0.5

Ability Score Increase: Increase your Charisma score by 1.

• Dancing Finesse: You have a +2 bonus to Acrobatics checks. Your agility and nimbleness grant you
exceptional grace and precision in acrobatic maneuvers. Additionally, when wearing light or no armor,
your AC is increased by 2. Your agile movements and nimble reflexes allow you to effectively evade
attacks, especially when unencumbered by heavy armor.

Level 3 - Merrifolk Enthusiast:

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +2

Saves - Fortitude: +0 | Will: +1 | Reflex: +1


Skill Points: 6 + Intelligence modifier

Base Attack Bonus (BBA): +0.25

Spellcasting Level: +0.5

Ability Score Increase: Increase your Constitution score by 1.

• Festive Endurance: You have a +2 bonus to Fortitude saving throws. Your joyful spirit and resilient
nature enable you to endure strenuous activities with greater fortitude. Additionally, you have a +5
bonus to the Endurance skill, reflecting your ability to push yourself beyond normal limits and maintain
your stamina.

Level 4 - Merrifolk Merrymaker:

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +2

Saves - Fortitude: +1 | Will: +0 | Reflex: +0

Skill Points: 6 + Intelligence modifier

Base Attack Bonus (BBA): +0.25

Spellcasting Level: +0.5

• Feat: At level 4, you gain an additional feat of your choice.

• Harmonious Presence: Your jovial and vibrant presence exudes an aura of positivity and harmony. You
have a +2 bonus to Will saving throws to resist being charmed or frightened. Additionally, whenever
you are affected by a charm or fear effect, you can use your reaction to make a Will saving throw. On a
successful save, you are not affected by the effect, and you can choose to end it on one creature of your
choice within 30 feet of you. Once you use this ability, you cannot use it again until you finish a long
rest. Your infectious joy and inner strength allow you to resist and dispel the negative influences of
charm and fear.

Level 5 - Merrifolk Jubilant Luminary:

Hit Points: 1d6 + Constitution modifier

Mana Points (MP): +2

Saves - Fortitude: +1 | Will: +2 | Reflex: +1

Skill Points: 6 + Intelligence modifier

Base Attack Bonus (BBA): +0.25

Spellcasting Level: +0.5


• Ability Score Increase: Increase your Charisma score by 2. Additionally, increase another ability score of
your choice by 2. The inherent festive nature of the Merrifolk enhances their charisma and grants them
a wide range of talents and strengths.

• Song of Merriment: You can use your bonus action to perform a cheerful song or dance, inspiring your
allies. Each friendly creature of your choice within 30 feet of you gains temporary hit points equal to
your Charisma modifier + your Racial levels. Once you use this feature, you cannot use it again until you
finish a long rest. Your joyful performance uplifts and rejuvenates your allies, providing them with a
burst of temporary vitality and resilience.

• Fortuitous Plunder: Your innate luck and knack for finding valuable treasures lead to better loot.
Whenever you successfully search for or uncover hidden treasure, you have a 25% chance to find
additional items of two higher levels of quality. This ability reflects your extraordinary talent for
stumbling upon hidden riches and uncovering the most precious of rewards, surpassing the
expectations of typical loot findings.

• Extra Skill Points: As a Merrifolk, you gain additional skill points equal to your Charisma modifier per
level instead of Intelligence if your Charisma is higher them your Intelligence.

Monstrous Humanoids:
Monstrous humanoids are distinct from the true humanoid races. Unlike the descendants of the perfect race,
monstrous humanoids were not part of the original divine lineage. Instead, they were created by entities, dark
forces, or gods in attempts to replicate or substitute the original race or its descendants. These creations often
bear grotesque or fearsome traits and were typically designed for specific purposes—whether to serve as
warriors, servants, or creatures meant to dominate in ways the gods did not originally intend. While they
possess power, monstrous humanoids lack the true connection to the divine essence that the original race’s
descendants carry.

Draconians:
In the ancient realms of myth and legend, the Draconians are a remarkable race born from the bloodline of
dragons. These beings possess a blend of humanoid and draconic features, carrying the might and majesty of
their dragon ancestors within them. As the offspring of dragons and other creatures, they are a testament to
the intermingling of different worlds and the power of their combined lineage.

The origins of the Draconians trace back to an age long past when mighty dragons roamed the lands, exerting
their dominance and wisdom over all they surveyed. Legends tell of profound magical rituals performed by
these dragons, imbuing mortal creatures with the essence of their power. Through these rituals, the first
Draconians were born, taking on the characteristics and traits of their respective draconic ancestors.

Draconian - Level 0: Hatchling


Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.

• Size: Draconian (Medium). Draconians have a moderate height, typically ranging from 170 to 210
centimeters (5 feet 7 inches to 6 feet 11 inches). Their stature is influenced by their draconic heritage,
giving them a commanding presence and a slightly taller-than-average build. Despite their draconic
features, they fit within the Medium size category, allowing them to interact with other Medium-sized
creatures without issue.

• Speed: Draconians have a base walking speed of 30 feet. Their powerful legs and agile physique allow
them to move swiftly on land. Whether traversing rugged terrain or charging into battle, Draconians can
cover considerable distances with their quick and efficient stride.

• Ability Score Increase: Increase your Strength and Constitution score by 2, and your Dexterity score
decreases in -2. Draconians possess inherent physical strength and resilience, reflecting their draconic
lineage.

• Draconic Ancestry: Your draconic heritage strengthens, granting you significant resistance to a type of
damage associated with your draconic ancestry. Choose one damage type: acid, cold, fire, lightning, or
poison. You now have a 5 damage reduction against that chosen damage type.

• Claws: You possess sharp claws, which you can use as natural weapons. Your claws are considered light
melee weapons, and you are proficient with them. Your claws deal 1d4 slashing damage.

• Draconic Scales: Your scales provide a flat bonus to your AC. You gain a +3 bonus to your AC when you
are not wearing armor.

• Draconic Presence: Your draconic nature gives you an imposing presence, instilling fear and respect in
others. You gain a +2 bonus to Charisma (Intimidation) checks against creatures that are not dragons.

• Draconic Breath: As a Draconian, you possess a powerful breath weapon that reflects your draconic
heritage. Once per short or long rest, you can exhale destructive energy in a 15-foot cone. Each
creature within the area must make a Reflex saving throw against a DC of 10 + your Constitution
modifier + your Draconic Racial levels. On a failed save, they take 2d6 damage of a type associated with
your Draconian lineage (such as fire, cold, acid,poison or lightning). On a successful save, the damage is
halved. The damage increases by 1d6 every two levels of Draconic Racial levels you gain, starting at 3d6
at level 3, 4d6 at level 5, and so on.

• Languages: They can speak, write and read common and Draconic.

Draconian - Level 1: Drakeling

Hit Points: 1d10 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +1 | Will: +1 | Reflex: +0


Skill Points: 2 + Intelligence modifier

Skill Proficiency: Athletics, Intimidation, Grappling, Corporal Might, Stealth, Endurance, Concentration, Arcana,
Investigation, Strategy and Tactics, Perception, Survival, Diplomacy, Leadership.

Base Attack Bonus (BBA): +0.25

Spellcasting Level: +0.25 | Your spell list is Arcane or Divine.

• Draconic Soul: You have a +2 bonus to Charisma (Diplomacy) checks against creatures that are dragons.
Your draconic nature gives you an imposing presence, instilling fear and respect in others.

• Low Light Vision: You gain the ability to see in dim light as if it were bright light. This allows you to
discern shapes and colors in conditions of twilight, moonlight, or other similarly dim environments.
Your vision in dim light extends to a range of 60 feet.

Draconian - Level 2: Scalebearer

Hit Points: 1d10 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +0 | Will: +0 | Reflex: +1

Skill Points: 2 + Intelligence modifier

Base Attack Bonus (BBA): +0.25

Spellcasting Level: +0.25 | Your spell list is Arcane or Divine.

• Ability Score Improvement: At this level, you gain an increase in your Constitution score by 1. This
improvement reflects your growing physical resilience and vitality as a Draconian.

• Draconic Blind-Sense: Your draconic senses are honed to an extraordinary level, allowing you to
perceive your surroundings even in the absence of sight. You gain a blind-sense with a range of 10 feet.

Draconian - Level 3: Dragonkin

Hit Points: 1d10 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +1 | Will: +1 | Reflex: +0

Skill Points: 2 + Intelligence modifier

Base Attack Bonus (BBA): +0.25

Spellcasting Level: +0.25 | Your spell list is Arcane or Divine.


• Draconic Breath Effect: When you use Draconic Breath, you can choose to enhance it with a secondary
effect, such as causing targets to be knocked prone, Dazed, or deafened.

• Draconic Resilience: Your hit point maximum increases by 1 for each level of Draconian or Dragon racial
level you possess. This bonus adds to your maximum hit points, providing you with additional durability.
: You gain a damage reduction of 3 against non-magical bludgeoning, piercing, and slashing damage.

Draconian - Level 4: Wyrmguard

Hit Points: 1d10 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +0 | Will: +0 | Reflex: +0

Skill Points: 2 + Intelligence modifier

Base Attack Bonus (BBA): +0.25

Spellcasting Level: +0.25 | Your spell list is Arcane or Divine.

• Feat: You gain an additional feat of your choice, you may choose a Draconic Feat.

• Adaptable draconic scales: Your draconic scales have become more adaptable, allowing you to adjust
their protective properties as needed. You still gain a +3 bonus to your AC when not wearing armor.
Additionally, you can now wear armor and still benefit from your Draconic Scales, adjusting their
resilience to match the armor's protection.

Draconian - Level 5: Dragonlord

Prerequisites:

Gathering the Hoard: In order to attain the pinnacle of draconic power, the Draconic character must
accumulate a substantial hoard of wealth and treasures. This hoard represents their dedication and
commitment to the draconic heritage. To meet this pre-requisite, the character must amass a hoard with a
total value of at least 10,000 gold pieces. (This should not be part of your equipemnt, but things you keep at
your lair or house)

Blessing or Killing: As a final pre-requisite, the Draconic character must either receive a blessing from a
dragon or defeat a powerful dragon in combat. (Level 15 Dragon at least)

Hit Points: 1d10 + Constitution modifier

Mana Points (MP): +3

Saves - Fortitude: +2 | Will: +2 | Reflex: +1

Skill Points: 2 + Intelligence modifier

Base Attack Bonus (BBA): +0.25


Spellcasting Level: +0.25 | Your spell list is Arcane or Divine.

• Ability Score Increase: Your draconic essence surges within you, enhancing your physical and
charismatic attributes. You gain a +2 bonus to Strength, a +1 bonus to Constitution, and a +1 bonus to
Charisma. This improvement reflects the immense strength, endurance, and charisma that come from
embracing your draconic lineage.

• Draconic Wings: You have a pair of draconic wings that grant you a flying speed equal to your base
walking speed. You can use these wings to fly for 10 minutes times your Draconic racial level per day.

• Draconic Breath Mastery: Your Draconic Breath ability's damage increases by an additional d6, and the
cone's range extends to 30 feet.

• Improved Draconic Ancestry: As your draconic heritage further manifests, your resistance to the
chosen damage type becomes even more potent. The damage reduction granted by your Draconic
Ancestry now increases to 10 against the chosen damage type.

GOBLINS:
Goblins are small, nimble creatures known for their cunning and resourcefulness. Often found in the dark
corners of the world, they have an innate ability to see in low light and darkness, allowing them to navigate and
thrive in shadowy environments. Despite their small size, goblins are quick and agile, darting about with
surprising speed. Their natural dexterity is complemented by a mischievous streak, making them adept at
setting traps and crafting makeshift weapons.

Goblins possess an inherent resistance to poisons and diseases, reflecting their tenacity and ability to survive in
harsh conditions. Goblins prefer to avoid direct confrontation, instead relying on stealth and ambush tactics to
outwit their enemies. Their light sensitivity makes them less effective in bright light, but in the cover of
darkness, goblins become elusive and deadly adversaries. Known for their communal living and tribal
organization, goblins thrive on cooperation and adaptability, making them a persistent and unpredictable
presence in the wilds and fringes of civilization.

Origins of Goblins:

Goblins were created by Gollum, one of the Sons of Malum, the God of Corruption. Born from his own
wretched appearance, goblins mirror their creator's twisted form. However, the hobgoblins—one of the many
goblin evolutions—represent Gollum’s envy for humans and their beauty. As a result, many goblin offshoots
and evolutions take forms that mimic or distort the appearance of humanoid races, a reflection of Malum’s
envious desire to surpass them.

Level 0: Gobling

Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.

• Size: Small size.


• Ability Score Increase: +4 Dexterity, –2 Strength.

• Speed: Your base walking speed is 30 feet.

• Darkvision: Accustomed to the dark corners of the world, you have superior vision in dark and dim
conditions. You can see in dim light and darkness within 60 feet of you as if it were bright light. You
can't discern color in darkness, only shades of gray.

• Light Sensitivity: Goblins are affect in bright sunlight or within the radius of a daylight spell. They have -
2 on rolls of skill checks and attack rolls in brightful areas.

• Goblin Resistance: Goblins have developed a resistance to harmful effects. They gain a +2 racial bonus
to saving throws against poison and disease.

• Cunning Trapper: Goblins are skilled at setting traps to catch their enemies off guard. They gain a +2
racial bonus to Job (Trapper) checks and can set simple traps without needing a separate skill check.

• Racial Skills: Goblins have a +4 racial bonus on Stealth and Ride checks.

• Languages: Common and Goblin. Choose one from these Languages: Draconic, Elven, Giant, Orc.

Level 1: Goblining

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +0| Will: +0 | Reflex: +1

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.25|They use the Arcane or Primal Spellcasting list. You must choose at level 1.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

Skill Proficiency: Stealth, Sleight of Hand, Acrobatics, Escape Artist, Nature, Job Skill, Perception, Deception.

• Sneaky Trickster: Goblins have an affinity for traps and hidden devices. They gain a +2 racial bonus to
Sleight of Hand and Perception checks.

• Goblin Horde Training: Goblins have developed their combat skills through years of working together
in large groups. They are proficient with daggers and two additional simple weapons of their choice.

---------------------------------------------------

Level 2: Goblin Tribal

Hit Points (HP) per Level: 1d6 + Constitution modifier

Mana Points (MP) per Level: +1.


Saves - Fortitude: +0| Will: +1| Reflex: +1

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.25|They use the Arcane or Primal Spellcasting list.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Dark Ambusher: Goblins excel at ambushing foes in dark environments. They gain a +2 racial bonus to
attack rolls and damage when attacking in dim light or darkness.

• Light Armor Proficiency: Goblins are accustomed to moving quickly and evading danger, making them
proficient in wearing light armor. They gain proficiency with padded armor, leather armor, and studded
leather armor. This skill reflects their agility and adaptability in combat, allowing them to effectively
utilize a range of protective gear while remaining agile and mobile on the battlefield.

---------------------------------------------------

Level 3: Goblin Militian

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1| Will: +0| Reflex: +0

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.25|They use the Arcane or Primal Spellcasting list.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Nimble Agility: Goblins are naturally agile and quick, gaining a +1 bonus to their Dexterity attribute.

• Goblin Craftsmanship: Goblins have a unique talent for crafting makeshift weapons from scavenged
materials. Once per day, a goblin can create a simple weapon that they are proficient with and that
costs 10 gold pieces or less in materials. These weapons have the quality of improvised weapons but
function as regular simple weapons in terms of damage and use.

• However, due to their hasty construction, these weapons are fragile. On a natural 1 roll (critical failure)
when using such a weapon, it breaks and becomes unusable. Goblins can make these weapons quickly
in non-combat situations, reflecting their resourcefulness and ability to craft weapons from whatever
materials are at hand.

---------------------------------------------------

Level 4: Goblin Skirmisher

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +1.


Saves - Fortitude: +0| Will: +0| Reflex: +0

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.25|They use the Arcane or Primal Spellcasting list.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Feat - You gain a new Feat.

• Nimble Agility: Goblins are naturally agile and quick, gaining a +1 bonus to their Dexterity attribute.

• Goblin Agility: Goblins are quick and agile. They gain a +10-foot racial bonus to their base movement
speed.

---------------------------------------------------

Prerequisites:

Leadership Skill: You must have at least 5 ranks in the Leadership skill.

Leadership Role: To reach Goblin Level 5, you must establish a covil, claiming a territory where you lead and
strategize with your gang. This territory must be defended and maintained under your control for at least a
month, solidifying your role as a goblin boss. Additionally, you need to demonstrate authority by
commanding at least 10 goblins or creatures within your domain, proving your leadership and ensuring that
your covil is recognized and respected by others.

Level 5: Goblin Chief.

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1| Will: +1| Reflex: +1

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.25|They use the Arcane or Primal Spellcasting list.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Goblin Mischief: At the pinnacle of their growth, goblins have honed their innate knack for mischief to
an art form. Once per day, as an action, a level 5 goblin can unleash a burst of chaotic energy that
disrupts the battlefield. This ability creates an unpredictable effect, such as causing enemies to briefly
lose their bearings, altering the terrain, or creating a distracting illusion or even bring a neutral creature
from the region to help you fight your enemies for a short period of time. The exact outcome of the
goblin's mischief is determined by the GM, adding an element of surprise and uncertainty to the
encounter.
• Protective Bond (2 mana): Once per round as a free action, a goblin can instinctively use an adjacent
ally as a shield to protect themselves from harm. The ally takes the damage instead, reducing their hit
points accordingly. This ability reflects the goblin's resourcefulness in using their companions as a
means of survival.

• Choose one from:

• Warlord's Rally(3 mana): As a goblin warlord, you possess exceptional leadership skills. Once per
battle, you can use "Warlord's Rally" to inspire your goblin allies. All allies within 30 feet gain a
temporary bonus of +2 to attack rolls, damage rolls, and saving throws for a duration of 5 rounds. This
represents your ability to rally and motivate your fellow goblins to fight with increased fervor and
efficiency. Pre-requisite: 5 Ranks in Leadership skill.

• Goblin's Gambit(5 mana): - As a goblin spellcaster, you wield the chaotic forces of magic with a twist of
unpredictability. Once per day, you can invoke the "Goblin's Gambit.". When you use it, you embrace
the chaos of magic and let fate decide your spell's outcome. Roll a d6 to determine the spell level:

• 1st-level spell (Ofensive)

• 2nd-level spell (Ofensive)

• 3rd-level spell (Ofensive)

• 1st-level spell (defensive)

• 2nd-level spell (defensive)

• 3rd-level spell (defensive)

• After determining the spell level, roll a d20 to randomly select a spell from that level's spell list. The
spell's effect can be offensive or defensive, reflecting the unpredictable nature of your magic. Once
you've cast a Chaos Arcana spell, you cannot use this ability again until you've completed a long rest.
Embrace the whims of fate and harness the chaos to your advantage, oh mighty goblin spellcaster! Pre-
requisite: Spellcasting level 5.

• Crafty Inventor: Goblins have a knack for creating makeshift devices. They gain a +3 racial bonus to Job
(Alchemist) checks and can create simple alchemical items(Goblinoid level X 100 GP or less) using half
the usual cost. Pre-requisite: 5 Ranks in Job (Alchemist)

Hobgoblins:
Hobgoblins are the evolved and formidable counterparts of goblins, distinguished by their military strength and
strategic acumen. Standing taller and more robust than their goblin kin, hobgoblins exude a disciplined
demeanor that commands respect and fear on the battlefield. They are trained warriors, proficient in a wide
range of weapons and armor, moving with an agility and precision that belies their size. Their resilience is
legendary, often shaking off fear that would paralyze others and enduring long marches with an iron will.
In combat, hobgoblins excel at working together, forming tight defensive formations and executing coordinated
attacks that leave their enemies reeling. Their presence on the battlefield is a rallying point for their allies,
inspiring greater feats of bravery and strength. Hobgoblins are also known for their tactical minds, able to
assess and adapt to the flow of battle with remarkable insight. Whether leading charges, fortifying defenses, or
executing ambushes, hobgoblins embody the perfect blend of strength, strategy, and unwavering discipline,
making them a formidable force in any conflict.

Prerequisite: Must have 5 levels in Goblin.

Level 1: Hobgoblin Recruit

• Hit Points (HP) per Level: 1d8 + Constitution modifier.


• Mana Points (MP) per Level: +1.
• Saves: Fortitude: +1 | Will: +0 | Reflex: +0
• Base Attack Bonus (BBA) per Level: +0.75
• Spellcasting Level per Level: +0.25 (Arcane or Primal Spellcasting list, chosen at level 1 of Goblin).
• Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Skill Proficiency: Athletics, Intimidation, Grappling, Corporal Might, Stealth, Endurance, Strategy and
Tactics, Job Skill, Perception, Deception.
Abilities:

• Martial Training: Hobgoblins are trained for combat from a young age. They gain proficiency with three
simple and one martial weapon, as well as Brigandine Armor and Scale Mail, Chain Shirt and
Breastplate, and buckler and Standard shield.
• Attribute Improvement: Hobgoblins are Leaders in their race, military and strategically, great warriors.
They gain +4 Strength, and +2 Intelligence.

• Hobgoblin Resilience: Hobgoblins have a +2 racial bonus to saving throws against fear effects.
• Discipline: Hobgoblins are known for their discipline and coordination. They gain a +2 racial bonus to
Initiative checks and to Diplomacy checks.

• Tactical Retreat (1 mana): Hobgoblins can use a quick action to disengage from combat and move up to
half their speed without provoking attacks of opportunity.

• Size: Medium. Hobgoblins height varies from 5’11 to 7’0 tall.


Level 2: Hobgoblin Soldier

• Hit Points (HP) per Level: 1d8 + Constitution modifier.


• Mana Points (MP) per Level: +1.
• Saves: Fortitude: +0 | Will: +0 | Reflex: +0
• Base Attack Bonus (BBA) per Level: +0.75.
• Spellcasting Level per Level: +0.25 (Arcane or Primal Spellcasting list).
• Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

Abilities:

• Endurance: Hobgoblins have a +1 racial bonus to Constitution.


• Combat Reflexes: Hobgoblins can make an additional attack of opportunity each round.
Level 3: Hobgoblin Sergeant

• Hit Points (HP) per Level: 1d8 + Constitution modifier.


• Mana Points (MP) per Level: +1.
• Saves: Fortitude: +1 | Will: +1 | Reflex: +0
• Base Attack Bonus (BBA) per Level: +0.75.
• Spellcasting Level per Level: +0.25 (Arcane or Primal Spellcasting list).
• Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

Abilities:

• Tactical Advantage: Hobgoblins are adept at working together in combat. Yourself and Allies within 30
feet gain a +3 bonus to attack rolls when flanking an enemy, instead of just +2.
• Improved Darkvision: Hobgoblins can see in dim light and darkness within 90 feet as if it were bright
light.

Level 4: Hobgoblin Captain

• Hit Points (HP) per Level: 1d8 + Constitution modifier.


• Mana Points (MP) per Level: +1.
• Saves: Fortitude: +0 | Will: +1 | Reflex: +0
• Base Attack Bonus (BBA) per Level: +0.75.
• Spellcasting Level per Level: +0.25 (Arcane or Primal Spellcasting list).
• Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

Abilities:

• Overwhelming Assault(4 Mana): Hobgoblins can use a quick action to double their base movement
speed and make one additional attack during their turn.
• Armor Mastery: Hobgoblins gain proficiency with Ring Mail, Chainmail and Splint Armor.
• Enhanced Mobility: Hobgoblins have a +10-foot racial bonus to their base movement speed.
• Feat: Gain a new feat of your choice.
Prerequisite:

Combatant: To qualify for becoming a Hobgoblin, you must have at least 5 ranks in Strategy and Tactics,
showcasing your battlefield acumen. Additionally, you must be proficient with at least three martial
weapons, proving your competence in combat.

Warlord: You must establish a stronghold and command a force of at least 100 subordinates, demonstrating
your leadership capabilities and control over a sizable territory. This solidifies your status as a true Hobgoblin
warlord.

Level 5: Hobgoblin Warlord

• Hit Points (HP) per Level: 1d8 + Constitution modifier.


• Mana Points (MP) per Level: +1
• Saves: Fortitude: +1 | Will: +0 | Reflex: +0
• Base Attack Bonus (BBA) per Level: +1
• Spellcasting Level per Level: +0.5 (Arcane or Primal Spellcasting list).
• Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.
Abilities:

• Warlord's Command(5 mana): A hobgoblin warlord can use an action to rally all allies within 60 feet.
Allies gain a +5 morale bonus to attack rolls, damage rolls, and saving throws for 1 minute. This
substitutes Warlord's Rally, from goblin race. Obs: If you don’t have Warlord’s Rally, you gain
Warlord’s Rally instead of Warlord’s Command.
• Warlord's Might: Hobgoblins have a +2 racial bonus to Strength and Constitution.
• Master Strategist(1/Combat): Hobgoblins can take an additional action during their turn once per
Combat.

These abilities and features reflect the evolution of goblins into powerful and disciplined hobgoblins,
emphasizing their military prowess and leadership capabilities.

Mallonkulo:
The Mallonkulo, a race of monstrous humanoids, are characterized by their diminutive stature and agile
movements. Males typically exhibit shades of blue or green in their scaly skin, while females tend to sport hues
of pink or red. With their small, stubby feet, they navigate their surroundings with surprising quickness. One of
the most distinctive features of the Mallonkulo is their lack of necks, or at least very short ones, which gives
them a rather comical appearance. Despite this physical quirk, they are adept at adapting to various
environments and can be found in small villages scattered throughout natural landscapes. These villages are
often located in underground burrows, caves, or dense forested areas.

These opportunistic creatures have adapted to a diverse diet, consuming everything from fruits and meats to
eggs and more. While they are capable of integrating into society and performing work, Mallonkulo are known
for their inherent laziness. They have a penchant for thievery, showing little concern for ownership or the rights
of others. Despite this, they are not inherently violent and rarely resort to killing, preferring instead to engage in
harmless mischief or practical jokes. Even in instances where they may feel slighted, Mallonkulo are more likely
to play pranks on their adversaries than to seek vengeance through physical harm.

Origins of the Mallonkulo’s:


The Mallonkulo were created through the union of two opposing deities: Concordia, Goddess of Harmony, and
Chaosius, God of Chaos. Together, they forged a race that embodies the balance between good intentions and
chaotic behavior. Their creation, the Mallonkulo, are a fundamentally good-hearted race, but they are chaotic in
nature, thriving on mischief, freedom, and disorder.

To serve as their patron, Concordia and Chaosius brought forth a lesser deity, Longakolo, who is venerated by
the Mallonkulo. In contrast to the Mallonkulo’s short-necked appearance, Longakolo is depicted with the long
neck that the Mallonkulo humorously covet. This playful worship reflects their whimsical and carefree attitude
towards life and their deities.

Level 1: Mallonkulo Scavenger


Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +2.

Saves - Fortitude: +0 | Will: +1 | Reflex: +0

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.5 |They use the Primal Spellcasting list.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

Proficiencies Skills: Stealth, Sleight of Hand, Acrobatics, Escape Artist, Disarming Traps, Nature, Perception,
Survival, Deception, Use Magic Device.

• Size: Small.

• Speed: Your base walking speed is 35 feet. Even if small, they are pretty quick on their feet.

• Ability Score Increase: Increase your Strength, Dexterity, Constitution and Wisdom score by 2, and your
Intelligence score decreases in -2.

• Mallonkulo Adaptability: Mallonkulo possess a remarkable ability to adapt themselves to various


equipment sizes. Due to their tendency to steal or scavenge items, they can utilize equipment that is
one size smaller or larger than themselves without any penalties, making them versatile in their choice
of gear.

• Mallonkulo Weapon of Choice: Mallonkulo may select one simple weapon to become proficient with.
This proficiency allows them to wield the chosen simple weapon with skill and efficiency. However, they
can only be proficient with one weapon at a time, and they must wait for at least one week before
changing their weapon proficiency. Additionally, when they switch their weapon proficiency, they lose
their proficiency with the previous weapon.

• Natural Thievery: Mallonkulo possess an innate talent for thievery, with stealing and scavenging being
integral parts of their lifestyle. This natural inclination grants them a significant advantage when it
comes to stealth and sleight of hand maneuvers. They gain a +3 bonus on both Stealth checks and
Sleight of Hand checks, allowing them to move and act with remarkable stealth and dexterity.

• Natural Armor: Mallonkulo, being a reptilian race, possess natural defenses in the form of scaly skin.
Lacking mammalian traits, they rely on their reptilian features for protection. This grants them a +2
bonus to natural armor, bolstering their resilience against physical attacks. This natural armor bonus
applies even when they wear other types of armor, providing an additional layer of defense in combat
situations.

• Escape Artists: Mallonkulo possess an innate talent for evasion and survival, allowing them to
disengage from combat swiftly. As a quick action, they can disengage from melee combat without
provoking opportunity attacks, slipping away from danger with ease. Additionally, they can use the Run
action as a standard action, showcasing their mastery of fleeing when confronted with overwhelming
odds or impending defeat.

• Languages: Mallonkulo are fluent in Common, the universal language of trade and communication, as
well as their own unique tongue, known simply as Mallonkulo. This language is exclusive to their race
and reflects their distinct culture and communication style, allowing them to converse freely among
themselves and share secrets without fear of outsiders understanding.

---------------------------------------------------

Level 2: Mallonkulo Fortune-Finder

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +2.

Saves - Fortitude: + | Will: +1 | Reflex: +1

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.5 |They use the Primal Spellcasting list.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Ability Score Increase: Increase one of your attributes by one.

• Mallonkulo Fortune: When scavenging for treasure, Mallonkulo possess a unique knack for uncovering
valuable loot. When rolling for loot or searching for hidden items, they can reroll the result and choose
the better outcome. This innate luck makes them adept at finding and acquiring valuable items,
enhancing their reputation as skilled scavengers and opportunistic hunters of treasure.

---------------------------------------------------

Level 3: Mallonkulo Combatant

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +2.

Saves - Fortitude: +1 | Will: + | Reflex: +1

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.5 |They use the Primal Spellcasting list.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Mallonkulo Martial Weapon of Choice: Mallonkulo may select one simple weapon to become
proficient with. This proficiency allows them to wield the chosen weapon with skill and efficiency.
However, they can only be proficient with one simple or martial weapon at a time, and they must wait
for at least one week before changing their weapon proficiency. Additionally, when they switch their
weapon proficiency, they lose their proficiency with the previous weapon. This substitute Mallonkulo
Weapon of Choice.

• Mallonkulo Armor Adaptability: Mallonkulo exhibit a unique adaptability even in their choice of armor.
Due to their opportunistic nature, they can effectively wear armor that is one size smaller or larger than
their own size without suffering any penalties. This allows them to make use of whatever armor they
manage to acquire through thievery or scavenging, enhancing their flexibility and survivability in
various combat situations.

---------------------------------------------------

Level 4: Mallonkulo Naturalist

Hit Points (HP) per Level: 1d6 + Constitution modifier.

Mana Points (MP) per Level: +2.

Saves - Fortitude: +0 | Will: +1 | Reflex: +0

Base Attack Bonus (BBA) per Level: +0.5

Spellcasting Level per Level: +0.5 |They use the Primal Spellcasting list.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Ability Score Increase: Increase one of your attributes by one.

• Feat: You gain a feat.

• Nature's Call: Mallonkulo are deeply attuned to the natural world, drawing upon its energies to
enhance their abilities. As a manifestation of this connection, they gain access to primal magic, allowing
them to harness the forces of nature to their advantage. Mallonkulo can cast two spells from the tier 0
and two spells from the tier 1 of the Primal spellcasting list, Wisdom is their spellcasting modifier for
this spells. This affinity with nature not only enriches their spellcasting prowess but also strengthens
their bond with the wilderness, enabling them to thrive in natural environments.

---------------------------------------------------

Prerequisite:

Great Thief: To reach Mallonkulo level 5, you must have successfully stolen at least 5 items, each worth a
minimum of 100 gold, proving your skills as a master thief.

Sneak Bastard: You must possess 5 ranks in Stealth and Sleight of Hand, demonstrating your expertise in
moving undetected and executing cunning maneuvers.

Level 5: Mallonkulo Theif

Hit Points (HP) per Level: 1d6 + Constitution modifier.


Mana Points (MP) per Level: +2.

Saves - Fortitude: +1 | Will: +1 | Reflex: +1

Base Attack Bonus (BBA) per Level: +1

Spellcasting Level per Level: +1 |They use the Primal Spellcasting list.

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Ability Score Increase: Increase four of your attributes by one and one by two. Mallonkulos are really
the great generalists of the monstrous humanoids, able to be good at anything they want.

• Mallonkulo Exotic Weapon of Choice: Mallonkulo may select one simple weapon to become proficient
with. This proficiency allows them to wield the chosen weapon with skill and efficiency. However, they
can only be proficient with one simple, martial or exotic weapon at a time, and they must wait for at
least one week before changing their weapon proficiency. Additionally, when they switch their weapon
proficiency, they lose their proficiency with the previous weapon. This substitute Mallonkulo Martial
Weapon of Choice.

• Stealing In Plain Sight: Mallonkulo possess an unparalleled skill in thievery, capable of swiping items
from unsuspecting targets with astonishing precision. As a slow action, they can attempt to steal one
item that a target is not holding or wearing, such as potions or small objects stored in bags even during
combat. The target must make a Reflex saving throw (DC 10 + half the Mallonkulo's Sleight of Hand
bonus + Dexterity modifier) to resist the theft. If successful, the Mallonkulo acquires the desired item
discreetly. However, if the target succeeds in the saving throw, they are immune to further attempts for
the next 10 minutes.

• Magical Predisposition: Mallonkulo possess an inherent affinity for magic, enabling them to bypass
certain racial or class prerequisites when using magical items. They may ignore any tier 3 or lower
restrictions, demonstrating their adeptness in circumventing such limitations akin to skilled thieves.
Additionally, Mallonkulo gain a +5 bonus to use magical device, showcasing their natural aptitude for
manipulating magical energies to their advantage. This unique trait underscores the Mallonkulo's
innate ability to interact with and harness magical artifacts with finesse and expertise.

Orcs:
Though Orcs are often depicted as savage and monstrous, their culture values strength, loyalty to their tribe,
and perseverance. The Orcish drive for conquest is as much about survival as it is about power, with the strong
leading and the weak serving. Orcs are natural-born warriors, their society structured around combat prowess,
and they thrive in the chaos of battle. Their gods push them to dominate, conquer, and subjugate, and they
believe it is their destiny to rule over all lesser beings.

In many ways, the Orcs' creation as a mirror image of the Herculeans represents the duality of strength—where
the Herculeans represent controlled power used for noble purposes, the Orcs represent untamed strength
wielded in pursuit of domination and conquest. This rivalry between the two races continues to fuel their long-
standing enmity, with each side seeing the other as the greatest challenge to their supremacy.

Origins of Orc’s:

Orcs are beings born from the raw essence of war, force, and conquest, created by Ork, one of the Sons of
Dominus, the God of Enthrallment. Ork, a god of War and Conquest, sought to create a race that would embody
his ideals of strength and dominance. Inspired by the Herculeans, a race known for their incredible power and
noble might, Ork twisted their image, crafting the Orcs as a corrupted reflection of the Herculeans.

Where Herculeans represent heroic strength and disciplined power, Orcs are the embodiment of brutal,
unrelenting force. Orcs are massive in size, towering over most humanoids, their muscle-bound frames built for
battle. They form great hordes, their society centered around warfare, raiding, and conquest, constantly
seeking to expand their influence and prove their dominance. Orcs see the Herculeans as their greatest rivals, a
race that they must surpass and crush to prove their superiority in the world.

Level 0:

Hit Points (HP): Start with a base number of hit points determined by your class choice.

Mana Points (MP): Start with a base number of mana points determined by your class choice.

Age: Orcs reach maturity at about age 14 and can live up to 75 years.

Alignment: Orcs tend to lean toward chaotic and/or Evil alignments, valuing freedom and individualism. Y
ou must be Chaotic, Evil or both.

• Size: Orcs are taller and bulkier than humans, typically standing between 6 and 7 feet tall. Your size is
Medium.

• Speed: Your base walking speed is 30 feet.

• Ability Score Increase: Strength +4, Con +2, Intelligence and wisdom -2

• Ferocious Warrior: You gain proficiency with battleaxes, greataxes, and Javelins.

• Illiterate: Orcs are not known for their scholarly pursuits. They cannot read or write unless their
Intelligence is 13 or lower, which is different from the average threshold of 10.

• Survival Instincts: Your innate connection to your environment grants you a heightened sense of
awareness. You gain advantage on Constitution saving throws to resist the effects of consuming spoiled
or tainted food. Additionally, you have a +3 bonus on saving throws against exhaustion.

• Intimidating Presence: You gain proficiency in the Intimidation skill. You have gain +2 on Intimidation
checks.
• Aggressive: When you can move up to your speed toward an enemy of your choice that you can see or
hear you gain extra 10 feet in your walking speed. You gain those bonus in more them one action of you
dash or run.

• Languages: You can speak, read, and write Common and Orcish.

Level 1: Orc Brawler

Hit Points (HP) per Level: 1d10 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1 | Will: +0 | Reflex: +0

Base Attack Bonus (BBA) per Level: +0.75

Spellcasting Level per Level: +0

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

Skill Proficiency: Athletics, Intimidation, Grappling, Corporal Might, Ride, Endurance, Perception, Survival,
Animal Handling, Performance, Leadership.

• Savage Fury: Once per battle, when you hit with a melee attack, you can roll an additional damage die
and add it to the damage dealt.

• Light Armor Proficiency: Orc are accustomed to moving quickly, making them proficient in wearing light
armor. They gain proficiency with padded armor, leather armor, and studded leather armor. This skill
reflects their agility and adaptability in combat, allowing them to effectively utilize a range of protective
gear while remaining agile and mobile on the battlefield.

---------------------------------------------------

Level 2: Orc Marauder

Hit Points (HP) per Level: 1d10 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +0 | Will: +0 | Reflex: +0

Base Attack Bonus (BBA) per Level: +0.75

Spellcasting Level per Level: +0

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Battle Roar(2 Mana): As a quick action, you can let out a fearsome roar. Enemies within 10 feet that can
hear you must succeed on a Will saving Dc (10 + Charisma or Strenght Modifier + Your Orcish Racial
Level) throw or be frightened for 1 round.
• Strength Boost: At 2nd level, your orcish heritage becomes more pronounced, further enhancing your
physical prowess. Your Strength score increases by 1.

---------------------------------------------------

Level 3:Orc Warrior

Hit Points (HP) per Level: 1d10 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1 | Will: +0 | Reflex: +1

Base Attack Bonus (BBA) per Level: +0.75

Spellcasting Level per Level: +0

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Tribal Tattoos: You have intricate tattoos that grant you protection. You gain +1 bonus to your Armor
Class.

• Resilient Fortitude: You have +2 bonus on saving throws against poison and disease.

---------------------------------------------------

Level 4: Orc Night Hunter

Hit Points (HP) per Level: 1d10 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +0 | Will: +0 | Reflex: +1

Base Attack Bonus (BBA) per Level: +0.75

Spellcasting Level per Level: +0

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Feat - You gain one new feat.

• Strength Boost: At 4th level, your orc lineage continues to strengthen. Your Strength score increases by
1 again.

• Night Hunter: Your orcish heritage grants you exceptional night vision. Your darkvision now extends to a
range of 120 feet, allowing you to see in dim light and darkness with incredible clarity.

---------------------------------------------------

Prerequisite:
Bloodied Warrior: You must have slain at least 10 combatants in a single battle, proving your ferocity and
dominance on the battlefield.

Trophy of Conquest: You must claim a significant trophy to showcase your victory. This could be the head of a
knight or monster, capturing a noble lady or princess as your concubine, or obtaining an item of great value
that symbolizes your triumph and strength.

Level 5: Orc Chieftain

Hit Points (HP) per Level: 1d10 + Constitution modifier.

Mana Points (MP) per Level: +1.

Saves - Fortitude: +1 | Will: +1 | Reflex: +1

Base Attack Bonus (BBA) per Level: +1

Spellcasting Level per Level: +0

Skill Points: Gain a number of additional skill points equal to 2 + your Intelligence modifier.

• Orcish Brute: At their final level (level 5), orcs unlock their true potential as fearsome warriors. They
gain a permanent increase of +2 to both Strength and Constitution, further enhancing their physical
prowess and endurance. This final level ability, "Orcish Brute," solidifies their reputation as relentless
and mighty combatants.

• Bloodlust: When you reduce a creature to 0 hit points, you can use your reaction to immediately move
up to your movement speed and make a single melee attack against another creature.

• Furious Strikes: When you make a critical hit with a melee weapon, you deal additional damage equal
to your Strength modifier.

• Feral Might (Quick Action, Once a Day): Orcs possess a primal strength and ferocity that sets them
apart. By channeling their inner savagery, they can temporarily enhance their physical attributes and
become formidable warriors on the battlefield.

Activation: Quick Action

Duration: 5 rounds (equal to your Orcish level)

Effects:

Gain 5 damage reduction to slashing, bludgeoning, and piercing damage.

Gain a +4 bonus to Strength and Constitution.

Add your Constitution score and Orc level together to gain temporary hit points.

Cost: 5 mana

Usage: Once a day


EXCENSE POINTS (EXP)
In this universe, Experience, or EXP, is not merely a mechanical measure of power, but rather a tangible and
physical entity that exists within the fabric of the universe. Similar to other forms of material substance such as
soul, mind, body, energy, or gravity, Experience is a fundamental aspect of existence that plays a crucial role in
shaping the world and its inhabitants. The name for EXP in universe, is called Excense.

Excense is a manifestation of the knowledge, wisdom, skills, and personal growth acquired by individuals as
they navigate their journey through life. It represents the accumulation of learning, challenges overcome, and
achievements attained by sentient beings across the cosmos. Just as matter and energy interact to influence the
physical universe, Excense interacts with the metaphysical and spiritual aspects of existence, shaping the
destiny and evolution of sentient beings.

Excense can be harnessed, manipulated, and transferred through various means, much like other forms of
material substance. It can empower individuals, enhance their abilities, and unlock new potentials within them.
However, the acquisition and utilization of Excense are not without consequences, as it carries with it the
weight of experiences gained and lessons learned along the way.

In this universe, Excense is revered as a precious and invaluable resource, sought after by adventurers, scholars,
and seekers of enlightenment alike. It is a force that drives individuals to embark on epic quests, undertake
daring adventures, and pursue personal growth and self-discovery. Ultimately, Essence represents the essence
of existence itself, serving as a testament to the journey of life and the limitless possibilities that await those
who dare to explore its depths.

In this system, Excense Points (XP) is a tangible and noticeable aspect of character progression. It is earned
through physical accomplishments and significant actions that shape the character's journey. The acquisition of
XP is not solely tied to combat but extends to a wide range of physical endeavors and feats. Here are some
examples of how XP can be obtained in this system:

In this Roleplaying system, there are various methods by which characters can earn XP:

Vanquishing Enemies: Defeating monsters, hostile creatures, or dangerous adversaries in combat grants XP. The
more formidable or challenging the opponent, the greater the XP reward. Each successful defeat brings the
character closer to the next level.

Discovering Secrets: Uncovering hidden knowledge, solving puzzles, deciphering ancient scripts, or unveiling
the mysteries of the world grants XP. This encourages exploration and curiosity as characters delve into
forgotten ruins, unravel enigmatic prophecies, or decode arcane texts.

Accomplishing Quests: Completing quests, missions, or tasks assigned by individuals or organizations rewards
XP. These quests may involve retrieving artifacts, rescuing captives, eliminating threats, or resolving conflicts.
Each successful quest showcases the character's prowess and contributes to their growth.

Mastering Skills: Demonstrating proficiency in various skills or trades grants XP. Characters who excel in
combat, diplomacy, stealth, or other specialized abilities earn XP through their exceptional use of these skills.
The more a character hones their talents and expands their repertoire, the more XP they gain.
Leveling UP:
Feeble Existence: These creatures can consume up to 1,000 XP per month of training. The minimum training
duration for leveling up is 1 month, even if they have the capacity to consume more XP.

Average Creatures: These creatures can consume up to 5,000 XP per month of training. Similar to feeble
existence creatures, the minimum training duration for leveling up is 1 month.

Proficient Creatures: Proficient creatures can consume up to 20,000 XP per month of training. Again, the
minimum training duration is 1 month.

Standard Creatures: Proficient creatures can consume up to 50,000 XP per month of training. Again, the
minimum training duration is 1 month.

Advanced Creatures: Advanced creatures can consume up to 75,000 XP per month of training. Like the other
creature types, the minimum training duration for leveling up is 1 month.

Epic Creatures: Epic creatures have the capacity to consume up to 100,000 XP per month of training. The
minimum training duration remains 1 month.

Godly Creatures: These powerful beings can consume up to 250,000 XP per month of training. As with other
creature types, the minimum training duration for leveling up is 1 month.

Divine Training:

Any level up after reaching level 50 requires Divine Training, representing the significant increase in power and
mastery that comes with advancing beyond this point. Normally, level ups beyond level 50 would take much
more time to achieve due to the complexity and magnitude of the training required. However, the limitation of
1 month for training duration is waived for Divine Training.

XP Consumption: The XP consumption for Divine Training is reduced by 10 compared to the standard rates. This
reduction in XP consumption reflects the character's heightened proficiency and efficiency in their training
regimen.

Flexible Training Duration: With the limitation of 1 month for training duration lifted, characters undergoing
Divine Training can progress through multiple levels in a single training period if they special methods of XP
consumption. This flexibility allows for more accelerated advancement for characters undergoing Divine
Training.

Level XP Required to Level up from:


Level 0: 1
Level 1: 3,000
Level 2: 9,000
Level 3: 27,000
Level 4: 50,000
Level 5: 70,000
Level 6: 95,000
Level 7: 125,000
Level 8: 160,000
Level 9: 195,000
Level 10: 240,000
Level 11: 290,000
Level 12: 350,000
Level 13: 430,000
Level 14: 500,000
Level 15: 580,000
Level 16: 660,000
Level 17: 750,000
Level 18: 850,000
Level 19: 965,000
Level 20: 1,000,000
Level 21: 1,100,000
Level 22: 1,210,000
Level 23: 1,330,000
Level 24: 1,470,000
Level 25: 1,600,500
Level 26: 1,750,500
Level 27: 1,900,000
Level 28: 2,100,000
Level 29: 2,300,000
Level 30: 2,600,000
Level 31: 2,900,000
Level 32: 3,225,000
Level 33: 3,550,000
Level 34: 3,900,000
Level 35: 4,300,000
Level 36: 4,700,000
Level 37: 5,100,000
Level 38: 5,550,000
Level 39: 6,000,000
Level 40: 6,500,000
Level 41: 7,000,000
Level 42: 7,500,000
Level 43: 8,000,000
Level 44: 8,500,000
Level 45: 9,100,000
Level 46: 9,700,000
Level 47: 10,300,000
Level 48: 11,000,000
Level 49: 11,700,000
Level 50: 12,000,000

AGING SYSTEM:
Age is something that affects your existence in more than one way, adventures take time, and evolving too.
That means that most adventurers will be way older with years of experience before they reach higher levels of
power, much times needing to deal with the consequences of aging. Children aren’t the best on the battlefield,
and neither are the elderly...but everyone in between are fair game!

Deciding this will define your character in more than just power, will define your existence as a person, and how
much time you still have left to live. Undead’s and some special creatures like constructs don’t use this system.
Others like Dragon do have the advantages, but can ignore disadvantageous parts of aging. Some other
creatures don’t follow these rules, or will just ignore it, like divine beings or four dimensional abominations.

You must mark in your “Level of Existence” or LOE what type of age you are, or you maybe as well leave blank, if
you are a Young adult, as that the “Standard” start for a player character, but must be clear that Teen or Adults
are not that uncommon too.

Infant:
Description: Characters in this stage are very young, requiring constant care and supervision. In a Human
normally are from ages 0 to 4 as example.

Traits: Limited mobility, inability to communicate effectively, vulnerability. -8 in all Attributes, except charisma,
which has +4 bonus instead. 100% vulnerable to all damage. Has 300% XP gain instead of the normal 100%. You
are considered two sizes smaller than your actual race. Your base movement is only 5 feet per action, you
cannot talk, or at least cannot talk properly depending on your age.

Child:
Description: Characters in this stage are young, but already can walk, shit and eat by themselves normally. In a
Human normally are from ages 5 to 12 as example.

Traits: -4 in all Attributes, except charisma, which has +2 bonus instead. 50% vulnerable to all damage. Has
200% XP gain instead of the normal 100%. You are considered one size smaller than your actual race.

Adolescent/Teen:
Description: Characters in this stage are in the process of maturing physically and emotionally. Normally they
are already treat as adult in medieval society for most cases, and have to work, and even participate in wars if
called. In a Human normally are from ages 13 to 17 as example.

Traits: Developing skills, seeking independence, emotional variability. -2 in all Attributes. Has 150% XP gain
instead of the normal 100%.
Young Adult:
Description: Characters in this stage are fully physically mature but may still be finding their place in the world.
Most adventurers leave their homes villages are this age, those that stay normally already are starting families,
most people are already doing all they will for the rest of their life's. In a Human normally are from ages 18 to
29 as example.

Traits: Pursuing education or training, establishing relationships, exploring career paths. No bonus or penalties.

Adult:
Description: Characters in this stage have reached full maturity and are typically active in their chosen pursuits.
Normally people already experienced in life, they already learn much about life, but still are young enough for
keep up in adventurers. In a Human normally are from ages 30 to 45 as example.

Traits: Well-established skills, career-focused, potentially raising a family. Your starting modifier on Skills at level
one is one time higher, from (X4 to X5 in case of standard Existence), and you gain +1 Feat or Trait. Sadly, the
age is starting to get to you, you only gain 90% of the XP, instead of 100%.

Middle-Aged:
Description: Characters in this stage are in the midpoint of their lives, possibly facing new challenges. Is very
rare for people on this age to start adventuring, or keep adventuring, most adventurers at this age normally
stop adventuring, and those that start in this age normally have a great tragedy in their life for that to happen.
In a Human normally are from ages 45 to 59 as example.

Traits: Balancing career and personal life, possibly mentoring younger individuals. Your starting modifier on
Skills at level one is one time higher, from (X4 to X5 in case of standard Existence), and you gain +2 Feat or Trait.
Sadly, the age is starting to get to you, you only gain 75% of the XP, instead of 100%. You also has a penalty of -2
on Strength, Dexterity and Constitution.

Elderly:
Description: Characters in this stage have reached an advanced age, and physical abilities may decline. Normally
you never will find a player character starting at this age, unless for a curse or something similar, but you will
find people like this. Even more powerful people from older generations still live, and in cases of magical users
are sometimes even more powerful than when they were once youngful. In a Human normally are from ages 60
until death as example.

Traits: Wisdom, life experience, potential physical limitations. Your starting modifier on Skills at level one is two
time higher, from (X4 to X6 in case of standard Existence), and you gain +3 Feat or Trait. Sadly, the age is starting
to get to you, you only gain 50% of the XP, instead of 100%. You also has a penalty of -4 on Strength, Dexterity
and Constitution, and a bonus of +2 in Intelligence, Wisdom and Charisma.

Inferior Classes:
These are classes normally used by creatures of existence Feeble, Average or Proficient. Normal jobs and ways
of life for the most people in the world, maybe not was glorious as classes of higher ranks, but very important
for the works of the universe. Hey, maybe even some special combinations need these “weakling” classes, so
never forget about them.

Alchemist:
Masters of the art of transmutation, alchemists wield the power of chemicals and elixirs to alter reality itself.
Through a combination of scientific knowledge and magical prowess, they brew potions, concoct explosives,
and unleash devastating effects upon their foes. With boundless creativity and ingenuity, alchemists shape the
world around them, turning base materials into potent brews and unlocking the secrets of life and
transformation.

Prerequisite to start taking levels in this class: 13 Intelligence.

Alchemist (Base Class):


Hit Points: 1d6 +Constitution Modifier per level
Mana: +3 per level
Base Attack Bonus (BBA): +0.25 per level
Spellcasting Level: +0.75 per level
Saving Throw: +1 Reflex and Fortitude every three levels (3th)
Saving Throw: +1 Will every two levels (2nd, 4th)
Skill Points: +6 Intelligence modifier per level
Skill Proficiency: Sleight of Hand, Concentration, Arcane, Investigation, Medicine, Nature, Job Skill, Perception,
Insight, Survival, Animal Handling, Use Magic Device.

Proficiency:
Armor: Padded Armor, Leather armor.
Spellcasting focus: Choose One Arcane or Primal (Your decision decides the type of magic you will use.)
Weapons: Dagger, and two other simple weapons.
Spellcasting Attribute: Intelligence
---------------------------------------------------------------------------------------------------------
Level 1: +2 Tier 0 Spells, Proficiency, Alchemist Power, Alchemical Expertise.
Level 2: +1 Spell, +1 Attribute improvement.
Level 3: +1 Spell, Alchemist Power, +1 Attribute improvement, Alchemical Lore.
Level 4: +1 Spell, Feat, +1 Attribute improvement.
Level 5: +2 Spell, Alchemist Power, Arcane Elixir Mastery.

Alchemical Lore: Through years of study and experimentation, you have accumulated a vast repertoire of
potion recipes. Your keen intellect allows you to grasp the intricate details of alchemical formulas, enabling you
to create a variety of potions with ease. At the start of your journey as an alchemist, you are already familiar
with a number of potion recipes equal to your Intelligence modifier, and you gain an extra number of recepies
equal your Alchemist level. Additionally, your travels and encounters may lead you to uncover new and exotic
potion recipes, expanding your knowledge even further.

Alchemical Expertise: Alchemists are renowned for their profound understanding of the natural world and the
mystical properties of substances. With a keen eye for detail and a deep knowledge of chemistry, they harness
the elements to create transformative concoctions and potent elixirs. Every brew they craft is a testament to
their skill and insight, blending scientific principles with arcane wisdom. You may use add your Intelligence and
Dexterity to your Job (Alchemy) skill rolls, and add your Alchemist level as a bonus to your skill roll.

Arcane Elixir Mastery: As an adept alchemist, you possess the unique skill to infuse your potions with magical
potency. Through your mastery of alchemy and arcane lore, you can imbue your concoctions with enhanced
effects, elevating them to the realm of magical elixirs. Your potions become imbued with arcane energy,
increasing their potency and effectiveness. Additionally, the DC of saving throws against your potions is
increased by your Alchemist level, reflecting the heightened magical nature of your creations.

Class Powers:

You may choose one of these for every time you get the Class Power leveling up in this class. You may choose an
additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Class can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Extra Arcane or Primal Magical Knowledge: You have an innate affinity for magic and gain the ability to learn
and cast three additional Arcane or Primal tier 0 spells, depending on your Spellcasting focus choice. These
spells can be chosen from the Arcane or Primal spell list, and you can cast them using your spellcasting ability
modifier.

Chemical Resistance: Alchemists, with their deep understanding of toxins and venom's, have developed a
natural resistance to their harmful effects. Through years of experimentation with deadly substances, they have
honed their bodies to resist the ravages of poison. You gain RD to Poison damage equal to your Alchemist level.

Chemical Transfiguration (1 Mana): Through their mastery of chemical principles, some alchemists can
transmute objects into different forms or substances. This ability permits you to change an ingredient into
another similar as a quick action, turning something like wine into grape fruit and/or pure alcohol. You can only
do this to small objects or smaller. Prerequisite: Alchemist lv 5

Ancient Alchemist Knowledge: Unlock the secrets of ancient Chemical techniques passed down through
generations, granting you access to lost or forgotten methods that yield extraordinary results. You can use your
Alchemist skill job for identifying materials and plants, and if they are useful and what properties they have.

Alchemy Splash: Alchemists harness the volatile properties of their potions, transforming them into potent
projectiles capable of affecting targets from a distance. With precise aim and careful calculation, they can hurl
their concoctions with deadly accuracy. You gain the ability to throw potions at targets within 30 feet, either as
a ranged attack or by passing them to allies with a DC 10 attack roll. This allows you to affect targets with your
potions without the need for direct consumption.

Splash Area: Alchemists expand the reach of their potions, unleashing a burst of chemical energy that affects
multiple targets within a designated area. With careful calibration and precise timing, they can saturate a 5x5-
foot zone with the potent effects of their elixirs. This ability allows you to target up to four creatures within the
area, affecting them all with the potion's effects simultaneously. Whether healing allies or hindering enemies,
the widespread impact of your elixirs can turn the tide of battle in your favor. Targets still may try to resist
effect, potions that only deal damage, like “Alchemist fire” instead have Reflex save equal to DC (10 + Your
Alchemist Level + Your Intelligence modifier). Prerequisite: Alchemist lv 5

Beggar:
Beggars are those who live on the fringes of society, relying on the compassion and generosity of others to
survive. They are often overlooked, yet possess a unique set of skills that come from their resourceful and
street-smart nature. Beggar class characters are masters of survival in harsh conditions, using their wit, charm,
and cunning to navigate through the challenges of life. While their abilities may not be impressive in traditional
combat, their adaptability and unorthodox skills can make them unexpectedly formidable in the right
circumstances. Beggars have a knack for finding opportunity in adversity, turning their humble existence into a
journey of unexpected adventures.

Prerequisite to start taking levels in this class: Not having any ranks in Job Skill or Levels in Job Related
Classes.

Beggar (Base Class):


Hit Points: 1d4 +Constitution Modifier per level
Mana: +2 per level
Base Attack Bonus (BBA): +0.5 per level
Spellcasting Level: +0.25 per level
Saving Throw: +1 Reflex and Will every three levels (3th)
Saving Throw: +1 Fortitude every two levels (2nd, 4th)
Skill Points: +6 Intelligence modifier per level
Skill Proficiency: Intimidation, Grappling, Stealth, Sleight of Hand, Acrobatics, Escape Artist, Endurance,
Perception, Insight, Survival, Animal Handling, Intimidation, Deception, Performance, Leadership.

Proficiency:
Armor: None
Spellcasting focus: One of your Choice
Weapons: Club and Dagger.
Spellcasting Attribute: Charisma.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Beggar Power.
Level 2: Beggar Power.
Level 3: Beggar Power, Beggar's Appeal, +1 Attribute Improvement.
Level 4: Feat, Beggar Power.
Level 5: Beggar Power, Beggar Power, Beggar's Hustle.

Beggar's Appeal: Beggars have a special knack for appealing to the sympathy and generosity of others. They can
make a Begging check (Diplomacy) and adding their Beggar level as extra bonus to ask for help, money, or
assistance from NPCs they encounter. The DC for the Begging check is 5 + character's level + Charisma modifier.
On a successful check, the beggar may receive a small amount of money, food, information, or even the NPC's
aid in a minor way.

Beggar's Hustle: The Beggar's Hustle is a skill mastered by experienced beggars, allowing them to strategically
position themselves and earn coins through their interactions with passersby. By employing their knowledge of
different locales and their innate understanding of the people, they can maximize their earnings during an
extended period of begging.

Effect: You can spend 8 hours in a specific location, using your Beggar's Insight to target the most lucrative
spots. At the end of this period, you gain a number of coins based on the type of settlement:

In a village or small town: You gain copper coins equal to your Beggar level + your Charisma modifier.

In a normal town or city: You gain silver coins equal to your Beggar level + your Charisma modifier.

In a large city or the capital: You gain gold coins equal to your Beggar level + your Charisma modifier.

Class Powers:

You may choose one of these for every time you get the Class Power leveling up in this class. You may choose an
additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Beggar Class can choose
to increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of
20. This attribute improvement reflects their dedication to honing their innate abilities or acquiring new
knowledge and skills.

Beggar's Sight: Your unique perspective grants you a bonus in spotting hidden details and gathering
information. You can add your Beggar level as a bonus to Perception checks.

Streetwise Connections: Your interactions with fellow beggars and other marginalized individuals grant you
insight into the local underbelly. You gain +3 bonus in Charisma (Diplomacy) checks and can gather information
about secret dealings, rumors, or hidden passages.

Path of Shadows: Living in the shadows has made you adept at moving unnoticed. You gain a +2 bonus on
Dexterity (Stealth) checks when attempting to hide or move silently.

Gutter Magic: You've learned minor tricks and illusions to entertain and beguile. You can cast the tier 0 spell,
Minor Illusion at will without Mana cost. Prerequisite: Charisma 13, Beggar lv 3.

Beggar's Charisma: You've developed a disarming charm that helps you manipulate others. You gain +2 on
Charisma (Deception) checks.

Beggar's Charm(3 mana): Your charismatic demeanor and subtle manipulation techniques make you adept at
winning people over. Additionally, as a full turn action, you gain the ability to charm people, with the same
effects as Charm person spell. The target must make a Will saving throw against a DC of 10 + your Charisma
modifier + Beggar Level. If the target fails the saving throw, it is charmed by you for the duration of the spell,
regarding you as a friendly acquaintance. Prerequisite: Level Beggar 4, Beggar's Charisma, Charisma 13.
Humble Sanctuary: Your simple and unassuming nature allows you to find shelter even in the most
unwelcoming places. You can find suitable hiding places or safe havens to rest while on villages or better
settlement's.

Opportunistic Strike (2 mana): You know how to seize openings in combat. Once per round, when an ally hits a
creature within 5 feet of you, you can use your free action to make a melee weapon attack against the same
creature, but only with Club or Dagger. Prerequisite: Beggar level 3, BBA +1.

Sewer Rat: Your familiarity with the hidden underbelly of cities allows you to easily navigate through sewer
systems. You gain +5 bonus on Dexterity (Acrobatics) checks made to traverse narrow passages or avoid traps in
sewers.

Impoverished Arsenal: You're skilled at wielding improvised weapons, such as broken bottles or discarded
objects. You gain proficiency with improvised weapons and deal an additional 1d4 damage when using them.
Prerequisite: Beggar level 3.

Blacksmith:
The Blacksmith is a skilled artisan who harnesses the power of fire and metal to craft weapons, armor, and
other implements essential for adventuring and everyday life. Their mastery over the forge allows them to
shape raw materials into formidable tools of war or objects of intricate beauty. Blacksmiths are revered for their
craftsmanship and respected for their ability to transform simple ore into works of art.

Prerequisite to start taking levels in this class: 13 Strength.

Blacksmith (Base Class):


Hit Points: 1d8 +Constitution Modifier per level
Mana: +1 per level
Base Attack Bonus (BBA): +0.5 per level
Spellcasting Level: +0.5 per level
Saving Throw: +1 Will and Reflex every three levels (3th)
Saving Throw: +1 Fortitude every two levels (2nd, 4th)
Skill Points: +6 Intelligence modifier per level
Skill Proficiency: Corporal Might, Sleight of Hand, Disarming Traps, Endurance, Concentration, Arcana, Job Skill,
Insight, Use Magic Device.

Proficiency:
Armor: None.
Spellcasting focus: None.
Weapons: Light Hammer and Warhammer.
Spellcasting Attribute: Strength.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Metallurgical Knowledge, Blacksmith Power, +1 Attribute improvement.
Level 2: Blacksmith Power.
Level 3: Blacksmith Power, +1 Attribute improvement.
Level 4: Feat, Blacksmith Power.
Level 5: Blacksmith Power, +1 Attribute improvement.

Metallurgical Knowledge: Blacksmiths are revered for their unparalleled skill and mastery in the forge. With
hammer in hand and fire at their command, they possess an innate ability to transform raw metal into works of
artistry and utility. Each strike of their hammer is a testament to their precision and expertise, shaping the
molten metal with finesse and strength. You may use Strength instead of Intelligence for your Job (Blacksmith),
and add your Blacksmith level as bonus to your skill roll.

Prerequisite to Level 5: Creating a Master work Weapon or Armor.

Masterpiece: Reaching the pinnacle of their craft, Blacksmiths attain the prestigious ability to forge masterwork
weapons of unparalleled quality and craftsmanship. With their expertise honed to perfection, they possess the
skill and finesse necessary to create blades that are not only superior in performance but also worthy of
enchantment.

Furthermore, the Blacksmith's mastery over their craft extends beyond the forge and into the realm of practical
application. By achieving mastery, they gain an innate understanding of the intricacies of blacksmithing,
enabling them to streamline their work processes and achieve greater efficiency. As a result, they reduce the
difficulty of any Blacksmith job skill check they make by 5, reflecting their advanced expertise and proficiency in
their chosen craft.

Class Powers:

You may choose one of these for every time you get the Class Power leveling up in this class. You may choose an
additional Power using the feat you gain at 4th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Blacksmith can choose
to increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of
20. This attribute improvement reflects their dedication to honing their innate abilities or acquiring new
knowledge and skills.

Forge Worker: Drawing strength and resilience from their intimate connection with the forge, Blacksmiths
possess a natural affinity for fire and heat. Through years of working amidst the flames, they have developed a
hardened resistance to its scorching touch. You gain RD to fire equal your Blacksmith level.

Blacksmith Specialization: Focused on a specific type of weapon or armor, like a Katana or Plate armor, you gain
a +3 bonus to tests involving your chosen equipment. When succeeding by 5 or more, your creation becomes a
masterpiece with qualities achieved every 5 points instead of the standard 10. Prerequisite: Blacksmith Level 5.

Industrial Blacksmith: Specializing in efficiency rather than specialization, you excel at rapid production of non-
magical weapons, armor, and other blacksmith items. You halve the normal crafting time for such items. By
accepting a penalty of -5, you can further halve the time, and with a penalty of -10, you can quarter the time
required. This ability demonstrates your proficiency in streamlining the crafting process to maximize
productivity. Prerequisite: Blacksmith Level 5.

Self Portrait: You are able to use any non-magical equipment made by yourself using the Blacksmith Skill.
Mobile Forge: Your portable forge that you can carry with you becomes as useful as an actual normal forge,
enabling you to craft items on the go and even repair or modify equipment during your travels. You ignore the
weight of any forge material that is less than 2.5 KG, and halves any above, as long as you can use for forging.
Prerequisite: Strength 19, 5 ranks in Corporal Might.

Blacksmith Magic: You learn the Spells: Repair, Gust e Polished as spells, your Strength is used to cast such
spells. Prerequisite: Spellcasting level 1.

Artisan's Eye: Develop an unparalleled eye for detail, allowing you to create intricate designs and engravings on
your crafted items, enhancing their aesthetic appeal and value. Any item you make has 15% more value, and
can have non-standard designs.

Adaptive Crafting: Adapt your crafting techniques to various materials and environments, allowing you to work
with exotic or unconventional materials and overcome challenges in adverse conditions. You may reduce the -
10 penalty of crafting without a proper bench by your Blacksmith level, and you have +2 bonus while using
“exotic” materials, like animal or Monster body parts.

Ancient Blacksmith Knowledge: Unlock the secrets of ancient blacksmithing techniques passed down through
generations, granting you access to lost or forgotten methods that yield extraordinary results. You can use your
blacksmith skill job for identifying materials and minerals, and if they are useful and what properties they have.

Forge Strike (1 Mana): Harnessing the elemental power of fire, you infuse your melee strikes with blazing heat,
adding additional fire damage to your attacks. This ability allows you to augment your strikes with 1d6 fire
damage as a free action, provided you are wielding a bludgeoning weapon. Prerequisite: Blacksmith lv 3

Cook:
The Cook is a unique support class that blends culinary expertise with magical prowess. They turn food into
potent tools of healing, empowerment, and protection. While others may fight or cast spells, Cooks wield
knives and spices, crafting dishes that enhance their allies' strength, restore health, and remove ailments. Cooks
are resourceful, creating meals that last through long journeys and provide quick, battle-ready snacks. Their
special recipes offer buffs, improve defenses, and boost recovery. As they progress, Cooks become Master
Cooks, whose meals greatly enhance rest and recovery.

Prerequisite to start taking levels in this class: 13 Wisdom.

Cook (Base Class):


Hit Points: 1d6 +Constitution Modifier per level
Mana: +2 per level
Base Attack Bonus (BBA): +0.5 per level
Spellcasting Level: +0.5 per level
Saving Throw: +1 Will and Reflex every three levels (3th)
Saving Throw: +1 Fortitude every two levels (2nd, 4th)
Skill Points: 6 + Intelligence modifier per level
Skill Proficiency: Corporal Might, Endurance, Investigation, Medicine, Nature, Job Skill, Perception, Insight,
Survival, Animal Handling, Performance, Leadership, Use Magic Device.
Proficiency:
Armor: Leather Armor.
Spellcasting focus: None.
Weapons: Dagger, Handaxe.
Spellcasting Attribute: Wisdom.
---------------------------------------------------------------------------------------------------------

Level 1: Proficiency, Cook Power, Culinary Expertise.


Level 2: Special Recipes, +1 Attribute Improvement.
Level 3: Cook Power, +2 Primal Tier 0 Spells.
Level 4: Feat, +1 Attribute Improvement.
Level 5: Cook Power, +2 Attribute Improvement, Master Cook.

Culinary Expertise: Cooks are celebrated for their profound understanding of ingredients and the magical
properties of food. With a keen palate and a deep knowledge of culinary arts, they transform simple ingredients
into delightful and nourishing dishes. Every meal they prepare is a testament to their skill and creativity,
blending scientific principles with culinary traditions. You may add your Wisdom and Dexterity to your Job
(Cooking) skill rolls, and add your Cook level as a bonus to your skill roll.

Special Recipes: Through years of study and experimentation, you have accumulated a vast repertoire of
recipes. Your keen intellect allows you to grasp the intricate details of culinary formulas, enabling you to create
a variety of dishes with ease. At the start of your journey as a cook, you are already familiar with a number of
recipes equal to your starting Wisdom modifier, and you gain an extra number of recipes equal to your Cook
level. Additionally, your travels and encounters may lead you to uncover new and exotic recipes, expanding your
culinary knowledge even further. You can only be under effect of one full dish per day. OBS: The BASE cooking
DC is 1, but other factors may affect that.

Master Cook: Your culinary skills are so refined that any meal you prepare significantly enhances the quality of
rest for those who consume it. When you cook, the quality of rest is improved by one category, up to a "Good
Rest." This means those who eat your meals during a rest period recover more fully and gain additional benefits
from their rest. As a Master Cook, you gain proficiency with the weapon Great Cleaver. This versatile tool not
only serves you in the kitchen but also in combat, allowing you to defend yourself with formidable skill.

Class Powers:

You may choose one of these for every time you get the Class Power leveling up in this class. You may choose an
additional Power using the feat you gain at 4th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Class can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Healing Chef: Your culinary expertise extends to the realm of restorative cooking. With the right ingredients,
you can prepare meals that offer potent healing and condition removal benefits. Your dishes can remove
conditions such as poisoned, frightened, sickened, and shaken, and enhance natural healing, allowing allies to
regain additional hit points during a rest equal to your Cook level. The GM may dictate specific ingredients
required for your healing dishes.

Food Preservation: Meals you prepare remain fresh and retain their magical properties for up to a week,
ensuring they are ready to provide their full benefits whenever needed. Additionally, you can maintain the
freshness of products and ingredients for three times longer than normal, allowing you to keep a well-stocked
and effective pantry at all times.

Battle Snacks (1 Mana): You can quickly prepare small, energizing snacks that can be consumed in the heat of
battle as a quick action. These snacks provide a quick boost, granting temporary hit points equal to your Cook
level in d4s and a short burst of speed, adding 10 feet to an ally's movement speed for 1 round per Cook level
you have. This effect does not stack, and the temporary hit points vanish at the end of the effect.

Scent Tracking: Your keen sense of smell developed from years of cooking allows you to track creatures by
scent. You gain a +5 bonus on Wisdom (Survival) checks made to track creatures, as long as you have a scent to
follow.

Feast of Resilience (5 Mana): Once per day, you can prepare a special meal that grants temporary hit points
equal to your Cook level plus your Wisdom modifier to each ally who partakes. These temporary hit points last
for 24 hours. The number of allies that can partake is equal to your Cook level plus your Wisdom modifier.
Prerequisite: Level 5 Cook

Ritualistic Food (4 Mana): You may simulate a support or buff spell from the Primal list of Tiers 0 or 1 as one
dish for a creature that eats ritualistic food. It takes you 10 minutes to make this dish. One can eat this dish as a
slow action; if nobody eats it in 1 hour after it is made, it loses its magical properties. Prerequisite: Level 5
Cook

Special Recipes:

Spiced Up Defense: By using specific spices and herbs, you can enhance the defensive capabilities of your
meals. Allies who consume these meals gain a +2 bonus to their AC for 24 hour. +1 DC Cooking.

Rapid Recovery: You can create a special recovery meal that, when consumed during a short rest, allows allies
to regain an additional 1d6 hit points per Cook level. +2 DC Cooking.

Balanced Meal: By carefully balancing nutrients, you prepare a meal that enhances physical and mental
capabilities. Allies who eat this meal gain a +1 bonus to all ability checks for the next 24 hours. +1 DC Cooking.

Vitality Broth: A special broth that, when consumed, provides Damage reduction equal your Cook Level to one
type of elemental damage (chosen when the broth is prepared) for 1 hour. +2 DC Cooking.

Bountiful Harvest: Your cooking stretches further than usual. Once per day, you can prepare a meal that feeds
twice as many people as normal, ensuring no one goes hungry. +2 DC Cooking.

Inspiring Dish: Prepare a dish that inspires allies, granting them inspiration (allowing them to re-roll one attack
roll, saving throw, or ability check) once within the next 24 hours. +2 DC Cooking.
Energizing Cuisine: Your meals restore vitality and vigor. Allies who consume your food regain extra mana
points equal your Cook level. +1 DC Cooking.

Protective Pies: Your pastries are more than just delicious; they offer protection. Allies who consume them gain
a +2 bonus on saving throws against spells and other magical effects for 24 hour. +2 DC Cooking.

Soothing Beverage: Create a calming drink that, when consumed, grants +3 bonus on saving throws against fear
and charm effects for 1 hour. +1 DC Cooking.

Nourishing Feast: Once per long rest, you can prepare a grand feast that restores 1d8 hit points per Cook level
to each ally who partakes. Additionally, this feast cures one condition from the following list: poisoned,
frightened, sickened, or shaken. +2 DC Cooking.

Fortifying Feast: You can prepare a feast that bolsters the physical strength of your allies. Each ally who
partakes in the feast gains a bonus equal your Cook level to Strength-based skill checks for 24 hours. +1 DC
Cooking.

Spicy Surprise: Your expertise with spices allows you to add a fiery kick to your dishes. You can prepare a meal
that grants allies the double of your Cook level to fire damage for 24 hour. +3 DC Cooking.

Magical Dessert: Your desserts are not only delicious but also magically infused. Consuming one of your
magical desserts removes one level of fatigue. +3 DC Cooking.

Invigorating Breakfast: Start the day with a nutritious breakfast that grants each ally who partakes a +5 bonus
to initiative rolls for the next 24 hours. +2 DC Cooking.

Energetic Drinks: You can concoct energizing beverages that temporarily boost an ally's stamina. Giving all
those that eat a number of extra Mana points equal your Wisdom Modifier + Cook level, but only during the
first battle of the day. +3 DC Cooking.

Nutrient-Dense Dishes: Your meals are packed with nutrients that enhance physical capabilities. Allies who
consume your meals gain a +1 bonus to their Strength, Dexterity, and Constitution scores for the next 24 hours
(this cannot increase an ability score above 20). +1 DC Cooking.

Exquisite Plating: Your skills in presentation make your meals not just tasty but also visually inspiring. Allies who
eat your meals gain a +2 bonus to all Charisma-based checks for the next 24 hours. +1 DC Cooking.

Battle Provisions: Prepare a special set of rations that provide sustenance and strength in battle. Allies who
consume these rations gain a +1 bonus to attack and damage rolls for the next 24 hours. +2 DC Cooking.

Comfort Food: Your meals have a comforting effect that can soothe the mind. Allies who consume your food
are cured of the frightened and charmed conditions. +2 DC Cooking.

Resting Lunch: Your meals help those that eat it rest much better than normal, giving a +2 to the rest/Camping
check on their next rest. +1 DC Cooking.
Maid:
Maid characters are experts in maintaining order, providing assistance, and ensuring the well-being of those
around them. Whether in grand mansions, bustling inns, or adventuring parties, maids play a vital role by
supporting their companions and enhancing the overall functionality of a group.

Prerequisite to start taking levels in this class: Having a fucking job as a maid.

Maid (Base Class):


Hit Points: 1d6 +Constitution Modifier per level
Mana: +2 per level
Base Attack Bonus (BBA): +0.25 per level
Spellcasting Level: +0.25 per level
Saving Throw: +1 Fortitude, Reflex, Will every three levels (3th)
Saving Throw: None (2nd, 4th)
Skill Points: +6 Intelligence modifier per level
Skill Proficiency: Corporal Might, Sleight of Hand, Endurance, Investigation, History, Medicine, Linguistics, Job
Skill, Perception, Insight, Animal Handling, Religion, Diplomacy, Deception, Performance.

Proficiency:
Armor: None
Spellcasting focus: None
Weapons: Dagger.
Spellcasting Attribute: None.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Maid Power, Efficient Service.
Level 2: Maid Power
Level 3: Maid Power, +1 Attribute Improvement.
Level 4: Feat, Maid Power
Level 5: Maid Power, Maid Power, Versatile Toolkit, +2 Attribute Improvement.

Efficient Service: Maids excel in tasks that require speed and precision. They have an innate proficiency in a
range of household-related skills, such as cleaning, cooking, fixing clothes and leather armor, tending to
domesticated animals, and more. Their expertise in these areas is twice as effective, allowing them to complete
tasks with exceptional efficiency and finesse. This bonus is equal to double their Maid level in these specific job
skills.

Versatile Toolkit: A maid's kit is equipped with an array of tools and items for various situations. They can
retrieve specific items quickly , from a healing potion to a lock-pick, granting them an advantage in
improvisation. When you are using a small item like a potion, you can drink the double of potions, or use
medical kits twice instead of once, doubling the efficiency of your "Interact with item" action.

Class Powers:

You may choose one of these for every time you get the Class Power leveling up in this class. You may choose an
additional Power using the feat you gain at 4th and 8th level.
Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Maid Class can choose
to increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of
20. This attribute improvement reflects their dedication to honing their innate abilities or acquiring new
knowledge and skills.

Orderly Assistance: Maids can grant temporary hit points equal to her maid level + Ranks in the Job skill(Maid)
to allies by providing them with nourishment and tending to their needs during short rests, one creature can
only benefit from this once per day. She can use this in a number os creatures equal to her Maid level.

Supportive Aura: Maids emit an aura of 5 + (5 x Your Maid levels) feet of tranquility that can alleviate negative
mental effects on their allies. They grant +2 bonus on saving throws against fear effects.

Impeccable Defense: Through rigorous training, maids have developed impressive defensive techniques. Using
a Maid outfit counts as a Leather Armor, and using a Master work Maid outfit counts as a Brigantine Armor, but
without the penalty. Prerequisite: Maid level 3.

Masterful Cooking: Your culinary skills are unparalleled. You can create a simple, nourishing meal from meager
ingredients, providing one better level of rest to those who consume it.

Stitching Expertise: Your nimble fingers allow you to expertly repair torn clothing and fabrics. You can mend
damaged clothes and even slightly enhance the durability of armor or clothing.

Impeccable Arrangement: You can rearrange furniture and items in a room with exceptional precision. This can
be used to create simple traps or fortifications on the fly.

Orderly Retreat: You ensure that your allies can leave an area with minimal chaos. When you use the
Disengage action, your movement doesn't provoke attacks of opportunity for you and allies within 10 feet of
you. Prerequisite: Maid level 3.

Tidying Magic: You can use minor magical abilities to clean, repair, and maintain items. You learn how to cast
the Mending and Prestidigitation. Prerequisite: Spellcasting level 1, Stitching Expertise.

Efficient Inventory: Your careful organization of items allows you to retrieve objects quickly. You can draw or
stow an item as a free action once per turn. Prerequisite: Versatile Toolkit.

Domestic Distraction(2 Mana): Your flair for dramatics and improvisation can divert attention away from
danger. You can use a full turn action to create a distraction within a 5 + (5 x Your Maid levels)-foot radius,
imposing a debuff on enemy Perception checks for one round equal to your Maid level.

Peasant:
Amidst the sprawling landscapes and humble villages, the Peasant class stands as a symbol of the common folk
who toil and thrive in the heart of society. Peasants are the backbone of civilizations, working the fields, tending
to livestock, and contributing to the growth and sustenance of their communities. Their lives may lack the
glamour of heroes or the intrigue of adventurers, but their strength lies in their unwavering determination and
the bonds they share with their land and fellow villagers.

Prerequisite to start taking levels in this class: Having 3 Ranks on Any Job Skill.
Peasant (Base Class):
Hit Points: 1d6 +Constitution Modifier per level
Mana: +2 per level
Base Attack Bonus (BBA): +0.25 per level
Spellcasting Level: +0.25 per level
Saving Throw: +1 Will every three levels (3th)
Saving Throw: +1 Reflex and Fortitude every two levels (2nd, 4th)
Skill Points: +6 Intelligence modifier per level
Skill Proficiency: Athletics, Corporal Might, Sleight of Hand, Disarming Traps, Ride, Endurance, Medicine,
Nature, Linguistics, Job Skill, Perception, Survival, Animal Handling, Religion, Performance, Leadership.

Proficiency:
Armor: Padded Armor.
Spellcasting focus: None, but can get.
Weapons: Club, Dagger, Pitchfork, Sling .
Spellcasting Attribute: Depends.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Peasant Power
Level 2: Peasant Power
Level 3: Peasant Power, Community Bond, +1 Attribute Improvement.
Level 4: Feat, Peasant Power
Level 5: Peasant Power, Peasant Power, Lord's Favor.

Community Bond: Peasants have a wide network of contacts in their local communities. They can leverage
these connections to gather information, acquire basic supplies, or seek assistance. Once per day, they can call
upon a contact in their hometown to provide them with a small favor, such as lending tools, sharing local news,
or offering a simple service.

Lord's Favor: Your loyalty and connections to your local lord grant you the ability to request assistance or favors
in times of need. Once per week, you can send a message or a messenger to your lord, asking for aid, advice, or
resources. The nature of the response will depend on your relationship with the lord and the circumstances of
your request. This ability can be particularly helpful in situations where you require resources, information, or
influence beyond your own capabilities. Note: If you are the leader of your village or small city, you can ask
more things, and directly to a higher noble.

Peasant Powers:

You may choose one of these for every time you get the Class Power leveling up in this class. You may choose an
additional Power using the feat you gain at 4th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Peasant can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.
Harvest Blessing (2 mana): Through your toil in the fields, you've developed an innate connection to the earth's
bounty. You can touch a plant and cause it to instantly bear fruit or produce edible parts, providing sustenance
for yourself and your allies. You produce enough food for 1d3 people for a day. Prerequisites: Spellcasting level
1 or more.

Harmony of the Fields: At the pinnacle of their humble origins, a Peasant achieves an extraordinary connection
with the land and its cycles. Once per week, the Peasant can perform a ritual that brings forth a bountiful
harvest of crops and blessings from the earth. This ritual not only provides sustenance for the Peasant and their
allies but also brings a sense of peace and prosperity to the surrounding area. The ritual's effects might include
enhanced crop yields, improved weather conditions, and a brief respite from conflict in the region. The
Peasant's commitment to the land is rewarded with a profound influence that touches both the material and
spiritual aspects of their community. Anything they farm will have the 50% more of the value. Prerequisite: 5
Ranks in Nature, level 3.

Resourceful Ingenuity: Growing up with limited resources, you've become adept at improvising. You can create
makeshift tools or items using common materials, granting you advantage on checks to craft or repair basic
objects. You gain +2 on General Crafting Checks.

Village Healer (1 mana): Your knowledge of traditional remedies and herbal lore allows you to provide basic
healing to others. Once per day, you can expend time and resources to treat minor wounds, restoring a small
amount of hit points to yourself or an ally. This ability heals equal to a minor cure wounds(1d8), plus your
Peasant level. Prerequisite: Peasant level 3, 3 Ranks in Medicine.

Sturdy Resilience: Your hard work and endurance have toughened your body. You gain a bonus to your
maximum hit points equal to your Peasant level, representing your strong constitution.

Home Comforts: Your familiarity with the simple comforts of home provides a psychological boost. Once per
day, you can take a moment to relax and regain hit points and a bit of mental clarity, resting for an hour in basic
comfort or better you regain d8's equal to your Peasant level.

Unity's Strength: Your bond with your fellow villagers empowers you. Once per day, you can call upon the
collective strength of your community as a slow action, granting you a number of allies equal allies equal to
your Peasant level + You charisma modifiers, they are all half of your peasant level, rounded down. They appear
in 1d4 rounds, and stay for an hour. Prerequisite: Peasant level 2, Charisma 13.

Rural Networking: Your knowledge of local communities allows you to establish connections and gather
information. You can attempt to gain information about an area, person, or event from someone you've met by
making a Charisma (Diplomacy) check. You must be from that place, or live there for at least 1d6 - your peasant
level weeks. This ability makes your check being one level of success higher then it would normally be.
Prerequisite: 5 ranks in Diplomacy.

Guardian's Call: Your strong ties to the local community allow you to summon the aid of the local guard when
you're in dire need. Once per day, you can use an action to call for help. Roll 1d4 rounds, and after that time, a
group of guards arrives to assist you. The number of guards is equal to your Peasant level + Plus Your Charisma
Modifier. You need to be in a Rural or City region to use this ability, and this ability substitutes Unity's Strength.
Their level and power depends on the region you are. Prerequisite: Peasant level 5, Unity's Strength, Charisma
15.

Homegrown Talents: Your upbringing has given you unique skills that prove handy in various situations. Choose
one non-combat skill. You gain +5 bonus in that skill. Prerequisite: Resourceful Ingenuity, Peasant level 5.

Ruffian:
In the darkest corners of the city streets, where lawlessness thrives and chaos reigns, the Ruffian emerges as a
master of survival and quick-thinking. These gritty individuals are experts in using their environment to their
advantage, specializing in street-smart combat tactics that give them an edge in the underbelly of society. While
not as refined as some combatants, Ruffians make up for it with their resourcefulness, determination, and the
ability to use anything at hand as a weapon.

Prerequisite to start taking levels in this class: 13 Strength or Dexterity.

Ruffian (Base Class):


Hit Points: 1d8 +Constitution Modifier per level
Mana: +1 per level
Base Attack Bonus (BBA): +0.75 per level
Spellcasting Level: +0 per level
Saving Throw: +1 Will and Reflex every three levels (3th)
Saving Throw: +1 Fortitude every two levels (2nd, 4th)
Skill Points: +2 Intelligence modifier per level
Skill Proficiency: Athletics, Intimidation, Grappling, Corporal Might, Stealth, Endurance, Perception.

Proficiency:
Armor: Padded Armor, Leather Armor.
Spellcasting focus: None
Weapons: Great Club, Club, one simple melee weapon.
Spellcasting Attribute: None.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Ruffian Power.
Level 2: Ruffian Power.
Level 3: Adaptable Arsenal, Ruffian Power, , +1 Attribute Improvement.
Level 4: Feat, Ruffian Power.
Level 5: Ruffian Power, Brutal Impact.

Adaptable Arsenal: The Ruffian's resourcefulness knows no bounds. They can turn nearly anything they lay
their hands on into a makeshift weapon. When wielding an improvised weapon or an object not traditionally
used for combat, the Ruffian counts as a weapon that they have proficiency with, as long is not larger than a
small size object.

Brutal Impact: The Ruffian's combat prowess with improvised weapons or clubs is undeniable. They can deliver
devastating blows with raw force, adding their class level to the damage they deal when using an improvised
weapon or a club (including great clubs). This ability highlights the Ruffian's knack for unleashing powerful
strikes using whatever is at their disposal, making them a force to be reckoned with in close combat.

-------------------------------------------------------------------------------------------------------------

Ruffian Powers:

You may choose one of these for every time you get the Ruffian Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Ruffian can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Unarmored Defense: Your extensive training and physical conditioning allow you to rely on your body's natural
defenses. While you are not wearing any armor or using a shield, your AC is increased by 2.

Improved Unarmored Defense: Your mastery over unarmored combat grants you even greater protection.
While you are not wearing any medium or heavy armor or using a shield, your AC is increased by 3 instead of 2.
Additionally, you can wear light armor and still benefit from this bonus. Prerequisite: Level 3 and Unarmored
Defense.

Resilience: Your toughened body and rigorous training grant you enhanced resilience against certain types of
physical damage. You gain a +2 bonus to damage reduction against bludgeoning, slashing, and piercing damage.
This innate resistance allows you to endure attacks more effectively, reducing the impact of these specific types
of damage. Prerequisite: Improved Unarmored Defense

Steady Stance: The Ruffian's experience with alcohol has granted them an uncanny ability to maintain their
balance and clarity even when intoxicated. This power allows them to negate the usual penalties associated
with being drunk, such as impaired movement and reduced coordination. While under the influence, they are
immune to penalty of being drunk, but still are drunk.

Liquid Courage: The Ruffian can use alcohol to their advantage, temporarily bolstering their courage. This
power grants them Will save bonus equal to their Ruffian level while drunk against Fear effects.

Inebriated Fortitude(1 mana): The Ruffian can show the peak of drunk power. While intoxicated, they gain +2
Damage reduction to Slashing, Bludgeoning and Piercing damage, and get temporary hit points equal to their
Ruffian level. The duration is your Ruffian level hours. Prerequisite: Constitution 13.

Distracting Taunt (2 mana): The Ruffian can use colorful language and clever taunts to distract and provoke
opponents as a normal action. This power forces a target to make a Will saving throw DC (10 + Ruffian level +
Charisma modifier) or have penalty equal to your Ruffian level on their next attack(Just one attack).
Prerequisite: Charisma 13.

Pint-Sized Parry: The Ruffian's ability to stay nimble while drunk gives them an edge in dodging attacks. This
power grants them a +2 bonus to their AC while intoxicated.
Liquid Insight: The Ruffian's uncanny ability to read people's intentions is heightened when they've had a few
drinks. This power grants them +3 on Insight checks to determine if someone is lying or hiding something while
on a bar or drinking with someone.

Destructive Frenzy: Ruffian's are specialist in one thing, destruction of property. Any Ruffian knows how to
destroy things with easy. You gain a +2 in attack rolls against inanimate objects and structures in general and
deals 50% more damage. Prerequisite: Ruffian Level 5, 13 Strength.

Scrapper:
Any army is composed of variety of individuals with different specializations, ranks, abilities and experience.
And there re those who are conscripted in the ranks out off necessity. May be farmers, beggars or any sort of
craftsman forced to take upon arms and defend anything a superior force said it has to defend. The Scrapper
objective is simple though: survive. He may not "win" by force, but he must see the end of the battle, whatever
end that is.

Prerequisite to start taking levels in this class: 13 Constitution, Charisma 10 (you must look the perfect
average Joe at least).

Scrapper (Base Class):


Hit Points: 1d8 + Constitution Modifier per level
Mana: +1 per level
Base Attack Bonus (BBA): +0.5 per level
Spellcasting Level: +0,25 per level
Saving Throw: +1 Will every three levels (3th)
Saving Throw: +1 Fortitude and Reflex every two levels (2nd, 4th)
Skill Points: +4 Intelligence modifier per level
Skill Proficiency: Insight, Performance, Grappling, Persuasion, Stealth, Endurance, Perception, Survival, Escape
Artist, Acrobatics and Linguistics.

Proficiency:
Armor: None
Spellcasting focus: None
Weapons: Spear, and one Simple Weapon.
Spellcasting Attribute: None.
---------------------------------------------------------------------------------------------------------
Level 1: Jury-rigged Warfare, Proficiency, Scratch my back..., Scrapper Power.
Level 2: Play Dead, Scrapper Power.
Level 3: Wet Pants!, Scrapper Power, +1 Attribute Improvement.
Level 4: Feat, Scrapper Power.
Level 5: Scrapper Power, Some Power After All.

Jury-rigged Warfare: You don't know how to fight really and your training was really shoddy. You do however
know how to look part within the army. You tried to look good to your superiors and prevent punishment for
your lack of skill and enthusiasm in the drills.
When wearing any armor or weapon you don't have proficiency with, the penalty is -2 instead of -4.

Scratch my back...: Any big army has a lot of people who doesn't want to die. The Scrapper usually target these
people and, with subtle gesture and non-verbal hints you can show to you enemy that you both could...make
an arrangement of sorts.

There is no penalty for non-lethal attacks against you. If you receive a non lethal attack, you also have no
penalty for a non-lethal attack against your attacker.

Play Dead: With your skill, is very likely that you meet the ground during battles, or drills. You must survive, no
matter what, remember? The obvious solution is at your hand! Not really, but in the hands of the enemy. And
you must ensure that this final solution doesn't come to you.

After receiving any attacks that does not incapacitates you, as a reaction, you can fall on the ground and make
Performance check against passive Insight of the creature that hit you. In a success, anyone that you beat in this
check will believe that you are dead or about to. What others do with this information is up to them, but is
possible that they will not focus you, at least for the moment.

Wet Pants!: The trademark of this class. The very moment in which you can best someone with higher abilities.
The concept of victory can be relative. If a cat survive an encounter with a hound, who’s really won that fight,
right? After this move, you reputation may be forever marked but...you'll live. Perhaps with shame, but will live.
Life is good, am I right?

When face execution or torture you can use this ability against any commander or enemy leader that has 8 or
more Intelligence (otherwise, they might actually believe the nosense that you are saying and act accordingly).
You start to beg, cry, talk of existent or not children to your captor and...Wet Your Pants! It's all nonsense, you
know and so does your captor. The beauty of it is that what you are doing is disgusting someone with you
meekness and forcing they to suffers this barrage of pleas for mercy which is just annoying.

The target makes a Will save against (10 + level in this class+ Charisma modifier). For each level above you, it
has -1 penalty. Each level of existence above you is a -5 penalty. In a failure, the target is so annoyed that he will
release you for the sake of not hearing more of that crap that you utter and will likely forget about you.

To use this ability you must have been captured or have lost the battle and have no reinforcements or a leader
with you (any other companion captured is not reinforcement).

Some Power After All: Despite the odds, you survived! Few have reached this far like you, and some
recognition is in order of you efforts. Your leaders, might or not believe that you deserve, but must do
something bout you, to get rid of you or to save some of the investment that they spend in you rations. Choose
one of the following.

-Quartermaster. The position of holding the bags for those who enter in the party! You receive a better salary
and don't risk your neck. Your ability to improvise with weapons made you knowledgeable about items. You can
scout for better material and manufacturers. If you are involved into the buying and maintenance of an arsenal,
reduce the price in 10% and you choose your level in this class plus Charisma modifier of weapons and armor.
This pieces are masterwork quality.
-Veteran: you receive permission to accompany the army and help with training new grunts. These young can
then re-live you stories, which you certainly will re-shape to your liking. That are not true, but you know how to
motivate. Anyone who listens to your stories will gain +1 in their Will and Fortitude checks next day and receive
10% more experience for the same period.

-Actual Training: you can choose to undergo a formal training in the squire class. You must attend the requisites,
but, you can swap any power in this class for a squire power that doesn't have level as a requisite. Anytime you
level up as a squire, you can trad one Scrapper power for a Squire Power. You also lose you class abilities,
instead, gain 5 hp and +1 BBA for each class abilities that you forget this way.

-------------------------------------------------------------------------------------------------------------

Scrapper Powers:

You may choose one of these for every time you get the Scrapper Power leveling up in this class. You may
choose an additional Power using the feat you gain at 4th.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Scrapper can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Why would I lie to you?: The Scrapper is a social survivalist t it's heart. Gain +2 in Performance and Deception
checks.

Everybody knows me: You became a compulsive liar. Gin +5 Performance and Deception checks. Replaces "Why
would I lie to you?". Prerequisite: Why would I lie to you?

Behind your Shield: receive proficiency with Bucklers and Standard Shield.

Resilience: Your toughened body and rigorous training grant you enhanced resilience against certain types of
physical damage. You gain a +2 bonus to damage reduction against bludgeoning, slashing, and piercing damage.
This innate resistance allows you to endure attacks more effectively, reducing the impact of these specific types
of damage. Prerequisite: Behind your Shield.

Fall Back(2 mana): As quick action, you give yourself +2 AC for 1 minute. Against opportunity attacks this bonus
is +4.

Run to the Hills!(3 mana): You must drop you weapon at hand to use this power. Your movement is doubled
this turn and you ignore fatigue for the next 10 minutes or until you are safe. Prerequisite: Fall Back

Find Weakness: You can make an Insight check with +3 bonus to find who is the weakest opponent in the other
side. DC based on the difference of levels. Each success detect one level above or bellow you in the enemy
lines. Prerequisite: Scratch my back...

Find Strength: You can make an Insight check with a +2 bonus against any number of allies. For each success
you know levels above a bellow you. Each success tells one level of difference. With 5 you can tell any
difference in levels of existence. Prerequisite: Find Weakness
I need a hero...(5 mana): You can lean on more talented individuals to overcome you ordeal. Even if you have
to do their laundry. You can make a Persuasion check against any ally or enemy. Each level of difference gives
+1 bonus. Each level of existence gives +3 bonus. In a success you cajole your target in became friendlier
towards you. It's not a compulsion, it's not forced but the Ogre might eat you for desert instead of now.

Distracting Taunt (2 mana): The Scrapper can use colorful language and clever taunts to distract and provoke
opponents as a Quick action. This power forces a target to make a Will saving throw DC (10 + Scrapper level +
Charisma modifier) or have penalty equal to your Scrappers level on their next attack(Just one attack).

Slave:
Slaves possess a unique set of skills born out of necessity, enabling them to navigate the treacherous
landscapes of their existence. They are adept at performing tasks assigned by their masters, whether it's
manual labor, errands, or skilled craftsmanship. Through their experiences, slaves learn to endure physical and
emotional suffering, often acquiring skills that others might overlook or dismiss.

Prerequisite to start taking levels in this class: Being a Slave (Having the Disadvantage Enslaved or Similar).

Slave (Base Class):


Hit Points: 1d8 +Constitution Modifier per level
Mana: +1 per level
Base Attack Bonus (BBA): +0.5 per level
Spellcasting Level: +0 per level
Saving Throw: +1 Will and Reflex every three levels (3th)
Saving Throw: +1 Fortitude every two levels (2nd, 4th)
Skill Points: +4 Intelligence modifier per level
Skill Proficiency: Choose 7 Skills, and Job Skill.

Proficiency:
Armor: None
Spellcasting focus: None
Weapons: Club, Dagger, Great Club.
Spellcasting Attribute: None.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Bound Sigil, Slave Power
Level 2: Slave Power
Level 3: Slave Power, +1 Attribute Improvement.
Level 4: Feat, Slave Power.
Level 5: Slave Power, Slave Power, Loyal Bond.

Bound Sigil: Through a magical ritual, your master has branded you with a unique sigil that symbolizes your
servitude. This mark bestows you with both a sense of belonging and a measure of magical protection. This Sigil
can only be destroyed by Dispel magic or similar effect, and the caster must make a DC Arcane Check DC 15 +
Your Slave level. An Anti-magic Field stop the Sigil from working while on that area.
Once per day, you can use the power of the sigil to cast the Shield spell without expending any Mana. The sigil's
magic manifests as an ethereal shield that protects you and your master from harm, if he's at least at 60 feet
from you.

This power embodies the concept of a magical marking that serves both as a symbol of servitude and a source
of magical defense, linking the slave and the master in a unique and mystical way. Your Master can use an
action you know where you are as long as you are in 5 miles from him.

Loyal Bond: Your loyalty to your master or family becomes a source of strength. While you are within 60 feet of
your designated master or a family member of this master, you gain a bonus to your AC and saving throws
equal to your Slave class level.

-------------------------------------------------------------------------------------------------------------------

Slave Power:

You may choose one of these for every time you get the Slave Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Slave can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Hidden Talents: Your experiences have given you unique skills. Gain a +3 bonus in a tool or skill related to the
tasks you were forced to perform.

Endurance of Labor: You have developed physical resilience from enduring hardships. You gain +4 bonus against
exhaustion and fatigue. Prerequisite: constitution 13, Slave Level 3.

Submissive Aura: Your passive demeanor has a calming effect on others. Allies within a certain radius have +2
bonus on Charisma (Diplomacy).

Defensive Instincts: Years of enduring threats have made you adept at protecting yourself. You gain a +2 bonus
to AC when wearing light or no armor.

Swift Retreat (1 mana): Your experience in evading danger has made you adept at fleeing. You can use 1 mana
to use the Dash or Disengage action as a quick action.

Bitter Determination: Years of suffering have forged an unyielding spirit. Gain +2 bonus on saving throws
against being frightened.

Unity in Adversity: You have a knack for forming strong bonds with others who have faced similar challenges.
You can communicate effectively with individuals who share a common background of adversity, even if you
don't share a common language.

Innate Bond (3 mana): Your loyalty has formed an emotional connection with others. When ally within 5+ plus
(5x your Slave level) feet of you fails a saving throw, you can impose bonus equal to your slave on the roll as a
free action.

Submissive Adaptation (2 mana): Your ability to adapt to different tasks and roles quickly impresses those who
oversee you. You can choose a skill and gain bonus equal to your Slave level in it for a specific task for the day,
reflecting your willingness to learn and adapt.

Earned Trust: Your consistent loyalty has built trust between you and your master. Once per day, you can as a
free action attempt to dissuade your master from doing something. You also gains +5 on checks for Diplomacy
or Deception against your Master and his Family. Prerequisite: Slave level 5, Charisma 13.

Thug:
Thugs are individuals who have found their niche in the shadows of society, adept at skirting the law and
thriving in the underground. These resourceful and street-smart characters have an uncanny knack for surviving
in the grittier corners of the city. While lacking the finesse of some more specialized rogues, Thugs make up for
it with their raw determination, clever instincts, and quick reflexes.

Prerequisite to start taking levels in this class: 11 Dexterity and a Committed a crime worth a bounty of 10
GP.

Thug (Base Class):


Hit Points: 1d6 +Constitution Modifier per level
Mana: +1 per level
Base Attack Bonus (BBA): +0.75 per level
Spellcasting Level: +0 per level
Saving Throw: +1 Will and Fortitude every three levels (3th)
Saving Throw: +1 Reflex every two levels (2nd, 4th)
Skill Points: +4 Intelligence modifier per level
Skill Proficiency: Intimidation, Stealth, Sleight of Hand, Acrobatics, Escape Artist, Investigation, Strategy and
Tactics, Perception, Insight, Diplomacy, Deception, Leadership.

Proficiency:
Armor: Padded Armor, Leather Armor, Studded Leather Armor
Spellcasting focus: None
Weapons: Club, Dagger and a simple weapon of your choice.
Spellcasting Attribute: None
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Thug Power
Level 2: Thug Power.
Level 3: Surprise Attack (1d6), Thug Power, +1 Attribute Improvement.
Level 4: Feat, Thug Power.
Level 5: Street Smart, Thug Power.
Surprise Strike (Passive): As a Thug at 3nd level, you possess a natural knack for striking from the shadows with
deadly precision. Your Surprise Attack ability allows you to unleash devastating attacks when your enemy least
expects it.

When you successfully hit a surprised, incapacitated, or flanked enemy with a melee or ranged weapon attack,
you can add extra damage to your attack. The extra damage is equal to 1d6, representing your precise strike
exploiting the vulnerabilities of your target.

Street Smarts: As a Thug at 5nd level, Your familiarity with the criminal underworld and urban life gives you an
edge in recognizing valuable items and understanding their worth. You have a +5 on appraise checks made to
appraise the value of objects and assess their potential worth and gets a +2 to checks to sell itens in "black
markets".

-------------------------------------------------

Thug Powers:

You may choose one of these for every time you get the Thug Power leveling up in this class. You may choose an
additional Power using the feat you gain at 4th.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, an Brawler can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Network of Contacts: Through your connections and interactions within the city, you have built a network of
reliable contacts. You gain +3 on Charisma (Diplomacy) checks made to gather information or negotiate deals
with individuals who are part of the city's underworld, such as informants, thieves, or black market traders.
Prerequisite: Thug Level 3.

Urban Survival: Your familiarity with urban environments grants you advantages when it comes to survival
within cities. You gain +3 on Wisdom (Survival) checks made to find food, shelter, or navigate hazardous city
conditions, such as avoiding traps or detecting hidden dangers.

Slippery Shadows: Your mastery of body ability grants you exceptional agility and the ability to blend into the
shadows effortlessly. When get this power, you gain +2 on Dexterity (Stealth).

City Savvy: You have an innate sense of the city's social dynamics and can quickly adapt to its customs and
unwritten rules. You gain +2 on Charisma (Deception) or Charisma (Intimidation) checks made when interacting
with city dwellers or navigating social situations within the urban setting.

Lock-picking Training: The Thug has received basic training in lock-picking, allowing them to attempt to pick
locks and open secured doors, chests, and containers. You are proficient with Lock-picks.

Evasive Reflexes: The Thug's agility and quick reflexes allow them to evade danger with exceptional speed and
precision. This power grants a permanent bonus of +2 to their reflex saving throws.
Back Alley Acrobatics (1 mana): You're adept at navigating tight spaces and obstacles. When you're within 5
feet of a wall or other solid surface, you can use a quick action to make a Dexterity (Acrobatics) check to
perform a quick wall run, allowing you to move an additional 10 feet and having climbing movement during
that round. Prerequisite: 3 Ranks in Acrobatics.

Dirty Tricks (1 Mana): You know how to fight dirty, using underhanded tactics to gain an advantage. As a quick
action, you can throw sand in an opponent's eyes, forcing them to make a Reflex saving throw DC (10 + Thug
Level) or be blinded until the end of their next turn. You can only use this once per Round. Prerequisite: Urban
Survival, Thug Level 3.

Bribery Tactics: You know how to effectively use money or promises of rewards to persuade or influence others.
You have +2 bonus on Charisma (Persuasion) checks made to bribe or negotiate with individuals.

Hidden Signal: You have a repertoire of subtle hand signals and gestures that you can use to communicate
silently with allies. You can communicate simple messages to allies within 30 feet using these signals, conveying
basic commands or warnings.

Basic Classes:
Basic Classes are the ones that average and Proficient creatures reach after much training and effort, becoming
powerful enough to be reverenced or at least notice in society. Soldiers, priests, hunters, even if they aren’t of
existence Standard or superior, still get to this classes by sheer effort and training. There classes are also
normally used by young adventurers, in the start of the classes, creatures of existence standard and advanced.
Here is the start of those that can become great heroes in the future, or die miserable trying.

Acolyte:
Devoted followers of a deity, acolytes channel divine energy through their faith. They serve as intermediaries
between the mortal realm and the divine, offering prayers, performing rituals, and wielding the powers granted
to them by their chosen deity. Acolytes often play vital roles within religious institutions and communities,
providing spiritual guidance, healing, and protection.

Prerequisite to start taking levels in this class: Following a God, 15 Wisdom, 13 Intelligence.

Acolyte (Base Class):


Hit Points: 1d6 + Constitution Modifier per level
Mana: +4 per level (You gain an additional mana equal to your Wisdom modifier at level 1).
Base Attack Bonus (BBA): +0.25 per level
Spellcasting Level: +1 per level
Saving Throws: +1 Fortitude and Reflex every three levels (3rd, 6th, 9th)
Saving Throw: +1 Will every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: 4 + Intelligence modifier per level
Proficiency Skills: Acrobatics, Ride, Endurance, Concentration, History, Medicine, Linguistics, Strategy and
Tactics, Job, Insight, Religion, Diplomacy, Use Magic Device.
Proficiency:
Armor: None, you can use Robes. (You do not gain proficiency with any armor)
Spellcasting Focus: You gain proficiency with one type of Holy Symbol of your choice.
Weapons: Quarterstaff and one additional simple weapon.
Spellcasting/Power Attribute: Wisdom
The attribute that governs the spellcasting ability of an Acolyte is Wisdom. The higher your Wisdom score, the
more potent your spells become. Your list is the Divine spell list. It affects your spell's save DC and your chance
to hit with spells if they require an attack roll. You use Wisdom to cast spells you learn with this class.
---------------------------------------------------------------------------------------------------------
Level 1: Divine Healing Blessing (1 Day), Proficiency, +2 Tier 0 Spells.
Level 2: +1 Spell, Acolyte Power.
Level 3: +1 Spell, +1 Attribute Improvement, +2 Tier 0 Spells.
Level 4: +1 Spell, Feat, Acolyte Power.
Level 5: +2 Spell, Divine Healing Blessing(2 Day), +2 Tier 0 Spells.
Level 6: +1 Spell, Acolyte Power, +1 Attribute Improvement.
Level 7: +1 Spell.
Level 8: +1 Spell, Feat, Acolyte Power.
Level 9: +1 Spell, +1 Attribute Improvement.
Level 10: +2 Spells, Divine Healing Blessing(3 Day), Acolyte Power, Minor Divine Gift (From your God).
---------------------------------------------------------------------------------------------------------------------------

Spells: As an Acolyte, you have access to divine spells from the Divine Spell list. You can choose spells to learn
and cast, but you are limited to a maximum spell circle of 3, regardless of your spellcasting level. You can only
choose spells that you have the appropriate spellcasting level to cast.

Divine Healing Blessing: As an Acolyte, you possess a special ability to channel healing energy from your faith
to aid others. Once per day, you can use your Divine Healing Touch to heal all creature within 30 feet of you of
your choosing. The target regains a number of hit points equal to your Acolyte level(And other Holy Class
Levels) plus your Wisdom modifier. This ability cannot heal undead or constructs. When you get to lv 10, this
becomes 60 feet.

Minor Divine Gift: As an acolyte, you receive a Minor Divine Gift from your deity, reflecting their favor and the
power of their domain. You may choose one Minor Divine Gift from any domain that your deity governs. This
blessing grants you a minor but potent ability, aiding you in your divine mission.

Acolyte Power:

You may choose one of these for every time you get the Acolyte Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, an Acolyte can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.
Extra Divine Magical Knowledge: You have an innate affinity for magic and gain the ability to learn and cast
three additional Divine tier 0 spells. These spells can be chosen from the Divine spell list, and you can cast them
using your spellcasting ability modifier.

Healing Touch (Mana Cost: 1): Channel healing energy into a wounded ally within 5 feet, restoring a portion of
their lost hit points equal to your Acolyte level, this use a Standard Action.

Turn Undead (Mana Cost: 5): Channeling your divine power, you unleash a wave of radiant energy that repels
or turns undead creatures. The effectiveness of this ability is limited to undead creatures with a level equal to
or lower than half of your Spellcasting level.

When you activate Turn Undead, undead creatures within a 30-foot radius must make a Will saving throw
against (10 + Your Wisdom Modifier + Your Holy Class Level). The result determines the effect:

Success: Undead creatures are unaffected.

Failure: Undead creatures with a level equal to or lower than half of your Holy class level are forced to flee from
you for 1 minute. They must spend their turns moving away from you, using the most direct route possible.

Critical Failure: Undead creatures with a level equal to or lower than half of your Spellcasting level are paralyzed
for 1 minute. They are unable to take any actions or move.

Blessing of Protection (Mana Cost: 3): When you activate Blessing of Protection as a Quick, select a target
within 30 feet for one minute. The target gains a Blessing of Protection that grants them resistance against a
specific type of damage of your choice, such as slashing, fire, or necrotic. The target's resistance reduces the
damage they take from that specific damage type by 5 points.

Improved Healing (Mana Cost: 2): As a free action to enhance the healing power of the spell. This
enhancement adds an additional dice to the amount of healing the spell provides. For example, if you cast a
spell that normally heals 2d8 hit points, it would instead heal 3d8 hit points with the Improved Healing ability.
This enhanced healing effect lasts only for the current casting of the spell.

Holy Purge (Mana Cost: 5): Tap into the righteous fury bestowed upon you by your divine connection, infusing
your weapon or ranged attack with holy power.

When you activate Divine Fire, your next melee or ranged attack deals additional holy damage, you use your SC
(Spellcasting Level) Instead of BBA. The amount of additional damage is equal to every 3 spellcasting levels you
have, to a maximum of 5d6 holy damage Plus your Acolyte level (Max 10). For example, if you have 9
spellcasting levels, your Divine Wrath would add an extra 3d6 holy damage to your attack.

Protection Shield (2 Mana): Harness your divine energy to create a shimmering shield of protection, granting a
+2 bonus to AC for yourself or a target ally within 60 feet as a Quick action. The Duration is your Spellcasting
level in Minutes.

Holy Resistance (Passive): You have a natural resistance to necrotic damage, reducing the amount of harm
inflicted upon you. You gain a damage reduction of 2 against necrotic damage sources.
Improved Holy Resistance (Passive): Your resistance to necrotic damage deepens, offering even greater
protection against its harmful effects. This ability requires the Holy Resistance passive as a prerequisite. With
Improved Holy Resistance, your damage reduction against necrotic damage increases to 5. Prerequisite: Holy
Resistance.

Unholy Resistance (Passive): You have a natural resistance to radiant damage, reducing the amount of harm
inflicted upon you. You gain a damage reduction of 2 against necrotic damage sources.

Improved Unholy Resistance (Passive): Your resistance to radiant damage deepens, offering even greater
protection against its harmful effects. With Improved Holy Resistance, your damage reduction against necrotic
damage increases to 5 instead of 2. Prerequisite: Unholy Resistance.

Adventurer:
Versatile and resourceful individuals who embark on daring quests and explorations, adventurers possess a
combination of combat prowess, survival skills, and basic magical knowledge. They are the jack-of-all-trades in
the adventuring world, adaptable to various challenges and capable of utilizing a wide range of weapons,
armor, and spells. Adventurers often seek fame, fortune, or the thrill of discovery, always ready to face the
unknown.

Prerequisite to start taking levels in this class: 15 in two attributes, not being over level 20.

Adventurer (Base Class):


Hit Points: 1d8 + Constitution Modifier per level
Mana: +3 per level
Base Attack Bonus (BBA): +0.5 per level
Spellcasting Level: +0.5 per level
Saving Throw: +1 Will, Fortitude and Reflex every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: 6 + Intelligence modifier per level
Proficiency Skills: Choose 15 Skills at level one of this class.

Proficiency:
Armor: Padded Armor, Leather Armor, Studded Leather Armor, Scale Mail, Buckler.
Spellcasting focus: You gain proficiency with one type of Holy Symbol, or Arcane Focus or Primal Focus of your
choice.
Weapons: Three Simple Weapons and one Martial Weapon, or two Martial Weapons.
Spellcasting/Power Attribute: Depends on your Spellcasting Initial Choice. Intelligence for Arcane or Wisdom
for Divine/Primal.
---------------------------------------------------------------------------------------------------------
Level 1: Adventurer Power, Extra Feat.
Level 2: Adventurer Expertise (+1), Adventurer Power, +1 Attribute improvement.
Level 3: Adventurer Power, Extra Feat.
Level 4: Adventurer Expertise(+2), Feat, Adventurer Power, +1 Attribute improvement.
Level 5: Adventurer Power, Extra Feat, +2 Tier 0 Spells.
Level 6: Adventurer Expertise(+3), Adventurer Power, +1 Attribute improvement.
Level 7: Adventurer Power, Extra Feat.
Level 8: Adventurer Expertise(+4), Feat, Adventurer Power, +1 Attribute improvement.
Level 9: Adventurer Power, Extra Feat.
Level 10: Adventurer Expertise(+5), Adventurer Power, Adventurer Versatility, +2 Attribute improvement.
--------------------------------------------------------------------------------------------------------

Adventurer Expertise: Choose five skills of your choice. You gain a +1 bonus to ability checks made with those
skills, even if you are not proficient in them. This bonus increases in +1 every two levels to a max of +5.

Adventurer Versatility: At 10th level, you have become a master of adapting to different roles and abilities. You
may choose one "Class Power" from another basic class for which you meet the prerequisites. This grants you
access to that Power, allowing you to further customize your playstyle and expand your repertoire of skills.

Adventurer Powers:

You may choose one of these for every time you get the Adventurer Power leveling up in this class. You may
choose an additional Power using the feat you gain at 1st, 2nd, 3th, 4th, 5th, 7th,8th and 9th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, an Adventurer can choose
to increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of
20. This attribute improvement reflects their dedication to honing their innate abilities or acquiring new
knowledge and skills.

Adrenaline Surge (3 Mana):You can add Your Adventurer Expertise to one attack roll, or saving throw as a free
action. You can use this ability after rolling you dice.

Jack-of-All-Trades Spellcasting: Gain the ability to cast a small selection of low-level spells from any spellcasting
class, using your adventurer level as your spellcasting level. You must choose one Spell either the Arcane Spell
list, Divine Spell list or Primal Spell list to learn. This still cannot be higher them 2nd circle. You must be
proficient with the at least one Spellcasting focus of that type of magic to choose that list.

Extra Basic Magical Knowledge: You have an innate affinity for magic and gain the ability to learn and cast three
additional Divine tier 0 spells. These spells can be chosen from any spell list, and you can cast them using your
spellcasting ability modifier. You must be proficient with the at least one Spellcasting focus of that type of magic
to choose that list.

Versatile Training: Gain 5 Skill points to distribute into your skills as skill ranks.

Explorer's Insight: Gain +2 bonus on Survival and Investigation checks made to navigate and find hidden or
secret paths.

Adaptable Combatant: Gain proficiency with one additional Martial weapon of your choice.

Exotic combatant: You gain proficiency with an Exotic Weapon. Prerequisites: Adaptable Combatant, Level 6
Adventurer Class.

Resourceful Improviser: +5 bonus on Survival made to a safe camp and with 1 better category of rest.
Evasive Maneuvers: When you take the Disengage action, your movement speed increases by 10 feet until the
end of your turn.

Improved Evasive Maneuvers: When you take the Disengage action you do as a quick action, and now your
movement speed increases by 30 instead of 10 feet until the end of your turn. Prerequisites: Evasive
Maneuvers, Level 6 on Adventurer Class.

Improved Saving Throws: Your experience and resilience have sharpened your ability to resist harmful effects.
You gain a permanent +1 bonus to your Reflex, Will, and Fortitude saving throws.

Well-Traveled: Your extensive travels and interactions with various regions and cultures have honed your
diplomatic skills. You gain a +2 bonus on Diplomacy checks. Your broad understanding and adaptability make it
easier for you to connect with people from diverse walks of life and navigate social situations with finesse.

Swift Recovery: When you are resting, you regain additional hit points equal to your Adventurer Level, unless
your quality is Awful Rest or worse.

Soul-like Survivor: Your bonus to Survival to make safe camp is +10 instead of +5, and you have your camps are
two categories better them your total roll. Your Camp Also has the effect of the Spell Alarm. Prerequisites:
Resourceful Improviser, Swift Recovery.

Extra Baggage: Your experience as an adventurer has taught you how to efficiently manage and carry a larger
load. You are able to bear the weight of equipment and loot without being encumbered as easily. You can carry
the double of your normal equipment for your size and Strength.

Intuitive Sense: Your keen intuition and astute observation skills allow you to see through deception and
uncover hidden truths. You gain +3 bonus on Wisdom (Insight) checks.

Cultural Knowledge: You are well-versed in different cultures and gain proficiency in two additional language of
your choice.

Graze (3 mana): Your agility and reflexes allow you to easily evade incoming attacks. As a free action, you can
impose -10 damage on a hit, as if it had almost not hit you. If this ability make a poison weapon damage goes
to 0, there not poison effect. Prerequisite: Improved Evasive Maneuvers, Level 8 Adventurer.

Adaptive Strategy(2 Mana): You have a knack for adapting your tactics in combat. You can change the damage
type of your weapon for one attack to a different type of elemental your choice (Fire, cold, Lightning or Acid), as
a free action.

Danger Sense: Your instincts warn you of impending danger. You have +2 bonus on Reflex saving throws against
traps, spells, and other effects that you can see.

Arcanist:
Apprentices in the arcane arts, arcanists are eager students of magic, learning to harness and manipulate the
fundamental forces of the universe. They study spellcasting, spell theory, and arcane rituals, but their powers
are still limited and their control over magic is not fully refined. Arcanists can cast spells, albeit with lesser
potency and fewer options compared to experienced mages. They are often associated with magical academies
or serve as assistants to more powerful spellcasters.

Prerequisite to start taking levels in this class: 15 Intelligence, A spellbook.

Arcanist (Base Class):


Hit Points: 1d4 + Constitution Modifier per level
Mana: +5 per level (You gain an additional mana equal to your Intelligence modifier at level 1).
Base Attack Bonus (BBA): +0.25 per level
Spellcasting Level: +1 per level
Saving Throw: +1 Reflex and Fortitude every three levels (3th, 6th,9th)
Saving Throw: +1 Will every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: 4 + Intelligence modifier per level
Skill Proficiency: Sleight of Hand, Ride, Concentration, Arcana, Investigation, History, Medicine, Nature,
Linguistics, Strategy and Tactics, Job, Perception, Insight, Diplomacy, Use Magic Device.

Proficiency:
Armor: None, you can use Robes. (You do not gain proficiency with any armor)
Spellcasting focus: You gain proficiency with one type of Arcane Focus of your choice.
Weapons: Dagger and one additional simple weapon.
Spellcasting/Power Attribute: Intelligence
The attribute that governs the spellcasting ability of an Arcanist is Intelligence. The higher your Intelligence
score, the more potent your spells become. Your list is the Arcane List. It affects your spell's save DC and your
chance to hit with spells if they require an attack roll. You use Intelligence to cast spells you learn with this class.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, +2 Tier 0 spells, Spellbook.
Level 2: +2 Spell, Arcanist Power.
Level 3: +2 Spell,+1 Arcane Spell Ritual, +1 Attribute Improvement, +2 Tier 0 Spells.
Level 4:+2 Spell, Feat, Arcanist Power.
Level 5: +2 Spell, +2 Tier 0 Spells.
Level 6: +2 Spell, Arcanist Power, +1 Attribute Improvement
Level 7: +2 Spell.
Level 8: +2 Spell, Feat, Arcanist Power
Level 9: +2 Spell,+1 Attribute Improvement
Level 10: +4 Spell, Arcanist Power, Spell Disruption, +2 Attribute Improvement.
---------------------------------------------------------------------------------------------------------------------------

Spellbook: As an arcanist, you maintain a spellbook where you record and organize your vast array of spells.
Your spellbook is a treasured possession, containing the knowledge and secrets of your magical abilities. Each
time you gain a new level in the arcanist class, you can add two spells of your choice to your spellbook,
representing your continuous study and acquisition of new magical knowledge. These spells can be of any level
that you have the spell slots to cast. This is why Arcanist gain more spells them other basic spellcaster classes.

Remember to keep your spellbook safe and secure, as it is the source of your magical power and the key to
unlocking the vast potential of your arcane abilities.
Spells: As an Arcanist, you have access to Arcane spells from the Arcane Spell list. You can choose spells to learn
and cast, but you are limited to a maximum spell circle of 3, regardless of your spellcasting level. You can only
choose spells that you have the appropriate spellcasting level to cast.

Spell Disruption: As a standard action, you can attempt to disrupt an ongoing spell. The caster must make a
concentration check (DC 10 + Your Intelligence modifier + Spellcasting level) or risk losing their concentration.
The cost is Equal to 3x Circle of the spell you trying to Disrupt.

---------------------------------------------------

Arcanist Powers:

You may choose one of these for every time you get the Arcanist Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, an Arcanist can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Extra Arcane Magical Knowledge: You have an innate affinity for magic and gain the ability to learn and cast
three additional Arcane tier 0 spells. These spells can be chosen from the Arcane spell list, and you can cast
them using your spellcasting ability modifier.

Favorite Spell: Your affinity with magic allows you to cast spells more effectively. You gain a +1 bonus to your
spell save DC and spell attack rolls while using one specific spell.

Arcane Resilience: Your connection to arcane forces grants you additional protection against magic. You have a
+1 on saving throws against spells.

Improved Arcane Resilience: You take -2 damage from spells. Prerequisite: Arcane Resilience, Level 10 Arcanist.

Arcane Concealment(Mana 5): You can temporarily conceal yourself or objects from magical detection, making
them difficult to locate or detect. You gain +5 against spell and magical items with detection abilities for your
Arcanist level hours.

Arcane Echo (Mana Cost: 3): You harness your arcane power to create a lifelike illusionary clone of yourself,
known as an Arcane Echo. The Arcane Echo acts as a decoy, drawing the attention of enemies and mimicking
your actions for a round after you take damage for the first time after using it. Using this ability has the duration
of your Arcanist level hours, is a Slow action.

When you use this ability, any creature that can see the Arcane Echo must make an Investigation check against
a DC of (10 + your Intelligence modifier + your Arcanist level) to discern that it is an illusion. The Arcane Echo
moves and behaves in a convincing manner, replicating your movements and actions with precision. If you are
attacked without the enemy knowing which one is the real, they have 50% chance to hit the wrong one.
Prerequisite: Level 6 Arcanist.
Arcane Veil(Mana Cost: 1 to 10): You can spend mana points to create a shimmering magical barrier around
yourself, granting you temporary hit points equal to two the mana spent as a quick action. This is a slow action,
the duration is your Arcanist in rounds.

Arcane Sight (Mana Cost: 2): By tapping into your innate arcane senses, you gain the ability to perceive magical
auras and detect the presence of magical items or creatures within 60 feet of you. This effect lasts for a
duration equal to your arcanist level in minutes. Activating this ability requires a standard action.

Arcane Displacement (Mana Cost: 3): Harnessing your arcane powers, you can instantly teleport to another
location within a range of 30 feet. However, this sudden movement leaves you vulnerable, provoking an attack
of opportunity from any nearby enemies.

Arcane Insight: Your profound understanding of magic grants you keen insight into arcane secrets. You gain a +2
bonus to Arcane checks, enabling you to decipher complex magical writings and comprehend intricate magical
knowledge. Additionally, you gain a +2 bonus to Job (Enchanting) checks, enhancing your ability to analyze and
unravel arcane puzzles and mysteries. Your intuitive grasp of the arcane arts sets you apart as a master of
magical lore and unraveled of hidden magical truths.

Brawler:
Unarmed combat specialists, brawlers rely on their physical prowess and martial techniques rather than magic
or sophisticated weaponry. They are highly skilled in unarmed combat, employing a combination of strikes,
grapples, and defensive maneuvers. Brawlers are often found in fighting pits, as bodyguards, or as enforcers for
criminal organizations. Their lack of reliance on weapons allows them to remain agile and strike with precision.

Prerequisite to start taking levels in this class: 15 Strength and Dexterity.

Brawler (Base Class):


Hit Points: 1d10 + Constitution Modifier per level
Mana: +3 per level
Base Attack Bonus (BBA): +1 per level
Spellcasting Level: +0.25 per level
Saving Throw: +1 Will every three levels (3th, 6th,9th)
Saving Throw: +1 Fortitude and Reflex every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: +4 Intelligence modifier per level
Skill Proficiency: Athletics, Intimidation, Grappling, Corporal Might, Acrobatics, Escape Artist, Endurance, Job
Skill, Perception.

Proficiency:
Armor: Padded Armor, Leather Armor, Studded Leather Armor
Spellcasting focus: None
Weapons: One Simple Weapon.
Spellcasting/Power Attribute: Dexterity
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Brawler Power, Unarmed Strike Mastery.
Level 2: Brawler Power, +1 Attribute Improvement.
Level 3: Brawler Power, Swift Stride (5 feet).
Level 4: Brawler Power, Feat, +1 Attribute Improvement.
Level 5: Brawler Power, Mighty Takedown.
Level 6: Brawler Power, Swift Stride (10 feet), +1 Attribute Improvement.
Level 7: Brawler Power.
Level 8: Brawler Power, Feat, +1 Attribute Improvement.
Level 9: Brawler Power, Swift Stride (15 feet).
Level 10: Brawler Power, Unarmed Strike Mastery, +2 Attribute Improvement.
--------------------------------------------------------------------------------------------------------

Unarmed Strike Mastery: The Brawler gains proficiency in unarmed strikes, allowing them to unleash powerful
attacks with their fists. Their unarmed strike go one Category higher, a medium creature going from 1d3 to 1d4
normally, unless they already have natural weapons or a different size. At 10th level, their unarmed strike
damage increases one more category. You count as an armed unarmed fighter.

Swift Stride: The Brawler's agility and speed make them exceptionally swift on their feet. At 3rd level, they gain
an additional 5 feet of movement speed. This bonus increases to 10 feet at 6th level and further to 15 feet at
9th level. This increased movement allows the Brawler to quickly close in on their foes, maneuver around the
battlefield with ease, and maintain an advantageous position in combat.

Mighty Takedown (3 Mana): The Brawler excels at grappling and restraining opponents. They gain a +5 bonus
to Strength (Athletics) checks made to grapple a creature. You can use a quick action to attempt to pin a
grappled creature. The pinned creature must make a Reflex saving throw (DC 10 + Brawler's BBA + Brawler's
Dexterity modifier) or become restrained until the start of the Brawler's next turn.

-------------------------------------------------------------------------

Brawler Powers:

You may choose one of these for every time you get the Brawler Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Brawler can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Power Strike(1 Mana): Unleash a powerful strike with enhanced force, dealing additional damage equal to your
Brawler level as a free action to 1 attack.

Battle Stance: Assume a defensive stance as a quick action, gaining a +2 bonus to AC until the start of your next
turn.

Iron Fist (1 Mana): Your unarmed strikes are empowered with enhanced strength, allowing them to bypass
(Your Brawler Level) damage reduction on one attack. You choose to use this after you hit an attack as a free
action.
Agile Dodge(2 Mana): As a reaction, you can quickly dodge out of harm's way, gaining a +5 bonus to your AC
against one attack. Prerequisite: Level 5, Battle Stance.

Adrenaline Surge(3 Mana): Channel your inner strength to gain temporary hit points equal to your Brawler
level as a Quick action.

Disorienting Strike (3 Mana): Your strikes aim to disorient and confuse your opponents. On a successful hit, the
target must make a Fortitude saving throw (10 + Dexterity Modifier + Your BBA) or be dazed until the end of
their next turn, you can do this as a Free action, once per attack hit. Prerequisite: Level 10, Power Strike.

Defensive Parry(3 Mana): Use your skill to parry incoming attacks Increase, adding +5 to your AC until the start
of your next turn as a reaction. Prerequisite: Level 7, Agile Dodge.

Quick Reflexes: Your reflexes are honed to perfection, granting you +2 bonus on Reflex saving throws.

Iron Will: You have +2 bonus on Will saving throws against being charmed or frightened.

Unbreakable Will: Your mental fortitude is unmatched, allowing you to reroll a failed saving throw against being
charmed or frightened. You must use the new result. Prerequisite: Iron Will.

Improved Grapple: Your grappling abilities are enhanced. You have an extra +2 bonus on Strength (Athletics)
checks made to grapple a creature. Your movement is not reduced when grappling. Prerequisite: Mighty
Takedown.

Crippling Blow (1 Mana): Strike a vital spot on your target's body, reducing their movement speed by half until
the end of their next turn, if they fail a Fortitude save thrown DC (10 + Your BBA + Your Dexterity Modifier).

Sweeping Kick: Perform a sweeping kick, forcing all enemies within 5 feet of you to make a Reflex saving throw
or be knocked prone DC (10 + Your BBA + Your Dexterity Modifier).Prerequisite: Level 5.

Unarmored Defense: Your extensive training and physical conditioning allow you to rely on your body's natural
defenses. While you are not wearing any armor or using a shield, your AC is increased by 2.

Improved Unarmored Defense: Your mastery over unarmored combat grants you even greater protection.
While you are not wearing any medium or heavy armor or using a shield, your AC is increased by 3 instead of 2.
Additionally, you can wear light armor and still benefit from this bonus. Prerequisite: Level 3 and Unarmored
Defense.

Resilience: Your toughened body and rigorous training grant you enhanced resilience against certain types of
physical damage. You gain a +2 bonus to damage reduction against bludgeoning, slashing, and piercing damage.
This innate resistance allows you to endure attacks more effectively, reducing the impact of these specific types
of damage. Prerequisite: Improved Unarmored Defense

Quick Attack (1 Mana): Your lightning-fast reflexes and honed combat skills allow you to strike with incredible
speed. Once per turn, when you make an attack, you may make an additional attack as a quick action. This
additional attack does not suffer from any reduction to your base attack bonus (BBA). The additional attack
granted by Quick Attack must be made immediately after the initial attack and uses the same weapon or
unarmed strike. Prerequisite: Level 3.
Perfect Quick Attack (5 Mana): Harnessing your exceptional speed and combat prowess, you unleash a flurry of
lightning-fast strikes. As a free action, when making a full attack action, you can perform two additional attacks.
These additional attacks are made at your highest base attack bonus and use the same weapon or unarmed
strike. Prerequisite: Quick Attack, Level 8, Dexterity 19.

Special Family Tecnique (5 Mana): Drawing upon your agility and swiftness, you can quickly evade enemy
strikes while making a hasty retreat. When you use the Run action, you can use this power as a free action to
add a +10 bonus to your AC against opportunity attacks until the end of your turn. This heightened defense
allows you to maneuver through hostile territory with reduced risk of being hit by retaliatory strikes.
Prerequisite: Swift Stride

Deceptive Feint (2 Mana): Through masterful misdirection, you feign a weak attack, deceiving your opponent
and setting them up for a devastating strike. After missing an attack, you can activate this power as a free action
to add a +5 bonus to hit on your first unarmed strike against the same target on your next turn. Your opponent,
caught off guard by your apparent weakness, provides you with an opening to exploit their lowered defenses,
increasing your chances of landing a decisive blow.

Brigand:
Fierce warriors hailing from distant and rugged regions, brigands are hardened fighters driven by their raw
strength, primal instincts, and tribal loyalties. They embrace a nomadic lifestyle and are adept at survival in
harsh environments. Brigands fight with untamed ferocity, utilizing brutal weapons and unpredictable tactics.
Their combat style is fueled by an untamed rage that grants them formidable strength and endurance.

Prerequisite to start taking levels in this class: 15 Strength and Constitution.

Brigand (Base Class):


Hit Points: 1d12 + Constitution Modifier per level
Mana: +3 per level
Base Attack Bonus (BBA): +1 per level
Spellcasting Level: +0.25 per level
Saving Throw: +1 Will and Reflex every three levels (3th, 6th,9th)
Saving Throw: +1 Fortitude every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: 4+ Intelligence modifier per level
Skill Proficiency: Athletics, Intimidation, Grappling, Corporal Might, Stealth, Disarming Traps, Endurance,
Strategy and Tactics, Perception, Survival.

Proficiency:
Armor: Padded Armor, Leather Armor, Studded Leather Armor, Brigandine Armor, Buckler.
Spellcasting focus: None
Weapons: Three Simple weapons, Battle Axe and Greataxe.
Spellcasting/Power Attribute: Strength
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Brigand Power, Primal Fury.
Level 2: Brigand Power, +1 Attribute Improvement.
Level 3: Brigand Power, Battle-Hardened.
Level 4: Brigand Power, Feat, +1 Attribute Improvement.
Level 5: Brigand Power, Ambush Tactics.
Level 6: Brigand Power, Battle-Hardened, +1 Attribute Improvement.
Level 7: Brigand Power.
Level 8: Brigand Power, Feat, +1 Attribute Improvement.
Level 9: Brigand Power, Battle-Hardened.
Level 10: Brigand Power, Improved Primal Fury, +2 Attribute Improvement.
---------------------------------------------------------------------------------------------------------------------

Primal Fury(3 Mana): Channeling your inner rage, you can unleash a powerful fury. You can enter a state of
heightened aggression. For a number of minutes equal to your level of Brigand, One melee attack deal
additional damage equal to half to you brigand level, rounded up). You activate this as a Quick Action.

Ambush Tactics: Brigands excel at catching their enemies off guard. At 5th level you gain a bonus to your
initiative rolls equal to Half your Brigand Level.

Battle-Hardened: Through countless battles, you have become hardened to pain and injury. You gain +2
damage reduction to any physical damage. The damage Reduction increases to +4 at 6th level, and to +6 at 9th
level.

Improved Primal Fury(5 Mana): This ability enhances Primal Fury. Now as a Free action you can activate this
ability. All melee attack deal additional damage equal to your Brigand level.

-----------------------------------------------------------------------------------------------------------------------

Brigand Powers:

You may choose one of these for every time you get the Brigand Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Brigand can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Unarmored Defense: Your extensive training and physical conditioning allow you to rely on your body's natural
defenses. While you are not wearing any armor or using a shield, your AC is increased by 2. This counts as
natural armor.

Improved Unarmored Defense: Your mastery over unarmored combat grants you even greater protection.
While you are not wearing any light, medium or heavy armor, your AC is increased by 3 instead of 2.
Additionally, you can use a shield and still benefit from this bonus. Prerequisite: Level 3 and Unarmored
Defense.

Resilience: Your toughened body and rigorous training grant you enhanced resilience against certain types of
physical damage. You gain a +2 bonus to damage reduction against bludgeoning, slashing, and piercing damage.
This innate resistance allows you to endure attacks more effectively, reducing the impact of these specific types
of damage. Prerequisite: Improved Unarmored Defense

Iron Hide: Your toughness and endurance grant you natural armor. You gain a flat damage reduction of +4
against slashing, piercing, and bludgeoning damage instead of +2 of Resilience. Prerequisite: Resilience, Level 5.

Reckless Assault (1 Mana): Tap into your inner ferocity, gaining a your Brigand level as bonus to hit on this turn
for melee attacks, but suffering a half your level penalty to AC until the start of your next turn, this ability cost a
free action.

Whirling Blades (5 Mana): Spin around in a whirlwind of blades as a standard action, making melee attacks
against all adjacent enemies within your reach. Prerequisites: Level 5, Reckless Assault

Bloodthirsty Assault (2 Mana): Tap into your primal instincts, gaining temporary hit points equal to the double
of your Brigand level as free action, once per turn.

Shield Breaker (3 Mana): Focus your attack on an opponent's shield, attempting to shatter it and render it
temporarily useless. Your attack deals half damage to the target, but the target's armor or shield takes full
damage, and it ignores 10 Damage reduction from their armor or shield. If successful, it may break or destroy
the target armor or shield. This power does not cause an Attack of Opportunity.

Taunt (1 Mana): You unleash a taunting barrage of insults and challenges, drawing the attention of nearby
enemies and compelling them to focus their attacks on you.

As a quick action, you can taunt your enemies, forcing them to make a Will saving throw against (10 + Charisma
Modifier + Half of your Ranks in Intimidation). On a failed save, any enemies within 30 feet of you have -5 on
attacks against creatures other than you until the start of your next turn. Additionally, if an affected enemy
willingly moves away from you after failing this save while affected, they provoke an opportunity attack from
you. Prerequisite: Level 5, Charisma 11, 5 ranks in intimidation.

Danger Sense: Your instincts warn you of impending danger. You have +2 bonus on Reflex saving throws against
traps, spells, and other effects that you can see.

Brutal Finisher: When you reduce an enemy to 0 hit points with a melee attack, you can make an additional
melee attack as a free action against another enemy within 5 reach. You may only use this ability one per turn.

Battle Cry: Your commanding shout bolsters your allies' resolve and instills fear in your enemies. As a quick
action, you can let out a resounding battle cry, granting you and all allies within 30 feet +2 bonus to attack rolls
and damage for one minute, and all your enemies have -2 in their Will checks. You may only use this once per
battle. Prerequisites: Level 10 Brigand, Taunt, 13 Charisma.

Thick Skin (4 Mana): As a quick action, you can choose an enemy within 10 feet of you. For the next minute,
that enemy has +5 on attacks against you, but you gain 10 damage reduction to any type of damage from that
creature.

Naturalist: Your deep connection with nature and understanding of flora and fauna grants you insights into the
natural world. You have +4 bonus on Wisdom (Nature) checks.
Keen Tracker: Your keen senses and tracking abilities make you an exceptional hunter and scout in forested
regions. You have +4 on Wisdom (Survival) checks.

Animal Empathy: Your connection with the forest allows you to communicate and interact with woodland
creatures more effectively. You have +4 on Wisdom (Animal Handling) checks.

Survivor's Resilience(2 Mana): As a seasoned brigand, you have learned to tend to your own wounds and
recover from injuries. You can use a Quick action to heal yourself in 1d12+Constitution modifier. Prerequisite:
Level 8.

Trap Expertise: The Brigand gains expertise in detecting and disarming traps, making them highly skilled at
avoiding or neutralizing hidden dangers. +2 On saves against traps and to disarm them.

Cultist:
Devotees of forbidden or dark powers, cultists willingly serve malevolent entities in exchange for granted
abilities or promises of power. They are often seduced by promises of immortality, forbidden knowledge, or the
opportunity to fulfill their darkest desires. Cultists are adept at dark rituals, curses, and manipulating forbidden
magics. They may seek to further the agenda of their patron, spreading chaos and corruption in their wake.

Prerequisite to start taking levels in this class: 15 Charisma, Sacrificing 20 Soul Points. Worshiping a Powerful
Extraplanar creature or undead.

Cultist (Base Class):


Hit Points: 1d6 + Constitution Modifier per level
Mana: +4 per level
Base Attack Bonus (BBA): +0.5 per level
Spellcasting Level: +1 per level
Saving Throw: +1 Reflex and Fortitude every three levels (3th, 6th,9th)
Saving Throw: +1 Will every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: +6 Intelligence modifier per level
Skill Proficiency: Intimidation, Concentration, Arcana, Investigation, History, Linguistics, Strategy and Tactics,
Job Skill, Insight, Religion, Diplomacy, Deception, Leadership, Use Magic Device.

Proficiency:
Armor: None, you can use Robes. (You do not gain proficiency with any armor)
Spellcasting focus: You gain proficiency with one type of Arcane Focus of your choice.
Weapons: Dagger and an Extra Simple Weapon.
Spellcasting/Power Attribute: Charisma
As a Cultist, your spellcasting ability is tied to your innate charisma and persuasive nature. The strength of your
charisma affects the potency and effectiveness of your spells, allowing you to sway and manipulate the forces
of magic. Your charisma score influences your spell save DC, which determines the difficulty for others to resist
your spells, as well as your spell attack bonus, which determines your accuracy when casting spells that require
an attack roll. With your captivating presence and deep understanding of the arcane, you cast spells with a
charm and magnetism that can enthrall and control the minds of others. Harnessing the power of charisma, you
wield your spells with an air of mystique, commanding the attention and obedience of both friend and foe alike.
---------------------------------------------------------------------------------------------------------

Level 1: Proficiency, +1 Spell, +2 Tier 0 Spells.


Level 2: Cultist Power.
Level 3: Ritual Spell, +1 Spell, +1 Attribute Improvement.
Level 4: Cultist Power, Feat.
Level 5: +1 Spell, +2 Tier 0 Spells.
Level 6: Cultist Power, Ritual Spell, +1 Attribute Improvement.
Level 7:+1 Spell.
Level 8: Cultist Power, Feat.
Level 9: Ritual Spell, +1 Spell, +1 Attribute Improvement.
Level 10: Cultist Power,+2 spells, Soul Harvest, +2 Attribute Improvement, +2 Tier 0 Spells.
----------------------------------------------------------------------------------------------------------------

Arcane Ritual (Class Ability):

As a Cultist, you possess the knowledge and skill to perform intricate magical rituals that surpass the potency of
regular spells. By investing additional resources, such as money and materials, you can access powerful Ritual
spells that offer unique effects and capabilities. Here are the key features of the Arcane Ritual ability:

Ritual Spell Learning: At the start of your journey as a Cultist, you gain the ability to learn and perform Ritual
spells. You begin with a 0 tier Ritual spell of your choice. Ritual spells are more complex and demanding than
regular spells but offer greater power and versatility.

Additional Resources: To cast a Ritual spell, you must expend additional resources beyond the usual
components required for regular spells. These resources can include rare materials, costly gemstones, or
specialized magical items. The exact requirements for each Ritual spell are determined by the spell's specific
description.

Enhanced Potency: Ritual spells surpass the typical effects of regular spells, offering enhanced potency and
expanded capabilities. They often have longer duration, larger areas of effect, or the ability to affect multiple
targets simultaneously. The increased power of Ritual spells reflects the dedication, time, and resources
invested in their casting.

Exploration and Discovery: As you progress in your Cultist journey, you have the opportunity to discover and
learn new Ritual spells of higher tiers. These advanced Ritual spells unlock even more extraordinary abilities,
granting you access to unparalleled magical feats and options.

Spells: As a Cultist, you have access to arcane spells from the Arcane Spell list. You can choose spells to learn
and cast, but you are limited to a maximum spell circle of 3, regardless of your spellcasting level. You can only
choose spells that you have the appropriate spellcasting level to cast.

Soul Harvest: Your mastery of sacrificial rituals extends beyond mere offerings. You have learned to harness the
life essence of intelligent creatures to fuel your dark magic.
When performing a ritual that requires costly components or sacrifices, you can choose to substitute the
required gold or material with the souls of an intelligent creatures whose soul is at least 50% or higher. The
sacrificed creature's soul provides the necessary energy, allowing you to perform the ritual without the need for
the traditional material components. You decrease the price of the ritual by 10 gold material per level of
creature, usually requiring multiple sacrifices.

However, this dark practice comes with consequences. Each time you utilize this ability, you must make a Will
saving throw (10 + Ritual spell levelx5).On a failed save, you lose parte of your SOUL score equal to (Ritual Spell
x3). The magnitude of the penalty depends on the strength of the sacrificed soul and the complexity of the
ritual.

---------------------------------------------------------------------------------------------------------------------------

Cultist Powers:

You may choose one of these for every time you get the Cultist Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Cultist can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Extra Ritual Magical Knowledge: You have a Corrupted affinity for magic and gain the ability to learn and cast
three additional Ritual tier 0 spells. These spells can be chosen from the Ritual spell list, and you can cast them
using your spellcasting ability modifier.

Ritual Sacrifice (3 Soul Points Per 5 levels): After killing a creature with SOUL at least +50%, you can perform a
sacrificial ritual as Slow action, summoning a powerful entity to aid you in combat. The entity remains for a
number of Minutes equal to your Cultist level. The level of This creature Can be Equal to (Your Spellcasting +Half
Your Cultist Level + Plus half of the level of the creature you sacrifice) to a Max of 25, the creature must have
being killed a number of rounds equal to your Cultist level, or you cannot get their soul for the ritual. The type
of creature is define by the creature you made a pact with, can be an Elemental, Aberration, Monstrosity,
Undead or Fiend. Prerequisite: Level 6

Dark Pact (5 Soul Points): Establish a dark pact with a powerful entity, gaining access to forbidden knowledge.
Choose one spell from any class's spell list. You can cast that spell as a spell-like ability once a day without Mana
cost, the spell can be no more them 3 tier and ignore the spellcasting level requirement for it.

Enslave Mind (5 Mana Points): Attempt to dominate the mind of a target within 30 feet. The target must make
a Will saving throw DC (10+ Your Cultist level + Charisma modifier) or be charmed and under your control for 1
minute per Cultist level, he cannot be higher them 1/4 of your total level. Prerequisite: Level 4 Cultist.

Necrotic Blast (5 Mana): Unleash a wave of necrotic energy in a 15-foot cone as a standart action. Creatures
caught in the blast must make a Reflex saving throw DC (10+ Your Cultist level + Charisma modifier) or take
necrotic damage equal to your Cultist level in d6's to a Max of 5d6, plus your cultist level.
Shadow Bolt (2 Mana): You roll an attack with your Spellcasting level, plus your dexterity modifier. Hurl a bolt
of dark energy at a target within range of 10 feet +5 per Cultist level, dealing 1d8 + your Charisma modifier
necrotic damage as a quick action.

Summon Undead Minion (4 Mana): Conjure an undead minion to aid you in combat as a Slow action, you need
a humanoid body for that. The minion obeys your commands and remains for a duration of 1 hour per Cultist
level or until it is destroyed. This creature is equivalent to a Level 1 Undead plus half your level in cultist as extra
levels, but it has your Cultist level as extra HP.

Eldritch Influence: You have honed your leadership and diplomatic skills to exert a powerful influence over
others. Your mere presence commands attention and respect, and your words carry weight and persuasion. You
gain a +2 Bonus to Diplomacy and Leadership.

Leadership Aura: You emit an aura of authority and confidence that inspires those around you. Allies and you
within a 30-foot radius gain a +2 bonus to their saving throws against fear effects, a +2 bonus to skill checks
related to diplomacy and Deception, and a +1 bonus to attack rolls. Your commanding presence instills courage
and motivation in your allies, boosting their ability to resist fear, negotiate effectively, and strike with precision.
Pre-requisite: Level 8

Youngful Vitality: Your soul possesses an enduring vitality that grants you increased health and longevity. As a
result, you have an extended lifespan, aging at a slower rate than ordinary mortals. Additionally, your maximum
hit points are increased by an amount equal to your Cultist level. This enhanced vitality keeps you in the prime
of your life, allowing you to maintain your youthful vigor and resilience even as the years pass. You will live and
stay in the prime of your life for a number of years equal to your Cultist level.

Enchantling:
Individuals born with innate magical abilities or possessing a unique bloodline, enchantling’s have a natural
affinity for magic. Their powers are more potent than those of mere apprentices, allowing them to tap into
magical forces and cast spells with greater effectiveness. However, their control over their powers may be
erratic or unstable. Enchantling’s are often associated with ancient bloodlines or magical lineages, and their
potential for greatness is evident even in their early stages.

Prerequisite to start taking levels in this class: 15 Charisma and Being from some Magical Race (Like Elf orc
Gnomes), Or taking Magical Bloodline Feat or advantage.

Enchantling (Base Class):


Hit Points: 1d4 + Constitution Modifier per level
Mana: +6 per level (You gain an additional mana equal to your Charisma modifier at level 1).
Base Attack Bonus (BBA): +0.25 per level
Spellcasting Level: +1 per level
Saving Throw: +1 Will, Reflex every three levels (3th, 6th,9th)
Saving Throw: +1 Fortitude every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: +4 Intelligence modifier per level
Skill Proficiency: Intimidation, Concentration, Arcane, Investigation, Medicine, Nature, Linguistics, Job Skill,
Insight, Diplomacy, Deception, Use Magic Device.
Proficiency:
Armor: None, you can use Robes. (You do not gain proficiency with any armor)
Spellcasting focus: You gain proficiency with one type of Arcane Focus of your choice.
Weapons: Dagger and one additional simple weapon.
Spellcasting/Power Attribute: Charisma
The attribute that governs the spellcasting ability of an Enchantling is Charisma. The strength of your
personality and force of your will allow you to wield the power of enchantment with great finesse. Your
Charisma score directly influences the effectiveness of your spells. It determines the save DC of your
enchantment spells and your chance to hit with spells that require an attack roll. Additionally, you use your
Charisma modifier to cast spells you learn as an Enchantling, channeling your innate charm and persuasive
abilities into the manipulation of magical forces from the arcane list.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency,+2 Tier 0 Spells, Arcane Familiar.
Level 2: +1 Spell, enchantling power.
Level 3: +1 Spell, +1 Attribute improvement, +2 Tier 0 Spells.
Level 4: +1 Spell, enchantling power, feat.
Level 5: +1 Spell, +2 Tier 0 Spells.
Level 6: +1 Spell, enchantling power, +1 Attribute improvement.
Level 7: +1 Spell, +2 Tier 0 Spells.
Level 8: +1 Spell, enchantling power, feat.
Level 9: +1 Spell, +1 Attribute improvement, +2 Tier 0 Spells.
Level 10: enchantling power, +2 Spells, Chaos Surge, +2 Attribute improvement.

Arcane Familiar (Active): As an Enchantling, you possess the ability to summon a magical familiar, a loyal
companion that aids you in your adventures. The Arcane Familiar serves as a constant companion, providing
assistance in various tasks and offering minor spellcasting support. Here are the details of this ability:

Summoning: You can summon your Arcane Familiar as a ritual, requiring a specific set of components (50 gold
cost) and a 10 minutes ritual. Once summoned, your familiar remains by your side until dismissed or until it is
defeated. The appearance and nature of your familiar can vary, depending on your preference and the type of
familiar you choose.

Assistance: Your familiar is intelligent and capable of performing simple tasks. It can assist you in various ways,
such as fetching items, scouting ahead, or providing minor aid in combat. Your familiar has a limited ability to
interact with the environment and can carry out basic instructions given by you.

Bond: You share a deep bond with your Arcane Familiar. This bond allows you to perceive through your
familiar's senses as a quick action, but you lose the senses you choose to take from your familiar, granting you
additional information and insights. You can also communicate with your familiar telepathically, allowing for
silent and discreet communication between you and your companion.

Familiar Upgrades: As you progress in your Enchantling abilities, you can enhance and empower your Arcane
Familiar. Through special rituals or acquired knowledge, you can unlock additional powers and abilities for your
familiar, making it even more useful and formidable in its support role.
Spells: As an Enchantling, you have access to Arcane spells from the Arcane Spell list. You can choose spells to
learn and cast, but you are limited to a maximum spell circle of 3, regardless of your spellcasting level. You can
only choose spells that you have the appropriate spellcasting level to cast.

Chaos Surge: Your chaotic bloodline grants you unpredictable bursts of magical energy. Whenever you cast a
spell or use a magical ability, there is a chance for a chaos surge to occur. The chaos surge enhances the effects
of your spell or ability in unexpected ways, but it also introduces an element of randomness. You may use this
(Your spellcasting level/5) times a day when casting a spell.

You roll 1d100 and check the table of chaotic effects for your Chaos Surge power:

1-5: Backfire: The spell or ability backfires, causing damage to you or triggering a negative effect.

6-10: Unstable Casting: The spell or ability becomes uncontrollable, randomly affecting nearby creatures or
objects. Everyone, including you in 30 feet radius of you is affect by the spell.

11-15: Reality Shift: The surroundings become temporarily warped or distorted due to the chaotic energies.

16-20: Inner Turmoil: The chaotic energy affects your mind, causing confusion or temporary madness. You are
dazed, and your Intelligence, Wisdom and Charisma have a -4 Penalty for a minute.

21-25: Chaotic Rebound: The spell or ability bounces back at you, affecting you instead of the intended target.

26-30: Time Dilation: Time becomes distorted, either slowing down or speeding up for those affected by the
spell or ability. Those affect by the spell are under the Haste spell effect for a minute.

31-35: Elemental Surge: The spell or ability becomes infused with elemental energy, causing unpredictable
elemental effects. GM Decides what effect will be base on the spell.

36-40: Spatial Rupture: A small dimensional rift opens, causing objects or creatures to be briefly transported
elsewhere. The place your spell hits create a worm-hole for the ethereal plane for one round, any creature in 30
feet of it must make a (10 + Your Charisma Modifier + Spellcasting level) or be pushed into the worm-hole ,
closer to the hole, at the ending of your next turn, the worm-hole closes.

41-45: Cursed Affliction: The chaotic energy inflicts a curse or negative condition on the target or yourself. You
gain a Curse based on the spell you used.

46-50: Discordant Resonance: The spell or ability disrupts nearby magic, causing other spells or magical effects
to malfunction. All people in 60 feet with spell active must make concentration check DC (10 + Your spellcasting
level + The spell level you cast.)

51-55: Surge Amplification: The spell or ability's power increases, dealing additional damage or having a larger
effect. You cast your Spell as if you were 5 spellcasting levels higher, passing the limit of the spell damage even.

56-60: Shifting Shadows: The spell or ability causes shadows to dance and move unpredictably in the area. The
spell will hit another place, and maybe chance the type of area of the spell, a fireball can turn into a cone
instead as an example.
61-65: Euphoric Frenzy: The chaotic energy fills you with euphoria, granting a temporary boost to your physical
abilities. (+4 Strength, Dexterity and Constitution)

66-70: Phantasmal Mirage: Illusory images and sounds fill the area, making it difficult to discern reality from
illusion.

71-75: Ethereal Distortion: The spell or ability partially phases targets into the ethereal plane, causing partial
transparency.

76-80: Chaotic Reflection: The spell or ability reflects off surfaces, bouncing and affecting multiple targets. You
may double the number of targets, or double the area of the spell.

81-85: Arcane Echoes: The spell or ability leaves behind residual magical energy, causing faint aftereffects.

86-90: Unpredictable Mutation: The spell or ability triggers a temporary physical alteration in the target or
yourself.

91-95: Serendipitous Aid: Unexpected help arrives in the form of allies, creatures, or fortunate circumstances.
You open a Portal to creatures of the lineage to appear, they will help your for a number of Rounds equal to
your Enchantling level.

96-99: Empowering Surge: The spell or ability surges with raw power, becoming more potent and effective. The
spell has a DC +10, if is a Damage spell, the damage is maximized, if is a duration spell, the duration is X10.

100: Chaotic Ascendance: You briefly become one with the chaotic energies, gaining temporary god-like power
and abilities. You gain temporally 20 Spellcasting levels for Rounds equal to (your total level/5), you may awaken
know new (Your level/5) spells during this duration, they must be from the new level of spells you can use
during this form. You also gain temporary hit points equal to your level + Your new spellcasting level.

------------------------------------------------------------------------------------------------------------------------

Enchantling Powers:

You may choose one of these for every time you get the Enchantling Power leveling up in this class. You may
choose an additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, an Enchantling can
choose to increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a
max of 20. This attribute improvement reflects their dedication to honing their innate abilities or acquiring new
knowledge and skills.

Extra Arcane Magical Knowledge: You have an innate affinity for magic and gain the ability to learn and cast
three additional Arcane tier 0 spells. These spells can be chosen from the Arcane spell list, and you can cast
them using your spellcasting ability modifier.

Favorite Spell: Your affinity with magic allows you to cast spells more effectively. You gain a +1 bonus to your
spell save DC and spell attack rolls while using one specific spell.
Enchantment Mastery (20 Mana): You tap into your true potential as an Enchantling, enhancing the power and
effectiveness of your enchantment spells. For a limited time, equal to half your Enchalting level in Rounds,
spells have increased save DC by your Enchantling level and duration is double, making them harder to resist
and longer-lasting, but the also cost the double of mana to cast. This ability is a Free action. Prerequisite: Level
10 Enchantling.

Extra Mana (Passive): Your mastery over enchantment magic allows you to tap into an additional wellspring of
mana. You gain an additional 2 mana points per level of Enchantling. This increased mana pool grants you more
resources to cast spells, unleash potent enchantments, and manipulate magical energies to your advantage.

Empowered Assault (Mana Cost: 2-10): Harnessing your enchanting prowess, you infuse your damaging spells
with amplified energy, enhancing their destructive potential. When you cast a damaging spell, such as a fireball
or lightning bolt, you can spend mana to increase the damage of that spell by a percentage based on your level
of Enchantling. You may increase the damage of the spell in +1dice of damage for each 2 of Mana, limited by
your spellcasting level, to Empowered one dice, you must have at least 3 SL, 2 dices 6 SL, 3 dices 9 SL, 4 dices 12
SL and 5 dices 15 SL. Prerequisite: Level 4, Favorite Spell.

Expansive Barrage (Mana Cost: 5): With a wave of your hand, you expand the area of effect of your spells as a
free action, engulfing a larger number of targets in their magical onslaught. When casting a spell with an area of
effect, such as a cone or burst, you can spend 5 mana to increase the range or radius of the spell by a
percentage based on your level of Enchantling. This expanded area ensures that your spells cover a wider
range, affecting more enemies or providing greater coverage for area control. Your Radius, Cone or other area
of effect increase in 5 feet for each two level of Enchantling, to a total of Maximum of 20 feet at level 8.

Eternal Enchantment (Mana Cost: 5): Your enchanting mastery allows you to prolong the effects of your spells
as a free action, extending their duration beyond their normal limits. When casting a spell with a duration, such
as a charm or protection spell, you can spend 5 mana to extend the duration of the spell by a percentage based
on your level of Enchantling. This extended duration provides you and your allies with longer-lasting benefits
and ensures that your enchantments persist for an extended period, enhancing their overall effectiveness.

Familiar's Elemental Ward (Passive): Through your enchanting abilities, your familiar projects a protective ward
that grants you resistance against a specific non-physical damage type. Choose one non-physical damage type,
such as fire, cold, acid, lightning, Necrotic or radiant. You and your Familiar gain damage reduction equal to half
your Enchantling level to that elemental.

Natural Affinity: Your deep connection with nature and natural magic grants you a bonus of +5 to concentration
checks. Your attunement to the natural world allows you to harness its energies with greater focus and control,
aiding in the stability and longevity of your spells.

Arcane Sight (Mana Cost: 2): By tapping into your innate arcane senses, you gain the ability to perceive magical
auras and detect the presence of magical items or creatures within 60 feet of you. This effect lasts for a
duration equal to your arcanist level in minutes. Activating this ability requires a standard action.
Gatuno:
Street-smart individuals adept at survival in the underbelly of society, gatunos are skilled thieves, smugglers,
and manipulators. They excel at blending into crowds, pick pocketing, lock-picking, and acquiring illicit goods.
Gatuno’s possess a keen sense of situational awareness, evading authorities, and navigating treacherous urban
environments. They are known for their agility, cunning, and resourcefulness.

Prerequisite to start taking levels in this class: 15 Dexterity and a Committed a crime worth a bounty of 50
GP.

Gatuno (Base Class):


Hit Points: 1d8 + Constitution Modifier per level
Mana: +2 per level
Base Attack Bonus (BBA): +1 per level
Spellcasting Level: +0.25 per level
Saving Throw: +1 Will and Fortitude every three levels (3th, 6th,9th)
Saving Throw: +1 Reflex every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: +6 Intelligence modifier per level
Skill Proficiency: Intimidation, Stealth, Sleight of Hand, Acrobatics, Escape Artist, Disarming Traps, Investigation,
Linguistics, Strategy and Tactics, Job Skill, Perception, Insight, Diplomacy, Deception, Leadership, Use Magic
Device.
Proficiency:
Armor: Padded Armor, Leather Armor, Studded Leather Armor, Buckler
Spellcasting focus: None
Weapons: Dagger, Shortsword, Short-bow, Scimitar and a simple weapon of your choice.
Spellcasting/Power Attribute: Dexterity or Charisma
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Gatuno Power, Street-wise.
Level 2: Gatuno Power, Surprise Strike(1d6).
Level 3: Gatuno Power+1 Attribute Improvement.
Level 4: Gatuno Power, Feat.
Level 5: Gatuno Power, Quick Stealth, Surprise Strike(2d6).
Level 6: Gatuno Power,+1 Attribute Improvement.
Level 7: Gatuno Power.
Level 8: Gatuno Power, Feat, Surprise Strike (3d6).
Level 9: Gatuno Power,+1 Attribute Improvement.
Level 10: Gatuno Power, Sneak Attack(5d6), +1 Attribute Improvement.
---------------------------------------

Street-wise (Passive): Your time spent navigating the bustling streets and shadowy alleys has honed your
instincts and given you valuable knowledge about urban environments. The Street-wise ability enhances your
abilities within cities and grants you access to valuable information and resources.

City Secrets: You have access to knowledge and secrets that are specific to the city you are in. Once per day, you
can after you spend time gathering information about a specific topic or rumor within the city, You maybe roll a
Diplomacy check for the information you got. The DM will provide you with relevant information or clues that
can aid you in your quests or provide an advantage in certain situations.

Surprise Strike (Passive): As a Gatuno at 2nd level, you possess a natural knack for striking from the shadows
with deadly precision. Your Sneak Attack ability allows you to unleash devastating attacks when your enemy
least expects it.

When you successfully hit a surprised, incapacitated, or flanked enemy with a melee or ranged weapon attack,
you can add extra damage to your attack. The extra damage is equal to 1d6, representing your precise strike
exploiting the vulnerabilities of your target. The damage increases to 2d6 at 5th level, and 3d6 at 8th level.

Quick stealth: As a Gatuno at 5th level, you possess a remarkable affinity for stealth and blending into the
shadows. With the Shadow Veil ability, you can quickly conceal yourself from sight with a mere flicker of
movement. When you activate Shadow Veil as a Quick Action, you gain the benefits of the Hide action without
using two actions.

Sneak Attack (Passive): As a skilled Gatuno at 10th level, you possess the ability to deliver devastating sneak
attacks to your enemies, catching them off guard and exploiting their vulnerabilities. Your Sneak Attack ability
grants you additional damage when you strike from advantageous positions, this replaces your Surprise attack.

Surprise Strike: When you successfully hit a surprised, incapacitated, or flanked enemy with a melee weapon
attack, you can add extra damage to your attack. The extra damage is equal to 5d6 now, representing your
precise strike exploiting the target's vulnerabilities.

Hide and Sneak: If you successfully use the Hide action during combat and your next attack is against an enemy
who is unaware of your presence, you can apply your Surprise Strike damage. This allows you to maintain the
element of surprise and deal additional damage.

Faint Sneak Attack: By using your Faint Gatuno power, you can momentarily distract your enemy, creating an
opening for a sneak attack. When you successfully use Faint on an enemy and hit them with a melee weapon
attack on the same turn, you can apply your Sneak Attack damage.

-----------------------------------------

Gatuno Powers:

You may choose one of these for every time you get the Gatuno Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Gatuno can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Network of Contacts: Through your connections and interactions within the city, you have built a network of
reliable contacts. You gain +3 on Charisma (Diplomacy) checks made to gather information or negotiate deals
with individuals who are part of the city's underworld, such as informants, thieves, or black market traders.
Urban Survival: Your familiarity with urban environments grants you advantages when it comes to survival
within cities. You gain +3 on Wisdom (Survival) checks made to find food, shelter, or navigate hazardous city
conditions, such as avoiding traps or detecting hidden dangers.

Slippery Shadows: Your mastery of body ability grants you exceptional agility and the ability to blend into the
shadows effortlessly. When get this power, you gain +2 on Dexterity (Stealth).

Venomous Knowledge (Passive): With your expertise in poisons as a Gatuno, you possess extensive knowledge
of their properties and applications beyond combat. This ability grants you a deep understanding of various
poisons and their effects, allowing you to produce and utilize them in non-combat situations. You gain a +2
bonus to checks related to crafting, identifying, and utilizing poisons.

Poison Use (Passive): As a Gatuno, you possess a deep understanding of poisons and their application. With
this ability, you gain proficiency in using poisons as weapons, allowing you to apply them effectively to your
attacks. Additionally, you gain a +5 instead of +2 bonus to checks related to crafting, identifying, and utilizing
poisons. Prerequisite: Level 5 Gatuno, Venomous Knowledge.

City Savvy: You have an innate sense of the city's social dynamics and can quickly adapt to its customs and
unwritten rules. You gain +2 on Charisma (Deception) or Charisma (Intimidation) checks made when interacting
with city dwellers or navigating social situations within the urban setting.

Cat's Grace: The Gatuno's inherent feline grace and agility are enhanced, granting them a bonus of +2 to
Acrobatics and Escape artist checks. Their nimbleness allows them to perform impressive acrobatic feats with
ease and effortlessly slip out of restraints or tight situations.

Elusive Retraction (2 mana): The Gatuno's evasive maneuvers are enhanced, allowing them to evade attacks
with uncanny agility, as free action when you use the Run action. They gain a +5 bonus to their AC against
opportunity attacks and have +5 on Dexterity saving throws against effects that would impose the restrained,
grapple or paralyzed condition. Prerequisite: Cat's Grace and Evasive Reflexes.

Disguise Mastery: The Gatuno can assume different identities and blend into various social settings with ease,
gaining +2 on Charisma (Deception) checks when attempting to disguise themselves and proficience with the
disguise kit.

Evasive Reflexes: The Gatuno's agility and quick reflexes allow them to evade danger with exceptional speed
and precision. This power grants a permanent bonus of +2 to their reflex saving throws.

Trap Expertise: The Gatuno gains expertise in detecting and disarming traps, making them highly skilled at
avoiding or neutralizing hidden dangers. +2 On saves against traps and to disarm them.

Lockpicking Training: The Gatuno has received basic training in lock-picking, allowing them to attempt to pick
locks and open secured doors, chests, and containers. You are proficient with Lock-picks.

Lockpicking Expertise: This ability grants the Gatuno a bonus of +5 to their lock-picking checks. They have an
innate understanding of locks and can quickly assess their complexity and determine the best approach to
bypass them. Whether it's picking traditional locks, disarming traps, or manipulating intricate mechanisms, the
Gatuno's lock-picking expertise ensures a higher chance of success in accessing locked areas and valuable
treasures. Prerequisite: Proficiency with Lock-picks.

Silent Movement: The Gatuno's footsteps become nearly silent, allowing them to move stealthily and avoid
detection. They gain +5 on Dexterity (Stealth) checks when moving quietly, and cam move their normal
movement in battle while in stealth instead of half. Prerequisite: Cat's Grace, Slippery Shadows, Dexterity 17.

Shadow Step(3 mana): The Gatuno can teleport through shadows in 30 feet as a quick action, allowing them to
instantly move to a different location within a certain range, granting them enhanced mobility and positioning.
Prerequisite: Cat's Grace, Silent Movement, Level 8 Gatuno.

Quick Hands: The Gatuno's nimble fingers and quick reflexes enable them to perform tasks requiring manual
dexterity with exceptional speed and precision. They gain a +2 bonus to Sleight of Hand checks. Additionally,
they can attempt to steal an item from a target outside of combat using a quick action instead of a standard
action, allowing them to swiftly snatch small objects without drawing attention. Prerequisite: Dexterity 17,
Level 5 Gatuno.

Faints: The Faint ability allows the Gatuno to deceive their opponents and create openings for sneak attacks or
strategic maneuvers. Each of them cost a Gatuno Power:

Misdirection (2 Mana): With your skilled use of misdirection, you can confuse your opponents and create
opportunities to strike. When activating the Faint ability, you can force an enemy to make an Will saving throw
DC (10+ Dexterity + BBA). On a failed save, you attack them with a quick jab making the enemy becomes Dazed
and taking (1d6+ Gatuno level bludgeoning +1/5 your BBA), providing you with a clear advantage.

Feigned Vulnerability(1 mana): The Faint ability enables you to feign vulnerability, luring your enemies into a
false sense of security as quick action. By intentionally appearing weakened or vulnerable, you can trick your
opponents into underestimating you. This grants you +5 bonus on your next melee attack on this turn against
an enemy who falls for your deception, they must make a DC (10 + Charisma + BBA) Will saving thrown.

Piercing Attack (2 mana): The Gatuno unleashes a precise and penetrating strike, bypassing their target's
defenses. This ability allows the Gatuno to deal an additional 1d6 piercing damage on their attack.
Furthermore, the attack negates damage reduction of up to -5, ensuring that their strike effectively impacts the
target. The use can be use as a free action, and oly covers one attack, showcasing the focused and concentrated
effort required to execute such a potent attack.

Illusory Twin (5 mana): The Gatuno creates a convincing illusion of themselves, complete with realistic
movements and actions, using this ability as a Standard. This illusionary double confuses opponents, causing
them to waste precious time and resources attacking the illusion while the real Gatuno remains concealed or
moves into a more advantageous position.

The illusory twin possesses hit points equal to the Gatuno's own hit points plus their Charisma modifier. The
illusory twin's Armor Class is the same as the Gatuno's. The illusory twin can be directed by the Gatuno to
perform various actions, such as engaging enemies, distracting foes, or creating diversions, it disappears in
number of rounds equal to your Gatuno level. It will appear to attack, but miss their attacks. Unless one of
them try to make an Arcane check DC (Your Charisma Modifier + Half your Gatuno Level). Prerequisite:
Charisma 15, Level 6 Gatuno.
Hunter:
Masters of tracking and surviving in the wilderness, hunters are skilled in the art of hunting and trapping both
animals and, occasionally, dangerous creatures. They possess an intimate knowledge of the natural world,
utilizing their skills to stalk prey, set traps, and navigate treacherous terrains. Hunters are often employed as
scouts, wilderness guides, or protectors of remote settlements.

Prerequisite to start taking levels in this class: 15 Dexterity or Strength, and 15 Wisdom or Intelligence.

Hunter (Base Class):


Hit Points: 1d8 + Constitution Modifier per level
Mana: +3 per level
Base Attack Bonus (BBA): +1 per level
Spellcasting Level: +0.5 per level
Saving Throw: +1 Will and Fortitude every three levels (3th, 6th,9th)
Saving Throw: +1 Reflex every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: +4 Intelligence modifier per level
Skill Proficiency: Athletics, Stealth, Acrobatics ,Disarming Traps, Ride, Nature, Linguistics, Strategy and Tactics,
Job Skill, Perception, Insight, Survival, Animal Handling.
Proficiency:
Armor: Padded Armor, Leather Armor, Studded Leather Armor
Spellcasting focus: None.
Weapons: Long bow, short bow, short sword, dagger.
Spellcasting/Power Attribute: Dexterity or Wisdom.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Hunter Power, Tracker's Expertise.
Level 2: Hunter Power, Marked Prey (d6).
Level 3: Hunter Power, +1 Attribute Improvement.
Level 4: Hunter Power, Feat.
Level 5: Hunter Power, Hunter's Insight, +2 Tier 0 Spells.
Level 6: Hunter Power, Marked Prey (d8) +1 Attribute Improvement.
Level 7: Hunter Power.
Level 8: Hunter Power, Feat.
Level 9: Hunter Power, Marked Prey (d10), +1 Attribute Improvement.
Level 10: Hunter Power, Master Tracker, +2 Attribute Improvement.
----------------------------------------------------------------------------------------------------------

Tracker's Expertise: At 1th, As a hunter, you possess unparalleled expertise in survival skills and tracking. You
add your Hunter level as a bonus to all Wisdom (Survival) checks, including tracking creatures, using Hunter's
Insight, and employing Master Tracker. This proficiency reflects your extensive knowledge, experience, and
honed instincts in wilderness navigation, identifying tracks, and understanding the natural behaviors of
creatures. With Tracker's Expertise, your abilities as a hunter are greatly enhanced, allowing you to effectively
navigate the wilderness, track down elusive prey, and gain valuable insights into the creatures you encounter.
Marked Prey(Varies): You have reached the pinnacle of your hunting prowess, possessing unparalleled skill in
tracking, ambushing, and taking down even the most elusive and dangerous prey. At 3th level, You can mark a
target as your prey, gaining a +2 bonus to tracking and dealing additional 1d6 damage to the marked creature.
Mana cost is 2.

Refined Marked Prey: At 6th Level, The bonus to tracking the marked creature increases to +3, and the
additional damage inflicted is boosted to 1d8. In addition, you gain the ability to share the marked target's
location least (50xYour Hunter level) with your allies if is at, granting them a temporary +2 bonus to their attack
rolls against the marked creature. Mana cost is 4.

Masterful Marked Prey: At 9th Level, Your mastery over marking prey reaches its pinnacle. The bonus to
tracking is further enhanced to +5, and the additional damage dealt is increased to 1d10. Furthermore, you gain
the ability to sense the marked creature's presence within a 60 feet radius, even if it is hiding or invisible. This
heightened perception allows you to locate and pursue your prey with unwavering accuracy.

Hunter's Insight: At 5th level, Your tracking abilities are unparalleled, allowing you to gather detailed
information about the movements and behaviors of creatures you track. Whenever you make a Wisdom
(Survival) check to track a specific creature, you gain the following additional benefits based on the result of
your check:

DC 5: Basic Tracking: You can determine the direction the creature is heading and estimate its speed of travel.

DC 10: Signs of Passage: In addition to the basic tracking information, you can identify signs of the creature's
recent activities, such as disturbed foliage, footprints, or other relevant clues.

DC 15: Behavioral Insights: Building upon the previous information, you gain insights into the creature's
behavior and intentions. You can determine if it is traveling alone, in a group, or with specific companions. You
may also be able to discern if it is injured or carrying a heavy burden.

5 or more levels below the hunter's total level: Reduce the DC by 2 for every 5 levels below.

5 or more levels above the hunter's total level: Increase the DC by 5 for every 5 levels above.

Master Tracker: At 10th level, Your expertise in tracking extends beyond mere physical signs. Through keen
observation and intuitive deduction, you can gather valuable information about a tracked creature's capabilities
and strengths. You can learn the following additional details about the creature:

DC 20: Environmental Awareness: Along with the previous details, you become attuned to the creature's
interaction with the environment. You can determine if it is aware of being tracked and if it has taken any
precautions to conceal its presence or mislead pursuers. You gain have +2 AC against these creatures and Saving
throws, and +2 attack rolls for 24 hours.

DC 25: Expert Stalker: At this level of expertise, you have an almost uncanny understanding of the tracked
creature. In addition to all the previous information, you can predict its next moves and anticipate its tactics.
You gain advantage on any future Wisdom (Survival) checks related to tracking or interacting with this creature.
You gain have +2 AC against these creatures and Saving throws, and +2 attack rolls, for Your tracker level days.

When you successfully track a creature and reach a DC 25 Wisdom (Survival) check:
These bonuses and insights are specific to the creature you are tracking and apply only to your ongoing tracking
attempts. Each time you track a different creature, you must make a new Wisdom (Survival) check and
potentially unlock these benefits again.

Level or Challenge Rating: You can estimate the creature's relative power level or challenge rating, providing
insight into its overall strength and potential threat.

Abilities: You can discern some of the creature's special abilities or unique traits, gaining knowledge of any
significant powers or skills it possesses.

Vulnerabilities and Resistances: You can identify any vulnerabilities or resistances the creature may have,
allowing you to exploit its weaknesses or adapt your tactics accordingly.

Tactics and Behavior: You can gain insights into the creature's preferred combat tactics, hunting strategies, or
defensive maneuvers, enabling you to anticipate its actions and plan accordingly.

Known Reputation: You can uncover any known information or reputation associated with the creature, such as
its notoriety, past encounters with other hunters, or any noteworthy feats or accomplishments.

It's important to note that the information you obtain through Hunter's Insight may not be complete or entirely
accurate, as it is based on your observations and deductions. Additionally, the level of detail you can acquire
may vary depending on the creature's nature and the extent of your tracking abilities.

-----------

Hunter Powers:

You may choose one of these for every time you get the Hunter Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Hunter can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Extra Primal Magical Knowledge: You have an innate affinity for magic and gain the ability to learn and cast
three additional Primal tier 0 spells. These spells can be chosen from the Primal spell list, and you can cast them
using your spellcasting ability modifier.

Trap Expertise: The Gatuno gains expertise in detecting and disarming traps, making them highly skilled at
avoiding or neutralizing hidden dangers. +2 On saves against traps and to disarm them.

Archery Mastery: Your mastery of ranged weapons, particularly bows and crossbows, is unmatched. You gain a
+2 bonus to attack rolls made with ranged weapons.

Trapper's Expertise: Your proficiency in setting traps allows you to effectively control the battlefield. You gain +5
on Survival checks made to locate, make or disarm traps, checks to avoid them and you can set traps with
greater efficiency. Any traps you set have increased effectiveness, gaining one extra dice of damage, making
them more difficult to detect and more damaging to unsuspecting creatures. Prerequisite: Trap Expertise

Sniper Shot(2 mana): You can make a ranged attack with a longer range than usual, but with a penalty to hit.
You can shoot the double your ranged weapon limit, but with a -10 penalty. Prerequisite: Archery Mastery

Dual Wield Mastery(3 mana): You gain proficiency in dual wielding melee weapons, allowing you to make an
additional attack with your off-hand weapon as a free action once per round.

Naturalist: Your deep connection with nature and understanding of flora and fauna grants you insights into the
natural world. You have +4 bonus on Wisdom (Nature) checks.

Keen Tracker: Your keen senses and tracking abilities make you an exceptional hunter and scout in forested
regions. You have +4 on Wisdom (Survival) checks.

Animal Empathy: Your connection with the forest allows you to communicate and interact with woodland
creatures more effectively. You have +4 on Wisdom (Animal Handling) checks.

Beast Tamer: You have +5 bonus on Animal Handling checks instead of +2 of Animal Empathy, that way you can
attempt to calm or tame wild animals easier. Prerequisite: Animal Empathy, Level 5 Hunter.

Hazard Living: You gain resistance to environmental hazards, such as extreme temperatures or poisonous
environments. You have +5 damage reduction against Environmental damage coming of traps or dangerous
hazards.

Eagle Eye: You have +3 on Perception checks, your eyes are made to spot distant or hidden targets.

Slippery Shadows: Your mastery of body ability grants you exceptional agility and the ability to blend into the
shadows effortlessly. When get this power, you gain +2 on Dexterity (Stealth).

Camouflage: You can use your quick action to attempt to hide in natural surroundings, gaining +5 bonus instead
of +2 on Dexterity (Stealth) checks. Prerequisites: Slippery Shadows

Enduring Resolve: Your relentless pursuit becomes even more formidable. Your body and mind are honed to
endure the physical strain of extended chases. You can push yourself further, extending the duration of your
full-speed pursuit. Your stamina seems boundless as you chase down your target, refusing to let fatigue hinder
your efforts. With your unwavering endurance, you become a force to be reckoned with, closing the distance
and keeping pace with even the swiftest of prey. You may continue the Run action for a number or Rounds
equal half to your Hunter Level. Prerequisite: Level 3, Constitution 15

Relentless Pursuit: Your determination and stamina know no bounds. You possess an unwavering resolve when
it comes to chasing down your quarry. You can maintain an intense pursuit without succumbing to exhaustion,
pushing yourself to your physical limits. Whether it's tracking a fleeing target or engaging in a high-speed
pursuit, you can maintain your speed and focus for an extended period, granting you a significant advantage in
capturing or apprehending your prey. After making a Run action, you may do one melee or ranged attack with a
-5 penalty. Prerequisite: Level 5,Enduring Resolve, Dexterity 17
Quick Draw: You can draw and stow one weapon or small object as a free action, allowing you to switch
between different tools or weapons with ease. Prerequisite: Level 5

Cat's Grace: The Hunter's inherent feline grace and agility are enhanced, granting them a bonus of +2 to
Acrobatics and Escape artist checks. Their nimbleness allows them to perform impressive acrobatic feats with
ease and effortlessly slip out of restraints or tight situations.

Animal Senses - Your connection with the natural world has heightened your senses to a remarkable degree.
You gain a deep understanding and atonement to the subtle cues and signs of the environment around you.
Your senses become sharper in dim light, granting you low light vision with a range of 60 feet. If you already
have darkvision or low light vision, double your bonus.

Feral Strike(3 Mana): You can make a melee weapon attack as a Quick action against a target in 5 feet. You
make a normal weapon attack, if it hits, you deal (1d6+Hunter level+ Strength modifier). Prerequisite: Animal
Senses, Marked Prey.

Jester:
Entertainers and tricksters, jesters are charismatic performers skilled in comedy, acrobatics, and sleight of hand.
They bring joy and laughter to audiences with their witty remarks, humorous antics, and dazzling performances.
Jesters often possess an uncanny ability to read people, extracting information or favors through their charm
and persuasive skills. While not combat-oriented, jesters can employ their agility and misdirection to evade
danger.

Prerequisite to start taking levels in this class: 15 Intelligence and 15 Charisma.

Jester (Base Class):


Hit Points: 1d8 + Constitution Modifier per level
Mana: +4 per level
Base Attack Bonus (BBA): +0.75 per level
Spellcasting Level: +0.75 per level
Saving Throw: +1 Fortitude every three levels (3th, 6th,9th)
Saving Throw: +1 Will and Reflex every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: 8+ Intelligence modifier per level
Skill Proficiency: Intimidation, Stealth, Sleight of Hand, Acrobatics, Escape Artist, Arcana, Investigation, History,
Medicine, Linguistics, Strategy and Tactics, Job Skill, Perception, Insight, Diplomacy, Deception, Performance,
Leadership, Use Magic Device.

Proficiency:
Armor: Padded Armor, Buckler.
Spellcasting focus: One arcane focus.
Weapons: Scythe, two hand Scythe a two other simple weapons.
Spellcasting/Power Attribute: Dexterity or Charisma.
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Jester Power.
Level 2: Jester Power, Jester's Curse, +1 Attribute improvement.
Level 3: Jester Power, Song of Mirth.
Level 4: Jester Power, Feat, +1 Attribute improvement.
Level 5: Jester Power, Silk Tongue, +2 Tier 0 Spells.
Level 6: Jester Power, Song of Mirth, +1 Attribute improvement.
Level 7: Jester Power.
Level 8: Jester Power, Feat, +1 Attribute improvement.
Level 9: Jester Power, Song of Mirth.
Level 10: Jester Power, Jester's Encore, +2 Attribute improvement.
---------------------------------------

Song of Mirth (Varies): You unleash a joyous melody that fills the air, bringing laughter and mirth to those who
hear it. As a standard action, you begin a performance that lasts for a duration determined by your Jester level.

At level three of Jester, you buff one ally within 5 feet of you gain temporary hit points equal to your Jester level
plus your Charisma modifier. The temporary hit points last for 1 minute or until they are depleted. Mana Cost:
2.

At level six of Jester, you buff three allies within 15 feet of you gain temporary hit points equal to your Jester
level plus your Charisma modifier. The temporary hit points last for Your Jester level minutes or until they are
depleted. Mana Cost: 5.

At level nine of Jester, you buff any number of allies within 30 feet of you gain temporary hit points equal to
your Jester level plus your Charisma modifier. The temporary hit points last for Your Jester level hours or until
they are depleted. Mana Cost: 10.

Jester's Curse (5 Mana): You unleash a malevolent curse upon an enemy as a quick action, crippling their
combat abilities. As an action, you select a single target within 60 feet of you. The target must make a Will
saving throw. On a failed save, their attack rolls or saving throw DCs (your choice) are reduced by a certain
amount for a duration determined by your Jester level.

The reduction is equal to your Jester level divided by 2 (rounded down), with a minimum reduction of 1. For
example, if you are a level 6 Jester, the target's attack rolls or saving throw DCs are reduced by 3.

The duration of Jester's Curse is 1 minute or until the target succeeds on a Will saving throw at the end of each
of its turns, ending the curse. The DC for the saving throw is equal to (10 + Jester Level + your Charisma
modifier).

Silken Tongue: Your words flow effortlessly and persuasively, captivating those who listenIn addition, your
mastery of rhetoric and manipulation allows you to exert greater influence over others. You gain a bonus to
Performance, Diplomacy, and Deception checks equal to your Jester level. This bonus reflects your ability to
charm, deceive, or act as others with your words, making you a master of social interactions.

Jester's Encore: Once per short rest, you can unleash a powerful encore performance that leaves your audience
astounded. As an action, you captivate everyone within 30 feet of you, forcing them to make a Wisdom saving
throw. On a failed save, they become charmed and are unable to take hostile actions against you for 1 minute.
They also have -5 penalty on saving throws against any charm effects you impose during this time.
---------------------------------------------------------------------------------------------------------------------------

Jester Powers:

You may choose one of these for every time you get the Jester Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Jester can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Extra Arcane Magical Knowledge: You have an innate affinity for magic and gain the ability to learn and cast
three additional Arcane tier 0 spells. These spells can be chosen from the Arcane spell list, and you can cast
them using your spellcasting ability modifier.

Sliver Tongue: Your words flow like quicksilver, effortlessly weaving persuasive arguments and charming
conversations. With the Sliver Tongue skill, you gain a bonus to Diplomacy and Deception checks. You gain a +2
bonus to your Diplomacy and Deception checks, allowing you to negotiate favorable terms, sway opinions, and
defuse tense situations with ease. Your silver-tongued persuasiveness helps you build alliances, gather
information, and navigate social encounters. Prerequisites: Level 3 Jester, Charisma 17.

Golden Tongue: Your words are imbued with a captivating charm, enchanting those who listen to your honeyed
voice. With the Golden Tongue skill, you gain a significant bonus to Diplomacy and Deception checks. You gain a
+5 bonus to your Diplomacy checks and Deception checks, instead of a +2. Your words become a potent
instrument of manipulation, able to sway the hearts and minds of others effortlessly. You possess an uncanny
ability to sweet-talk your way out of trouble, seduce the unwilling, and manipulate others to bend to your will.
Prerequisites: Level 6 Jester, Silver Tongue, Charisma 19.

Fool's Fortune (10 Mana): Lady Luck smiles upon you, granting you temporary luck points that can be used to
tip the scales of chance in your favor. You gain a pool of luck points equal to your half your Jester level.

As a quick action or Reaction, you can spend a luck point to add a bonus to an attack roll, saving throw, or ability
check. The bonus is equal to your Charisma modifier, to a Maximum of 5. Prerequisite: Lv 8 Jester.

Evasive Reflexes: The Jester's agility and quick reflexes allow them to evade danger with exceptional speed and
precision. This power grants a permanent bonus of +2 to their reflex saving throws.

Lock-picking Training: The Jester has received basic training in lock-picking, allowing them to attempt to pick
locks and open secured doors, chests, and containers. You are proficient with Lock-picks.

Cat's Grace: The Gatuno's inherent feline grace and agility are enhanced, granting them a bonus of +2 to
Acrobatics and Escape artist checks. Their nimbleness allows them to perform impressive acrobatic feats with
ease and effortlessly slip out of restraints or tight situations.

Mirror Image: Create multiple illusory duplicates of yourself, confusing enemies and making it difficult to target
the real you. You can cast the spell Mirror image as an ability, your spellcasting attribute is charisma.
Prerequisite: Spellcasting level 5 or more, 17 Charisma.
Cackling Blades (Mana Cost 1): Your weapons emit a disconcerting laughter as they strike, dealing additional
1d6 psychic damage to your foes, you may use this as a free action once per round.

Captivating Performance (4 Mana): With your charismatic presence and captivating performance skills, you can
charm individuals without relying on traditional spells.

As a slow action, you can unleash a captivating performance, captivating the attention and emotions of those
around you. Choose a target within 30 feet range and the target must make a DC (10 + Your Jester Level +
Charisma Modifier). If your target fails, the target becomes charmed by your performance for a duration
determined by your Jester level minutes, using the same rules as charm person, but he does not remember you
charmed him after. Prerequisites: Level 7 Jester, Golden Tongue.

Hilarious Distortion (3 Mana): With your mastery of comedy and illusion, you can twist reality through
laughter, causing enemies' attacks to miss or deal reduced damage.

As a slow action, you unleash a burst of laughter that distorts the perception of your enemies. Each enemy
within range must make a Will saving throw against a DC of 10 + your Jester level + your Charisma modifier. On
a failed save, their attacks are affected by the hilarious distortion.

For a duration of half your Jester level rounds, the affected enemies' attacks have reduced impact. The damage
they deal is reduced by an amount equal to half your Jester level plus your Charisma modifier. This reduction
applies to both melee and ranged attacks.

Prankster's Teleport (3 Mana): Harnessing your mischievous nature, you gain the ability to blink between
locations in a burst of confetti, granting you improved mobility and the element of surprise.

When you are targeted by an attack and take damage from an attack roll, you can use Prankster's Teleport as a
reaction. In a dazzling display of confetti, you teleport up to 10 feet plus 5 feet per Jester level away from your
current position, evading the incoming attack.

Jester's Double (6 Mana): With this skill, you can create an illusory clone of yourself, a mischievous
doppelganger that mirrors your actions and confuses your enemies. The Jester's Double appears as an exact
replica of yourself, indistinguishable to all but the keenest observers.

The Jester's Double acts on your turn and can one make attack in your round, providing an additional source of
damage and distraction. However, it is merely an illusion and lacks substance, disappearing if it takes any
damage. Its purpose is to deceive and divert attention, forcing your foes to guess which is the real Jester.

Slippery Shadows: Your mastery of body ability grants you exceptional agility and the ability to blend into the
shadows effortlessly. When get this power, you gain +2 on Dexterity (Stealth).

Silent Movement: The Jester's footsteps become nearly silent, allowing them to move stealthily and avoid
detection. They gain +5 on Dexterity (Stealth) checks when moving quietly, and cam move their normal
movement in battle while in stealth instead of half. Prerequisite: Cat's Grace, Slippery Shadows, Dexterity 17.

Cultural Knowledge: You are well-versed in different cultures and gain proficiency in two additional language of
your choice.
Fool's Fortitude (5 Mana): Temporarily bolster your resilience, you use as a quick action, granting damage
reduction equal to your level to a specific damage for a round type. Prerequisite: Jester level 5.

Jester's Diversion (3 Mana): Create a distraction that draws enemy attention away from your allies in 10 feet
plus +5 feet for each Jester level you have as a standard action, allowing them to move without provoking
attacks of opportunity until the start of your next round. Prerequisite: Sliver Tongue

Disguise Mastery: The Gatuno can assume different identities and blend into various social settings with ease,
gaining +2 on Charisma (Deception) checks when attempting to disguise themselves and proficiency with the
disguise kit.

Face Off: Through your mastery of disguise and illusion, you gain the ability to alter your appearance with
uncanny precision. By tapping into the essence of deception and charm, you can effortlessly assume different
identities and fool even the most astute observers. With Face off, you unlock the power of two transformation
spells: Disguise Self and Alter Self. Prerequisite: Disguise Mastery, Spellcasting 5.

Primalist:
The Primalist is a conduit of the natural world, a spellcaster who channels the raw power of nature's elements
and life itself. Drawing strength from their bond with the wild, they wield elemental magic, commune with
creatures of the earth, and adapt to their surroundings with unparalleled ease. Primalists are not mere
observers of nature—they are its champions, defenders, and avatars, seamlessly blending their spellcasting
prowess with survival instincts and a deep connection to the natural world.

Primalist (Base Class):


Hit Points: 1d6 + Constitution Modifier per level
Mana: +5 per level (Plus Wisdom Modifier at level one)
Base Attack Bonus (BBA): +0.25 per level
Spellcasting Level: +1 per level
Saving Throw: +1 Reflex and Fortitude every three levels (3th, 6th,9th)
Saving Throw: +1 Will every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: 4 + Intelligence modifier per level
Skill Proficiency: Escape Artist, Disarming Traps, Ride, Endurance, Concentration, Arcana, Investigation,
Medicine, Nature, Job Skill, Perception, Insight, Survival, Animal Handling, Religion, Use Magic Device.

Proficiency:
Armor: Padded Armor and Leather Armor.
Spellcasting focus: One Primal Focus.
Weapons: Quarterstaff and one simple weapon.
Spellcasting Attribute: Wisdom.
---------------------------------------------------------------------------------------------------------

Level 1: Primal Magic, Proficiency, +2 Primal Tier 0 Spells.


Level 2: +1 Spell, Primalist Power.
Level 3: +1 Spell, Primal Connection, +1 Attribute Improvement.
Level 4: +1 Spell, Primalist Power, Feat.
Level 5: +1 Spell, Primal Beast Shape, +2 Primal Tier 0 Spells.
Level 6: +1 Spell, Primalist Power, +1 Attribute Improvement.
Level 7: +1 Spell.
Level 8: +1 Spell, Primalist Power, Feat.
Level 9: +1 Spell, +1 Attribute Improvement.
Level 10: +2 Spell, Primalist Power, Nature’s Wrath, +2 Attribute Improvement.

Primal Magic: Primalists are natural spellcasters, learning spells from the Primal list. They begin with knowledge
of three Tier 0 Primal spells and expand their repertoire as they level up. Their spellcasting uses Wisdom to
determine saving throws and spell effectiveness.

Primal Connection: Primalists choose one elemental affinity (Earth, Air, Fire, Water) or nature's balance (Life or
Death) at 3st level. This connection gives then a bonus to damage, or healing (in case of Life) spells of that
Element, equal to their Primalist level.

Primal Beast Shape (10 Mana): At 5th level, the Primalist gains the ability to transform into a natural beast,
channeling the raw essence of nature. As a slow action, you can assume the form of any natural beast with an
existence proficient or below, up to a level equal to 1/3 of your spellcasting level (rounded down).
While transformed:

• You lose access to your character sheet and instead use the chosen creature's stat block, including its
hit points, attacks, abilities, and movement options.
• Your personality, SOUL attribute and objectives are maintain, but you are limited by the creature body
and mind, you still understand any language you originally speak, but cannot speak it. Also, you can
understand and speak with any beast of the same type as you (e.g canine, feline and etc).
• You cannot use spells, abilities, or items from your original form, except for blessings and detriments.

The transformation lasts until:

• You choose to revert to your original form as a free action.


• The beast form is reduced to 0 hit points (any leftover damage carries over to your original form).
• You die in the beast form.

• A number of hours equal your Primalist level passes.

Nature’s Wrath: At 10th level, the Primalist’s bond with their chosen primal element or aspect of nature
deepens, granting them a powerful, unique ability based on their Primal Connection. Choose one of the
following abilities that corresponds to your elemental affinity or balance choice:

Earth: You gain temporary hit points equal to your Wisdom modifier + twice your Primalist level whenever you
start combat. If you don’t have any temporary hit points at the start of your turn, you gain temporary hit points
equal your Wisdom modifier.

Air: As a reaction, when attacked, you can teleport up to 30 feet to an unoccupied space you can see, avoiding
the attack. You can use this ability a number of times equal to your Wisdom modifier per day.
Fire: Once per turn, when you deal damage with a spell or attack, you can add fire damage equal to your
Wisdom modifier + your Primalist level.

Water: As a quick action, you can momentarily transform your body into water. This allows you to escape
grapples or restraints and pass through small openings or narrow spaces that water could flow through.

Life: When you cast a healing spell, you can enhance its potency by adding an additional 2d8 + your Wisdom
modifier to the total healing provided.

Death: When you deal necrotic damage, you can force a creature to make a Fortitude saving throw (DC = 15 +
your Wisdom modifier). On a failure, they cannot regain hit points until the start of your next turn.

Class Powers:

You may choose one of these for every time you get the Class Power leveling up in this class. You may choose an
additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Primalist can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Extra Primal Magical Knowledge: You have an innate affinity for magic and gain the ability to learn and cast
three additional Primal tier 0 spells. These spells can be chosen from the Primal spell list, and you can cast them
using your spellcasting ability modifier.

Elemental Adaptation: Your deep connection to your primal affinity grants you resistance to its destructive
forces. You gain damage reduction equal to your Primalist level against the type of damage tied to your affinity:
fire for Fire, acid for Water, sonic for Air, force for Earth, radiant for Life, and necrotic for Death.

Primal Surge (5 Mana): Temporarily increase your spell save DC by 2 for one spell as a free action. Prerequisite:
Wisdom 21, Primalist level 6.

Nature's Call (2 Mana): Gain the ability to communicate with animals and plants within a 60-foot radius for 1
hour.

Nature Language: Gain the ability to speak with animals and plants naturally. This ability substitutes Nature’s
Call. Prerequisite: Nature’s Call.

Wild Empathy: Communicate and influence animals and magical beasts. You gain +4 on Animal handling checks,
and can use Animal handling on sentient magical beasts and monstrosities instead of diplomacy.

Resourceful Improviser: +5 bonus on Survival made to a safe camp and with 1 better category of rest.

Natural Affinity: Choose one type of terrain (forest, desert, mountain, etc.). You gain your Primalist level as
extra dices on all Survival and Stealth checks made in that type of terrain.
Master Tracker: Gain +5 on Survival and Perception checks, thanks to your ability to track creatures or find
hidden paths and secrets.

Forest Walker: In the forest, you effortlessly traverse difficult terrain and bypass traps with a DC of 15 or less.

Lesser Arena, Forest: When the Primalist finds themselves within the confines of a forested area, they are
imbued with the primal energies of the natural world, granting them enhanced prowess and connection to their
surroundings. In the forest, the Primalist gain +2 AC, +2 To hit and damage, and your spells DC increase by two,
your movement base also increase by 10 feet. Prerequisite: Forest Walker.

Squire:
Aspiring warriors or knights in training, squires serve as the apprentices of experienced fighters, learning the
ways of combat, chivalry, and honor. They are entrusted with menial tasks, honing their skills and proving their
dedication. Squires are often found in the service of noble houses, preparing themselves for the day when they
will become full-fledged knights. They are the backbone of fledgling armies or defenders of small communities.

Prerequisite to start taking levels in this class: 15 Strength or Dexterity and 15 Constitution.

Squire (Base Class):


Hit Points: 1d10 + Constitution Modifier per level
Mana: +3 per level
Base Attack Bonus (BBA): +1 per level
Spellcasting Level: +0.25 per level
Saving Throw: +1 Reflex and Will every three levels (3th, 6th,9th)
Saving Throw: +1 Fortitude every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: +4 Intelligence modifier per level
Skill Proficiency: Athletics, Intimidation, Corporal Might, Ride, Endurance, Investigation, Strategy and Tactics,
Job Skill, Perception, Survival, Animal Handling, Diplomacy, Leadership.

Proficiency:
Armor: Padded Armor, Leather Armor, Scale Mail, Chainmail, Standard Shield
Spellcasting focus: None
Weapons: Two Martial Weapons, and three simple weapons.
Spellcasting/Power Attribute: Strength
---------------------------------------------------------------------------------------------------------
Level 1: Proficiency, Squire Power.
Level 2: Squire Power, Battle Readiness, +1 Attribute Improvement.
Level 3: Squire Power, Weapon Specialization.
Level 4: Squire Power, Feat, +1 Attribute Improvement.
Level 5: Squire Power, Determined Spirit.
Level 6: Squire Power, Weapon Specialization, +1 Attribute Improvement.
Level 7: Squire Power.
Level 8: Squire Power, Feat, +1 Attribute Improvement.
Level 9: Squire Power, Weapon Specialization.
Level 10: Squire Power, Leadership Presence, +2 Attribute Improvement.
-------------------
Battle Readiness: Your constant training and preparedness make you adept at quickly donning armor and
readying weapons. You can don or doff armor and weapons in half the usual time. Additionally, you add half
your Squire level (rounded down) to your initiative rolls, allowing you to react swiftly in combat.

Weapon Specialization: At level 3, you have dedicated your training to master a specific weapon, allowing you
to excel in combat with it. Choose a common or martial weapon to specialize in, such as a longsword, greataxe,
or longbow. You gain proficiency with your chosen weapon if you don't already have it. Whenever you attack
with your specialized weapon, you gain a +2 bonus to hit, improving your accuracy and increasing the likelihood
of landing a successful strike.

At level 6, your mastery of your specialized weapon grows even stronger. You now gain an additional +2 bonus
to damage when wielding your chosen weapon, showcasing your increased strength and skill. Your strikes
become more impactful, dealing greater damage to your foes.

By the time you reach level 9, your expertise with your specialized weapon reaches its pinnacle. Your bonus to
hit and damage with your chosen weapon increases to +3, further solidifying your reputation as a formidable
warrior. Your precision, power, and proficiency with your weapon set you apart as a true master of combat.

Through your unwavering focus and training, you have become a force to be reckoned with when wielding your
specialized weapon. Your dedication to perfecting your skills with a specific weapon has granted you an edge in
battle, making you a fearsome opponent on the battlefield.

Determined Spirit (5 Mana): You can tap into your inner reserves and push through exhaustion or injury thanks
to your Determined Spirit. As a quick action, once per round, you can activate your Determined Spirit and
regain hit points equal to your Squire level + your Constitution modifier.

Leadership Presence: Your natural leadership qualities and charismatic presence inspire loyalty and obedience
in your allies. You gain a bonus in Charisma (Leadership) checks, allowing you to effectively command and rally
troops in organized battles or diplomatic encounters.

You gain a +5 bonus to Charisma (Leadership) checks.

When you use the Help action to aid an ally in an attack, ability check, or saving throw, you provide an
additional +1 bonus to their roll. You can use the Help action as Quick action.

Once per long rest, as a quick action, you can use your Leadership Presence to bolster the morale of your allies
within 30 feet. This grants them a +5 bonus on their next saving throw against being frightened or charmed.
They also gain +1 extra attack in their next turn as a free action.

-----------------------------

Squire Powers:

You may choose one of these for every time you get the Squire Power leveling up in this class. You may choose
an additional Power using the feat you gain at 4th and 8th level.
Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Squire can choose to
increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a max of 20.
This attribute improvement reflects their dedication to honing their innate abilities or acquiring new knowledge
and skills.

Shield Bash: You can make a melee weapon attack using your shield as an improvised weapon. On a hit, the
target takes bludgeoning damage equal to 1d4+ your Strength modifier and must make a Fortitude saving throw
(10 + Strenght mod + BBA/2) or be pushed 10 feet away from you.

Defensive Stance: You enter a defensive stance as quick action, granting you a +2 bonus to your AC until the
start of your next turn. During this time, you have penalty of -1 on your attack rolls. You cannot attack before
making this action.

Improved Defensive Stance(1 mana): You enter a defensive stance as quick, granting you a +5 bonus to your AC
until the start of your next turn. During this time, you have penalty of -2 on your attack rolls. You cannot attack
before making this action. Prerequisite: Lv 5 Squire, Shield Wall, Defensive Stance

Shield Wall: When you take the Dodge action, you provide half-cover to allies standing directly behind you until
the start of your next turn. This grants them a +2 bonus to their AC against ranged attacks.

Shield Wall Formation (1 mana): As an action, you can create a temporary barrier using your shield and grant
half-cover to all creatures of your choice within a 10-foot radius of you. This grants them a +2 bonus to their AC
against ranged attacks until the start of your next turn. Prerequisite: Lv 6 Squire,Shield Wall.

Iron Will: You have +2 bonus on saving throws against being charmed or frightened.

Weapon Parry(1 mana): When you are hit by a melee attack, you can use your reaction to reduce the damage
by a number equal half your Squire level + your Constitution modifier. You must be using a meele weapon or
shield in hand.

Valiant Charge(3 Mana): You can use your action to make a charge attack against a target, being to use the Run
action and do one attack. If you hit, you deal extra damage equal to your Squire level and the target must
succeed on a Strength saving throw DC (10 + Squire level + Strenght Modifier) or be knocked prone. .
Prerequisite: Lv 5 Squire, Swift Maneuver

Swift Maneuver: When you take the Dash action, your movement speed increases by an additional 10 feet until
the end of your turn.

Unbreakable Defense: You have damage reduction of half your Squire level to damage from non-magical
attacks while wearing heavy armor. Prerequisite: Level 4, Resilient Defense.

Battlefield Awareness: You have +3 bonus on Wisdom (Perception) checks to detect hidden or invisible
creatures.

Guardian's Sacrifice: When an ally within 5 feet of you is targeted by an attack, you can use your reaction to
take any attacks instead direct by that person. You must be wielding a shield to use this ability. If the attack
would hit the person you are protecting, you also take the damage. Prerequisite: Lv 8, Shield Wall, Iron Will
Precise Strike(2 mana): When you attack a creature with a weapon attack, you can use this as a free action and
add half your Squire level as to one attack roll. You may use this on multiple attacks in the same turn.

Weapon Expertise: You have become an expert in your chosen weapon(s). You gain a +1 bonus to attack rolls
made with your specialized weapon(s).

Exotic Fighter: You have become a proficient with an exotic weapon of your choice. You may change your
Weapon Expertise and Specialization to this weapon. Prerequisite: Weapon Expertise, Level 6.

Resilient Defense: Your defensive techniques have become highly effective. While wearing armor, you gain a +1
bonus to your AC.

Disarming Strike (2 mana): Your precise strike aims to disarm your opponent, forcing them to drop their
weapon. When you hit a creature with a melee weapon attack, you can choose to make it drop one item it is
holding that you can see. They must make a Reflex save DC (10+Strength mod + Squire level) Prerequisite: level
5, Precise Strike

Shield Expertise: Your expertise with shields allows you to maximize their defensive capabilities. When you are
wielding a shield, you gain damage reduction equal to your base shield bonus. Prerequisite: Level 8, Battlefield
Awareness, Unbreakable Defense

Crowd Control: With your training and expertise, you can effectively navigate and manage large groups of
people. You have +3 bonus on Charisma (Intimidation) or (Diplomacy) checks made to influence, direct, or calm
crowds. This skill allows you to control the flow of a crowd, diffuse tense situations, and maintain order in
chaotic environments, you can affect a number of creatures equal to your Squire level +Plus charisma modifier
instead of only one. Prerequisite: Squire level 3, Charisma 15.

Commanding Presence: Your confident demeanor and commanding voice make it easier for you to give orders
and have them followed. You have +3 bonus on Charisma (Intimidation) or (Diplomacy) checks in general
instead now. This is an evolution of Crowd Control. You also may do Intimidation or Diplomacy as a quick action
during combat. Prerequisite: Squire level 8, Charisma 17.

Trainee:
Trainee’s are people that are still in training, between the base classes, they are by far the weakest, but their
have their advantage, they will turn into exceptional if they survive enough in adventures to became what they
wish. A Trainee can be from someone being trained to be a Grey Knight, A Specialized spellcaster like a
Necromancer or even an Assassin. Bypassing most requirements of those classes when they finish their Trainee
training.

Prerequisites: All Attributes must be 13 or more. A Trainee CANNOT multi-class while taking Trainee levels,
except for Racial levels, which still are limited by 5 levels. Neither they can never take any other base class.
This class only may be taken at level 1. You cannot be older than Young Adult.

Trainee (Base Class):


Hit Points: 1d6 + Constitution Modifier per level
Mana: +3 per level
Base Attack Bonus (BBA): +0.5 per level
Spellcasting Level: +0.5 per level
Saving Throw: +1 Choose one Between Fortitude/Will/Reflex every three levels (3th, 6th,9th)
Saving Throw: +1 Choose two Between Fortitude/Will/Reflex every two levels (2nd, 4th, 6th, 8th, 10th)
Skill Points: 8 + Intelligence modifier per level
Skill Proficiency: Choose 15 Skills at level one of this class.

Proficiency:
Armor: Depends on your Trainee Focus.
Spellcasting focus: Depends on your Trainee Focus.
Weapons: Depends on your Trainee Focus.
Spellcasting Attribute: Depends on your Trainee Focus.
---------------------------------------------------------------------------------------------------------
Level 1: Trainee Focus, Trainee Proficiency, Proficiency, +1 Attribute improvement.
Level 2: Extra Feat, Trainee Power.
Level 3: Trainee Mastery, +2 Tier 0 Spells, +1 Attribute improvement.
Level 4: Extra Feat, Feat, Trainee Power.
Level 5: Advanced Class Power, +1 Attribute improvement.
Level 6: Trainee Mastery, Extra Feat, +2 Tier 0 Spells, Trainee Power.
Level 7: +1 Attribute improvement.
Level 8: Extra Feat, Feat, Trainee Power.
Level 9: Trainee Mastery, +2 Tier 0 Spells, +1 Attribute improvement.
Level 10: Extra Feat, Trainee Power, Advanced Class Ability, Superior Class Option, +2 Attribute improvement.
---------------------------------------------------------------------------------------------------------------------

Trainee Focus: Trainee Focus is the main base type of ability you have as a Trainee. There is three types of it,
which you will choose at level 1, and will define your training until you reach level 10: Martial Trainee,
Spellcasting Trainee, or Specialist Trainee. Your choice will modify your base class.

Martial Trainee Modifications:


Hit Points: 1d8 + Constitution Modifier per level
Base Attack Bonus (BBA): +0.75 per level
Armor: Padded Armor, Leather Armor, Scale Mail, Chainmail, Buckler.
Weapons: One Martial Weapons, and three simple weapons.
Spellcasting/Power Attribute: Strength or Dexterity.
Tier 0 Spells are Arcane.

Spellcaster Trainee Modifications:


Hit Points: 1d4 +Constitution Modifier per level
Mana: +5 per level
Spellcasting Level: +0.75 per level
Spellcasting focus: Choose one Between Arcane or Divine Focus.
Weapons: Quarterstaff, Dagger.
Spellcasting Attribute: Choose Between Intelligence for Arcane, or Wisdom for Divine.
You gain one Spell every pair Trainee level (1,3,5,7,9) of the list you choose.
Spells: As a Trainee, you have access to Arcane or Divine spells from the Arcane or Divine Spell list. You can
choose spells to learn and cast, but you are limited to a maximum spell circle of 3, regardless of your
spellcasting level. You can only choose spells that you have the appropriate spellcasting level to cast.

Specialist Trainee:
Skill Points: 10 + Intelligence modifier per level
Skill Proficiency: Choose 20 Skills at level one of this class.
Spellcasting focus: Choose one Arcane Focus.
Weapons: Choose three Simple weapons.
Spellcasting Attribute: Intelligence.

Trainee Mastery: Your training is still similar enough as others of your same tier, letting you learn abilities of
your peers. Even if you are not the original user, you still can use those abilities well enough. You may learn one
power that you can fulfill its prerequisites on 3, 6 and 9 level. That class still must be the same type of Trainee
as yours.

Martial: Brawler, Brigand, Hunter and Squire.


Spellcaster: Acolyte, Arcanist, Cultist and Enchantling.
Specialist: Adventurer, Gatuno, and Jester.

Advanced Class Power: You gain one Ability of a Tier 1.5 or 2 Class, ignore any prerequisite, besides racial or
attribute limitation for that ability or skill. You use your Trainee level to calculate any factor that would use the
original class level. The ability must be from a class of same type as your Trainee type.

Advanced Class Ability: You gain one Ability of a Tier 1.5 or 2.0 Class, ignore any prerequisite, besides racial or
attribute limitation for that ability or skill. You will count at a level 10 of that class for props of calculation of DC
or any specification of the ability. You still need to have attribute and/or Racial prerequisites of the class you
choose.

Example: You may choose, if you are a Martial Trainee “Quick Special attack”, having all benefits of Special
attack, and counting as a level 10 Knight for use of that ability.

Superior Class Option: You finished your training as a trainee, congratulations! You now may choose Any tier 2,
2.5 or 3 Class of your choosing, ignoring any prerequisite, besides attributes, or Racial limitations. This class
must be the same type of class as your type of trainee.

---------------------------------------------------------------------------------------------------------------------

Class Powers:

You may choose one of these for every time you get the Class Power leveling up in this class. You may choose an
additional Power using the feat you gain at 4th and 8th level.

Attribute Improvement: At certain levels, instead of gaining a class power or feature, a Trainee Class can
choose to increase one of their attributes. They gain a permanent +2 bonus to the attribute of their choice to a
max of 20. This attribute improvement reflects their dedication to honing their innate abilities or acquiring new
knowledge and skills.

Extra Magical Knowledge: You have an innate affinity for magic and gain the ability to learn and cast three
additional tier 0 spells. These spells can be chosen from one of the three list the Arcane, Divine or Primal spell
list, and you can cast them using your spellcasting ability modifier. Prerequisite: Spellcaster Trainee.

Favorite Spell: Your affinity with magic allows you to cast spells more effectively. You gain a +1 bonus to your
spell save DC and spell attack rolls while using one specific spell. Prerequisite: Spellcaster Trainee.

Versatile Training: Gain 5 Skill points to distribute into your skills as skill ranks. Prerequisite: Specialist Trainee

Shield Wall: When you take the Dodge action, you provide half-cover to allies standing directly behind you until
the start of your next turn. This grants them a +2 bonus to their AC against ranged attacks. Prerequisite: Martial
Trainee.

Weapon Expertise: You have become an expert in your chosen weapon(s). You gain a +1 bonus to attack rolls
made with your specialized weapon(s). Prerequisite: Martial Trainee.

Evasive Reflexes: The Trainee’s agility and quick reflexes allow them to evade danger with exceptional speed
and precision. This power grants a permanent bonus of +2 to their reflex saving throws.

Silent Movement: The Jester's footsteps become nearly silent, allowing them to move stealthily and avoid
detection. They gain +5 on Dexterity (Stealth) checks when moving quietly, and cam move their normal
movement in battle while in stealth instead of half. Prerequisite: Specialist Trainee, Dexterity 17

Training Focus: Focusing on your training made your improvement increase. You gain +3 BBA or Spellcasting
level. Prerequisite: Level 8 Trainee.

Simple Technique (1 to 4 mana): When using a Power that costs mana to use, to a maximum of 4 mana. You
may double one of its effects: Range, Duration, Damage or Area. Example: Using Simple Technique with Focus
Attack, it will costs 2 MP, but you deal 2d8 instead of 1d8. Prerequisite: Level 4 Trainee.

Focus Attack (1 Mana): You may add 1d8 more damage to one attack, spell, power or ability you use, as a free
action, once per round.

SKILLS:
Skill Mechanics: In skill rolls, instead of rolling a 1d20 for attacks or saving throws, you roll a number of six-sided
dice (d6) equal to your skill bonus. Your skill bonus is calculated by adding your attribute modifier related to the
skill, your skill ranks, and any other relevant bonuses.

To determine success or failure, you compare the results of the d6 dice rolls against a number of required
successes. Rolling a 4, 5, or 6 on a d6 is considered a success, while rolling a 1, 2, or 3 is a failure. The number of
required successes depends on the difficulty of the task or the challenge set by the game master.
This skill mechanic ensures that success is not solely determined by luck, but rather by the character's skills and
abilities. It adds a level of consistency and predictability to skill rolls, allowing players to rely on their character's
capabilities and strategic decision-making to overcome challenges.

Additional Bonuses and Critical Success: In skill rolls using the d6 mechanic, players can earn bonuses for
creativity and thinking outside the box. The game master may grant bonus d6 dice to the roll if the player
comes up with a clever or innovative approach to the task at hand. These bonuses can enhance the chances of
success and provide an incentive for players to think creatively.

Furthermore, a critical success can occur when the total number of successes exceeds the DC by a significant
margin, typically 10 or more. For example, if the DC for crafting a Martial weapon is 5 successes, and the player
rolls a total of 15 successes, it would be considered a critical success. In this case, the player not only
successfully creates the weapon but also produces a masterwork quality item using only the resources intended
for a normal weapon. Critical successes reward players for exceptional skill or luck, resulting in outstanding
outcomes or additional benefits beyond the initial objective.

These additional bonuses and critical successes add depth and excitement to skill rolls, encouraging players to
explore creative solutions and providing opportunities for remarkable achievements in their character's
abilities.

Items and materials can definitely provide bonuses and advantages in various skill rolls. Having the right
equipment or materials for a specific task can enhance a character's abilities and increase their chances of
success.

For example, if a character is equipped with climbing gear, such as specialized ropes, harnesses, and sturdy
boots, they may receive a bonus on climbing checks. The equipment provides them with better grip, stability,
and safety, making the climb easier and more successful.

---------------------

In this system, the limit for skills is determined by your character's level plus three. As your character progresses
and gains experience, their proficiency in skills expands, allowing them to reach new heights of expertise. The
level cap for skills being (your level +3) ensures a gradual and balanced progression, preventing excessive
specialization at lower levels while granting significant growth potential at higher levels.

This limit fosters character development and encourages a well-rounded skill set, as characters must carefully
choose which skills to focus on as they level up. It also provides opportunities for characters to diversify their
abilities, adapt to different challenges, and contribute meaningfully in various situations.

For non-proficient skills, the limit is calculated differently. The maximum level for non-proficient skills is
determined by dividing your character's level by two and then adding three to the result. This approach ensures
that non-proficient skills still have room for growth as your character advances, albeit at a slightly slower pace
compared to proficient skills.

By setting the limit for non-proficient skills as level/2 +1, the system acknowledges the potential for characters
to develop basic competence in areas outside their primary expertise. This allows characters to dabble in skills
they are not inherently proficient in, promoting versatility and the opportunity to adapt to different challenges.
The level/2 +3 limit strikes a balance between providing meaningful progression for non-proficient skills while
still incentivizing characters to focus on their proficient skills for optimal effectiveness. It encourages players to
consider the trade-offs and make strategic choices when allocating skill points, enhancing the depth and
customization of character development.

By capping skills at level +3, the system strikes a balance between character progression and maintaining a
sense of challenge and growth throughout the game. It encourages players to strategize their skill choices and
explore different paths of advancement, fostering a dynamic and engaging gameplay experience.

In this system, proficiency is tied to the specific class in which your character is currently leveling up. Only skills
associated with the class you are actively advancing in are considered proficient. If you level up in a different
class where a skill is not considered proficient, you cannot exceed the limit set for non-proficient skills when
upgrading that particular skill.

For skills associated with the class in which you are actively gaining levels, the limit remains as your character's
level plus Three. This allows for continued growth and specialization in the skills aligned with your current
class's expertise.

However, if you level up in a different class where a skill falls under the non-proficient category, the limit for
that skill is calculated using the formula of level/2 + 3. This limitation recognizes that while you may have some
basic aptitude in non-proficient skills, your advancement in those areas will be slower compared to the skills
directly connected to your current class's proficiency.

By differentiating proficiency based on the active class, this system encourages players to consider the strengths
and weaknesses of each class and make strategic decisions when choosing skills to upgrade. It adds depth to
character progression and allows for distinct skill development paths based on the classes chosen.

Strength:
Athletics: Climbing, swimming, jumping, and feats of physical strength. It costs one action to use it, and can be
used in some cases as part of your movement.

• 1 Success: Climb a low fence or jump over a small gap.


• 3 Successes: Swim in calm water or run through rough terrain.
• 5 Successes: Climb a tree or swim in rough water, break a weak door.
• 8 Successes: Jump a wide gap without running or swim upstream against a current.
• 10 Successes: Climb a steep cliff or make an impressive long jump.
• 12 Successes: Break through a normal door or outswim a strong current.
• 15 Successes: Climb a sheer cliff face or make a nearly impossible jump.
• 18 Successes: Break down a reinforced door or swim through stormy seas.
• 20 Successes: Climb a treacherous mountain with minimal gear.
• 22 Successes: Outlast a marathon sprint in hostile conditions.
• 25 Successes: Swim for hours in open, stormy waters without tiring.
• 28 Successes: Jump an enormous gap while under stressful circumstances.
• 30 Successes: Perform a legendary feat of strength, like pulling down part of a castle wall.
• 33 Successes: Climb an impossibly high surface while enduring extreme weather.
• 35 Successes: By using your full turn, and using the Running action, you can walk on air as if was
difficult terrain.
• 38 Successes: Break through a steel wall or leap over an incredibly wide chasm.
• 40 Successes: Swim across an entire ocean or run across the surface of water for a short time.
• 45 Successes: As a quick action, using the movement action, you can walk on air as if was on the
ground.
• 50 Successes: Perform an unmatched, legendary feat—such as climbing to the peak of a mythical
mountain with ease or holding the sky itself as Atlas.

Intimidation: Using physical presence and raw strength to intimidate others. You can use Strength or Charisma,
so both Attributes have this skill. It costs two actions to use it, and you cannot use any other Charisma Skill, or
Intimidation with Strength in the same turn.

Intimidation checks can be resisted by a successful Will saving throw, with a Difficulty Class (DC) set at 10 + the
number of successes rolled by the intimidator. The outcome of a failed saving throw is determined by how
many successes the intimidator achieved over the defender's roll. You can refer to the previously outlined
success results to gauge the impact of the intimidation, with the number of successes over the target dictating
the severity of their reaction.

The number of creatures you can intimidate at once is determined by your Strength or Charisma modifier
(whichever is higher) plus your Intimidation bonus divided by 5, rounded down.

• 1-2 successes over: The target is Shaken for one round and becomes hesitant but can still act normally.
• 3-5 successes over: The target is visibly Dazed for one round and may avoid conflict or act with caution.
• 6-9 successes over: The target becomes Cowering, suffering penalties on actions or attacks against the
intimidator.
• 10-14 successes over: The target is completely Frightened for one minute, potentially fleeing or
surrendering, unable to act rationally.

• 15-19 Successes over: The target is completely Panicked for 10 minutes, easily surrendering or giving
away anything for its own life.

• 20+ successes over: The target faints for 1d4 hours or until takes damage. Is considered Helpless while
at it.

Grappling: Engaging in close-quarters combat, restraining opponents, and overpowering foes. It costs two
actions to use it. You need at least one arm to grapple one creature, you can grapple a number of targets equal
your number of arms, but each extra target you grapple after the first gives you a -4 penalty to the grappling
roll. You cannot use that arm to hold a weapon, but you still can use natural attacks or unarmed while
grappling.

Grappling, Trip and Restain Rules:

1. Grappling:
• Grappling uses a specialized check: roll 1d20+ Grappling bonus + Strength modifier + Base
Attack Bonus (BBA) against the opponent’s equivalent bonus. The defender may substitute
Dexterity and Escape Artist skill in place of Strength and Grappling, if preferred.
• While grappling, both you and the target are flatfooted, and the target suffers a -4 penalty to
attack rolls against anyone other than you.
2. Trip (while Grappling):
• If you are already grappling a target, you may attempt to trip them with an additional -4 penalty
applied to their roll to resist. This requires a standard action and puts down the target, keeping
them trip. This attempt provokes an attack of opportunity unless you have the Improved Trip
feat. They cannot get up unless they are free from the Grapple.
• A successful trip knocks the target prone.
3. Restrain (Pinning a Tripped Target):
• If you successfully trip a grappled target, you can further restrain them, applying the pinned
condition using another Grappling check. This requires a standard action and solidifies control
over the target, keeping them immobilized. An spellcaster cannot use any spell with Somatic
components while restrained. A target can try to leave the Restrain situation as a standard
action, going back to Grappled and Trip.

Grappling and Strangulation Rules:

• Grappling:
• Grappling uses a specialized check: roll 1d20+ Grappling bonus + Strength modifier + Base Attack
Bonus (BBA) against the opponent’s equivalent bonus. The defender may substitute Dexterity and
Escape Artist skill in place of Strength and Grappling, if preferred.
• While grappling, both you and the target are flatfooted, and the target suffers a -4 penalty to attack
rolls against anyone other than you.
• Grappling and Strangulation:
• After successfully grappling a target, you can attempt to strangulate them as a standard action.
• A strangulated target cannot cast spells with a Verbal component.
• The target can only survive a number of rounds under strangulation equal to their Constitution
modifier (minimum 1 round). After reaching this limit, they drop to 0 hit points. If strangulation
continues for one additional round, the target dies. Their only way to escape Strangulation, is to escape
the Grappling.
• You can cannot strangulate creatures more than one size larger than yourself.
• Creature that don’t need to breath, like undead, are immune to strangulation.

Corporal Might: Proficiency in tasks requiring exceptional physical strength, destructive force, Manual Labor,
and heavy lifting. It costs normally one action to use it, but could cost more depending on the situation.

These additional skills offer a wider range of options for characters with high Strength attributes, expanding
their capabilities beyond traditional combat abilities. They provide opportunities for unique character concepts
and allow for engaging role playing and problem-solving situations in the game world. Your Carry capacity is, as
medium creature: Your Strength attribute x 10 KG, and you gain +5 KG for each bonus or ranking in Corporal
Might.

• 0 Success: Lifting 50 KG, or Dragging/Pushing the double.


• 1-4 Success: Lifting 50 KG + (Successes x 50), or Dragging/Pushing the double.
• 5-9 Successes: Lifting 100 KG + (Successes x 100), or Dragging/Pushing the double.
• 10-14 Successes: Lifting 200 KG + (Successes x 200), or Dragging/Pushing the double.
• 15-19 Successes: Lifting 300 KG + (Successes x 300), or Dragging/Pushing the double.
• 20-24 Successes: Lifting 400 KG + (Successes x 400), or Dragging/Pushing the double.
• 25-29 Successes: Lifting 500 KG + (Successes x 500), or Dragging/Pushing the double.
• 30-34 Successes: Lifting 600 KG + (Successes x 600), or Dragging/Pushing the double.
• 35-39 Successes: Lifting 700 KG + (Successes x 700), or Dragging/Pushing the double.
• 40-44 Successes: Lifting 800 KG + (Successes x 800), or Dragging/Pushing the double.
• 45-49 Successes: Lifting 900 KG + (Successes x 900), or Dragging/Pushing the double.
• 50 or more Successes: Lifting 1.000 KG + (Successes x 1.000), or Dragging/Pushing the double.

Dexterity:
Stealth: Moving silently, hiding, remaining unseen, and moving without leaving traces, even in challenging
terrain. It costs two actions to go into stealth.

Stealth operates through a system of active versus passive checks. When attempting a Stealth action, the
character must accumulate enough Stealth successes to surpass the passive Perception of their enemies. The
higher the target's passive Perception, the more Stealth successes are required to remain hidden or unnoticed.
In situations where an enemy is actively searching for the stealthy character, an active Perception check can be
rolled to challenge the Stealth attempt. The result of this roll sets the new threshold of successes the stealthy
character must exceed to remain hidden.

When attacking from Stealth, you gain a +5 bonus to your attack roll, as the element of surprise gives you an
advantage over your target. Additionally, targets are considered flat-footed, meaning they lose any bonuses to
their Armor Class (AC) from Dexterity or other reflex-based defenses. You cannot use stealth while in the camp
of view of enemies, and must be at least at 15 ft. from any enemy.

• 5 Successes: You can use the Sleigh of Hand skill or Pick-locking while in stealth without revealing
yourself.
• 10 Successes: You gain an extra +2 to hit your target.
• 15 Successes: You can go into stealth while at 10 ft. from an enemy, as long as they can’t see you.
• 20 Successes: During one turn after being revealed you gain 20% avoid from attacks.
• 25 Successes: You gain an extra +5 to hit your target.
• 30 Successes: You can go into stealth while at 5 ft. from an enemy, as long as they can’t see you.
• 35 Successes: During one turn after being revealed you gain 50% avoid from attacks.
• 40 Successes: While in Stealth you are considered invisible. Being able to hide in plain sight, even in
front of enemies.
• 45 Successes: You gain an extra +10 to hit your target.
• 50 Successes: You can go stealth even while in the camp of view of enemies.
Sleight of Hand: Picking locks, pick pocketing, and manipulating objects deftly. It costs two actions to use it.

Using the Sleight of Hand skill against a target functions similarly to using Stealth, where you roll a Sleight of
Hand check against the target's passive Perception.

However, the difficulty increases depending on the size of the object you're trying to steal:
• Tiny objects: No penalty
• Small objects: -4 penalty
• Medium objects: -8 penalty
• Large objects: -12 penalty
• Huge objects: -16 penalty

These penalties are applied directly to your roll, not to the number of successes you achieve, making it harder
to succeed the larger the object is. Other types of Penalties can be apply depending on the situation, or even
bonus if there are distractions.

• 1 Success: Pick a simple pocket or move a small object unnoticed.


• 3 Successes: Steal a coin pouch from a distracted person.
• 5 Successes: Pick a simple lock or move a small item without detection.
• 8 Successes: Pick a challenging lock or swipe a valuable item unnoticed.
• 10 Successes: Perform a complex series of tricks to conceal an item.
• 12 Successes: Pick a high-security lock in a dangerous situation.
• 15 Successes: Steal from someone in full view, making it seem natural.
• 20 Successes: Pick a magically enhanced or warded lock.
• 25 Successes: Perform an elaborate trick to steal a high-value item in plain sight.
• 30 Successes: Steal from an entire group unnoticed or sabotage magical security.
• 35 Successes: Fool an entire crowd into missing a high-profile theft.
• 40 Successes: Steal an artifact under heavy guard and magical protections.
• 45 Successes: Perform a legendary heist under impossible circumstances.
• 50 Successes: Steal a divine or demonic artifact from a heavily warded and guarded location.

Acrobatics: Performances of agility, flips, and maneuvers requiring nimbleness. It costs one action to use it, and
can be used in some cases as part of your movement.

• 1 Success: Perform a simple balance or basic flip.


• 3 Successes: Execute a moderate acrobatic maneuver (e.g., a leap over an obstacle).
• 5 Successes: Perform a difficult acrobatic feat (e.g., flipping over multiple obstacles).
• 8 Successes: Accomplish complex acrobatic sequences involving multiple flips and tight timing.
• 10 Successes: Move flawlessly over dangerous terrain with extreme grace.
• 12 Successes: Flip between obstacles in a confined space with agility.
• 15 Successes: Pass through a hole two sizes smaller than your. (e.g medium creature passing through a
30 cm hole.)
• 20 Successes: Walking on walls or ceiling with half movement.
• 25 Successes: Maneuver through difficult and treacherous environments with total precision.
• 30 Successes: Pass through a hole three sizes smaller than your. (e.g medium creature passing through
a 15 cm hole.)
• 35 Successes: Achieve feats of agility that seem superhuman, even among the greatest athletes.
• 40 Successes: Move on the walls or ceiling as if you were walking on the ground.
• 45 Successes: Perform reality-defying acrobatics, seeming to float or flip with perfect balance.
• 50 Successes: Pass through a hole four sizes smaller than your. (e.g medium creature passing through a
5 cm hole.)
Escape Artist: Skill in escaping restraints or tricky situations through dexterity and flexibility. It costs one action
to use it, but if you are trying to escape a grappling attack, it costs no action.

This ability can be used against Grappling checks, but cannot be used to grapple. You can use this ability bonus
instead of your Grapple bonus to escape or resist being restrained or grapple by another creature.

• 1 Success: Escape from simple, loose restraints (e.g., ropes).


• 3 Successes: Slip out of moderate bindings (e.g., shackles).
• 5 Successes: Escape from tight, restrictive situations (e.g., straightjackets).
• 8 Successes: Break free from highly secured restraints (e.g., locked chains or manacles).
• 10 Successes: Escape from magically enhanced or complicated constraints.
• 12 Successes: Evade high-security traps or traps with magical fail-safes.
• 15 Successes: Get free from complex, enchanted bindings designed to be inescapable.
• 20 Successes: Slip through impossible-to-escape restraints, possibly phasing through solid objects.
• 25 Successes: Escape legendary, almost mythic traps, often involving several layers of security.
• 30 Successes: Break free from restraints or conditions that defy even the most skilled escape artists.
• 35 Successes: Disentangle yourself from interdimensional bindings or magical restraints.
• 40 Successes: Escape legendary restraints created by gods or powerful beings.
• 45 Successes: Achieve impossible escape feats, defying laws of physics and magic.
• 50 Successes: Perform escapes so legendary they enter myth, being able to use this skill to travel
between dimensions or planes of existence.

Disarming Traps: Detecting and safely disabling traps through deft manipulation and careful observation. It
costs three actions to use it.

• 1 Success: Disable basic, mechanical traps.


• 3 Successes: Safely disarm moderately complex traps.
• 5 Successes: Disarm intricate traps with advanced mechanical parts or some magical elements.
• 8 Successes: Disarm dangerous traps involving high levels of magic or complex mechanics.
• 10 Successes: Disable highly magical or expertly designed traps.
• 12 Successes: Disarm advanced, multi-layered traps with magical fail-safes.
• 15 Successes: Safely bypass ancient or legendary traps of extreme complexity.
• 20 Successes: Disarm traps built by master artificers or containing powerful magic.
• 25 Successes: Disarm traps that defy logic, with layers of reality-bending security.
• 30 Successes: Safely disable almost impossible, mythic-level traps.
• 35 Successes: Disarm traps involving forbidden magic or technologies of forgotten civilizations.
• 40 Successes: Render inoperative traps created by gods or omnipotent beings.
• 45 Successes: Safely disarm traps that interact with the fabric of the universe.
• 50 Successes: Disarm traps of unparalleled complexity, perhaps constructed by deities or divine
entities.

Ride: Proficiency in riding and handling mounts, maintaining balance and control while mounted, and executing
maneuvers. It costs 1 or 0 actions to use it, if your Ride is smart or well trained enough, you don’t need to use
actions to control it.

Special Ranking for mounting:


1 Rank – You can mount simple creatures, like a normal horse, a giant goat or a camel.

5 Ranks – You can Mount basic creatures, like a Warhorse, Dongue or a Shark.

10 Ranks – You can Mount moderate creatures, like a Spider Horse, Giant Wolf or Blister Bug.

20 Rank – You can Mount Complex creatures, like a Whale, Rhinoceros or a CrowBear.

30 Rank – You can Mount Hard creatures, Dinosaurs, powerful monsters and Epic Beasts.

40 Rank – You can Mount Greater creatures, Like Young adult or Younger Dragons or Legendary beasts.

50 Rank – You can Mount Godly creatures, Like Divine Beasts, Adult or Older dragons.

• 1 Success: Perform basic riding tasks (e.g., maintaining balance while trotting).
• 3 Successes: Control the mount in moderate situations (e.g., uneven terrain or slow galloping).
• 5 Successes: Execute complex riding maneuvers (e.g., jumping over obstacles). or calm your animal.
• 8 Successes: Perform skilled maneuvers in dangerous situations (e.g., combat or racing).
• 10 Successes: Control the mount through battle, executing tricky maneuvers flawlessly.
• 12 Successes: Perform highly difficult mounted feats (e.g., charging through a crowd or performing
mounted acrobatics).
• 15 Successes: Handle complex mounted tasks, like guiding the mount at full speed through deadly
terrain.
• 20 Successes: Achieve legendary feats of mounted control and skill, effortlessly guiding the mount
through chaos.
• 25 Successes: Perform mounted maneuvers so advanced that they defy what even the best riders are
capable of.
• 30 Successes: Achieve godlike riding feats, guiding the mount through impossible situations.
• 35 Successes: Handle mythical creatures and rides, commanding them with supreme mastery.
• 40 Successes: Perform miraculous feats of control while mounted, perhaps even in extreme
environments like flying through storms.
• 45 Successes: Achieve ultimate control over any mount, from magical creatures to divine beings.
• 50 Successes: Accomplish legendary feats of mounted combat and control that will be told for
generations.

These skills showcase different aspects of dexterity, allowing characters to excel in areas beyond traditional
combat. They provide opportunities for characters with high Dexterity attributes to shine in stealth, acrobatics,
and tasks that require finesse and nimble movements.

Constitution:
Endurance: Represents your ability to sustain physical exertion, resist fatigue, and endure harsh conditions. For
every 5 ranks you have in this skill, you gain an additional +1 HP per level. It costs no action to use it.

Additionally, the number of potions you can safely consume per day is equal to: Your Constitution modifier
(Your Endurance ranks + any other Endurance bonuses) / 3.

• 1 Success: Jog for a few minutes without tiring.


• 3 Successes: Walk for hours with no rest.
• 5 Successes: Swim for an extended period or carry a heavy load for hours.
• 8 Successes: Endure a long march with heavy equipment.
• 10 Successes: Swim for hours or survive in extreme heat or cold.
• 12 Successes: Continue fighting through serious fatigue.
• 15 Successes: Go without sleep for several days without issue.
• 20 Successes: Survive in harsh, inhospitable conditions for extended periods.
• 25 Successes: Endure non-stop combat or labor for days on end.
• 30 Successes: Resist exhaustion while subjected to magical or environmental hazards.
• 35 Successes: Survive in an uninhabitable environment like a desert or frozen wasteland.
• 40 Successes: Resist fatal conditions such as being trapped in a burning building or drowning.
• 45 Successes: Survive beyond normal human endurance, lasting days or weeks without sustenance.
• 50 Successes: Endure impossible physical strain, such as surviving in the void of space.

Concentration: Reflects your ability to maintain focus and composure under pressure, resisting distractions and
continuing to cast spells or use abilities even when disturbed or harmed. It costs no action to use it.

• For every 3 ranks in this skill, you can maintain an additional active spell at the same time. This does not
apply to spells with instantaneous effects; it only affects spells requiring sustained focus.

• If you take damage equal to or greater than (your Spellcasting attribute modifier + your Concentration
ranks + Your Power Level), you must make a Fortitude Saving throw DC equal half the damage you took,
or 10, which is higher. You may 1/3 your concentration ranks to this Fortitude save.

These skills highlight a character's endurance, resilience, and ability to withstand physical challenges.
Characters with high Constitution attributes excel in sustaining physical exertion, resisting diseases, adapting to
harsh environments, and displaying exceptional stamina and fortitude. Whether it's enduring grueling physical
tasks, recovering quickly from injuries, or thriving in hostile conditions, these skills reflect the character's
exceptional physical constitution.

Intelligence:
Arcane: Knowledge and proficiency in magical theory, spells, and the arcane arts. It costs one action to use it.

• 1 Success: Identify a common spell being cast.


• 3 Successes: Recognize basic magical properties of an item or enchantment.
• 5 Successes: Understand complex magical effects or rituals. Identify a tier 1 or 2 tier spell being cast.
• 8 Successes: Decode intricate arcane symbols or detect hidden magical auras.
• 10 Successes: Master a new school of magic or rare arcane theory. Identify a tier 3 or 4 tier spell being
cast.
• 12 Successes: Create a Tier 0 Spell. Identify ancient or forgotten magic.
• 15 Successes: Sense subtle distortions in magical fields. Identify a tier 5 or 6 tier spell being cast.
• 20 Successes: Create a Tier 1 or 2 Spell. Identify a tier 7 or 8 tier spell being cast.
• 25 Successes: Create a Tier 3 or 4 Spell. Unravel the mysteries of a lost magical tradition. Identify a tier
9 or 10 tier spell being cast.
• 30 Successes: Create a Tier 5 or 6 Spell. Uncover long-forgotten, forbidden magical knowledge.
• 35 Successes: Decipher the essence of a powerful, unique spell or magic source.
• 40 Successes: Create a Tier 7 or 8 Spell. Understand the mechanics of god-like or cosmic magic.
• 45 Successes: Create a Tier 9 Spell. Achieve mastery over complex interwoven spell systems.
• 50 Successes: Create a Tier 10 Spell. Unlock secrets of reality-bending or universe-altering magic.

Investigation: Analyzing clues, searching for hidden information, and solving puzzles. It costs one action to use
it.

• 1 Success: Notice obvious clues or signs in a scene, such as an out-of-place object or a clear footprint,
providing basic insight into what might have occurred.
• 3 Successes: Piece together basic information from the evidence, like understanding the general
sequence of events or determining whether an individual was present at the scene.
• 5 Successes: Identify hidden objects or details that are not immediately apparent, such as a concealed
compartment, a faint odor, or a subtle bloodstain.
• 8 Successes: Reconstruct events or deduce motives based on subtle clues, allowing you to form a
narrative about how and why certain actions were taken.
• 10 Successes: Solve complex puzzles or uncover deeply hidden information, such as cracking a cipher or
finding a secret passageway that leads to new revelations.
• 12 Successes: Discern inconsistencies in witness accounts, documents, or forgeries, identifying lies,
contradictions, or subtle errors that others would overlook.
• 15 Successes: Track down obscure or elusive leads by piecing together cryptic references or following
cold trails that seem unrelated at first glance.
• 20 Successes: Identify connections between seemingly unrelated events or clues, revealing a broader
plot or conspiracy that ties different pieces of evidence together.
• 25 Successes: Solve long-standing mysteries or cold cases that have stumped investigators for years,
bringing closure to long-forgotten or unsolved events.
• 30 Successes: Uncover ancient secrets or conspiracies that span centuries, learning the truth behind
historical events or finding records of forgotten organizations or cults.
• 35 Successes: Outwit the best-laid deceptions or masterfully executed forgeries, unraveling carefully
constructed lies and seeing through intricate layers of falsehood.
• 40 Successes: Solve interdimensional or reality-warping puzzles, such as identifying anomalies in time,
space, or the fabric of reality, and determining how they can be resolved.
• 45 Successes: Reveal the ultimate truth behind a legendary enigma, such as discovering the true
identity of a long-lost figure, a hidden prophecy, or the origins of a mythical artifact.
• 50 Successes: Unlock an impossible puzzle that alters the course of history itself, solving a mystery so
profound that it changes the fate of nations, realms, or the very nature of reality.

History: Knowledge of past events, cultures, and significant historical figures. It costs one action to use it.

• 1 Success: Recall a general fact about a recent historical event.


• 3 Successes: Know details about a specific culture or time period.
• 5 Successes: Understand the causes and effects of significant historical events.
• 8 Successes: Identify key figures and analyze their impact on history.
• 10 Successes: Recognize ancient or obscure historical events or trends.
• 12 Successes: Draw parallels between past and current events for strategic advantage.
• 15 Successes: Reconstruct forgotten histories or trace lost lineages.
• 20 Successes: Uncover hidden or rewritten history.
• 25 Successes: Solve mysteries surrounding legendary figures or artifacts.
• 30 Successes: Decode ancient scrolls revealing untold historical truths.
• 35 Successes: Rewrite or correct widely accepted but inaccurate historical records.
• 40 Successes: Understand the impact of history on current geopolitical movements.
• 45 Successes: Uncover the true origins of forgotten empires or powerful civilizations.
• 50 Successes: Unlock the secrets of prehistorical, cosmic, or mythical events.

Medicine: Proficiency in diagnosing and treating ailments, injuries, and diseases. It costs two actions to use it.

• 5 Ranks: When using a medical kit to heal someone, you can add an additional +1d4 to the amount of
healing provided.

• 10 Ranks: Your expertise allows you to create potent healing salves and poultices. When using any
healing item or spell, you add +1d6 to the healing amount.

• 20 Ranks: You gain the ability to perform medical tasks more swiftly. When treating wounds or
illnesses, you reduce the time required by half and can use the healing kit on a creature as a Quick
action.

• 30 Ranks: You gain a deep understanding of rare and magical afflictions. You can automatically identify
any non-magical disease or poison upon inspection.

• 40 Ranks: You are capable of performing life-saving surgeries even in extreme conditions. You can heal
critical injuries (like loss of limbs or severe trauma).

• 50 Ranks: Your skill allows you to craft unique medicines. You can create healing potions and spells that
heal an additional +2d6, and these potions can also cure conditions like paralysis, blindness, or
deafness.

• 60 Ranks: Your reputation as a healer precedes you. Creatures treated by you recover faster, reducing
their long-term recovery time by half, and gain temporary hit points equal to half your Medicine ranks
after a successful treatment for 1 week.

• 70 Ranks: You can revive creatures who have been dead for up to 1 hour with minimal loss of vitality, as
long as they still have their most of their body intact.

• 80 Ranks: Your advanced techniques allow you to develop healing elixirs that not only restore health
but also remove curses and magical afflictions. These potions heal +3d6 and remove one curse per use,
this extra healing bonus also effects your healing spells.

• 90 Ranks: Your knowledge of the body and soul is nearly unmatched. You can prevent aging effects in
creatures you treat for extended periods, allowing them to retain their youth and vitality for decades
longer.

• 100 Ranks: You achieve legendary status as a healer. You can perform miracles of medicine, restoring
the body and soul of creatures even after complete destruction. You can bring back creatures who have
been dead for up to 1 day and heal even divine-level afflictions. Your healing spells or potions heal +5d6
now instead of 3d6.
• 1 Success: Diagnose a common illness or injury.
• 3 Successes: Treat a basic wound or common ailment.
• 5 Successes: Stabilize a dying creature or cure a significant disease.
• 8 Successes: Perform more complex medical procedures like surgery.
• 10 Successes: Treat rare or magical diseases and injuries.
• 12 Successes: Create effective remedies for chronic or persistent conditions.
• 15 Successes: Treat extreme trauma or magically influenced wounds.
• 20 Successes: Develop new treatments or cures for previously untreatable conditions.
• 25 Successes: Reverse life-threatening afflictions that are magical in nature.
• 30 Successes: Extend life or halt the progress of aging through advanced techniques.
• 35 Successes: Revive a creature long dead through surgical or alchemical means.
• 40 Successes: Develop new medical sciences or groundbreaking treatments.
• 45 Successes: Cure diseases thought incurable or created through god-like powers.
• 50 Successes: Achieve legendary healing, potentially restoring the soul and body to full health after
destruction.

Nature: Understanding flora, fauna, and the natural world, including identifying plants and creatures. It costs
one action to use it.

• 1 Success: Identify common plants or animals.


• 3 Successes: Know basic information about local ecosystems and weather.
• 5 Successes: Track creatures or predict natural events with precision.
• 8 Successes: Identify rare species or sense changes in the environment.
• 10 Successes: Understand and manipulate natural patterns to your advantage.
• 12 Successes: Predict large-scale natural disasters or migrations.
• 15 Successes: Speak or interact deeply with natural elements, flora, or fauna.
• 20 Successes: Command nature to assist in unusual or magical ways.
• 25 Successes: Uncover hidden mysteries of ecosystems and ancient environments.
• 30 Successes: Influence massive natural phenomena like storms or earthquakes.
• 35 Successes: Control and manipulate natural forces on a large scale.
• 40 Successes: Restore balance to damaged or dying ecosystems.
• 45 Successes: Call upon nature to alter terrain or weather over entire regions.
• 50 Successes: Command the forces of nature itself, altering the very landscape at will.

Linguistics: Mastery of multiple languages, deciphering ancient texts, and understanding complex languages. It
costs no action if you are talking, or one or more actions if you are reading or writing.

• 5 Ranks: You gain fluency in 1 additional language.

• 10 Ranks: You gain fluency in 2 additional languages.

• 15 Ranks: You gain fluency in 3 additional languages.

• 20 Ranks: You gain the ability to read lips in any language you know, allowing you to understand speech
even if you cannot hear the speaker, as long as you can see their lips.

• 25 Ranks: You gain fluency in 5 additional languages.


• 30 Ranks: You can now decipher complex codes and ancient scripts that others might find unreadable.
You can also understand the intent and nuance behind written or spoken language, even when it’s in
dialects or variants that would typically confuse others.

• 35 Ranks: You gain fluency in 7 additional languages.

• 40 Ranks: You can now communicate through subtle gestures and expressions, understanding hidden
meanings in conversations, as well as translating non-verbal languages like body language or symbols
with high accuracy.

• 50 Ranks: You gain the ability to speak and understand all languages fluently, including secret or
forbidden languages, ancient tongues, and even languages spoken by magical creatures.

• 60 Ranks: Your understanding of communication becomes supernatural. You can instantly create new
languages or dialects for secret communication that only those you teach can understand.

• 70 Ranks: You can now communicate telepathically with any creature that has a language, regardless of
the distance, as long as you have had contact with them.

• 80 Ranks: Your mastery of language allows you to rewrite magical texts and manipulate written spells,
altering their effects or repurposing them for your own use.

• 90 Ranks: You can translate languages that transcend time and dimensions, allowing you to decipher
communications from alternate realities or future timelines.

• 100 Ranks: Your linguistic knowledge is divine. You can create a universal language that transcends all
barriers, instantly understood by any creature, and even used to communicate with beings beyond
mortal comprehension, such as gods or cosmic entities.

• 1 Success: Understand basic phrases in a known language.


• 3 Successes: Read and write competently in a known language.
• 5 Successes: Decipher basic elements of an unknown language.
• 8 Successes: Translate complex writings in known languages.
• 10 Successes: Decipher ancient or cryptic languages.
• 12 Successes: Identify dialects, codes, or symbolic languages.
• 15 Successes: Decode complex ciphers or obscure texts.
• 20 Successes: Learn rare or dead languages fluently.
• 25 Successes: Master multiple complex linguistic systems.
• 30 Successes: Translate arcane or mystical languages with ease.
• 35 Successes: Break into near-incomprehensible alien or extraplanar languages.
• 40 Successes: Construct new languages or linguistic systems.
• 45 Successes: Read and understand thought-based or non-verbal languages.
• 50 Successes: Master legendary or divine languages that shape reality itself.

Strategy and Tactics: Formulating battle plans, understanding military tactics, and anticipating enemy
movements. It costs one or two actions to use it. Normally one action, but two if you are using Lower Defenses.
Lower Defenses: You can analyze enemy formations, movements, and combat stances to exploit their
vulnerabilities as a standard. By using a standard action, you may roll a Strategy and Tactics skill check to find
weaknesses in your enemies' defenses.

• Target Number of Enemies: You can target a number of enemies equal to your ranks/5 (rounded
down).

• Successes Required: For every 2 Successes on the check, you reduce the enemies' AC by 1.
• Maximum Reduction: The maximum AC reduction is capped at half your level (rounded down).
This reduction lasts for 1 minute, giving your allies an easier time landing hits on the enemies.

• 1 Success: Formulate a basic battle plan for a small skirmish.


• 3 Successes: Lead a group through tactical maneuvers in combat.
• 5 Successes: Develop effective plans for medium-sized battles or engagements.
• 8 Successes: Anticipate enemy tactics and counter with superior strategies.
• 10 Successes: Coordinate large-scale battlefield strategies with multiple units.
• 12 Successes: Outsmart a superior enemy force through brilliant planning.
• 15 Successes: Devise successful campaigns for long-term military operations.
• 20 Successes: Anticipate and counteract complex or multi-faceted enemy strategies.
• 25 Successes: Lead legendary-scale armies to decisive victories.
• 30 Successes: Outmaneuver or predict the movements of enemy forces on a continental scale.
• 35 Successes: Formulate plans for interplanar or multidimensional battles.
• 40 Successes: Orchestrate entire war campaigns spanning multiple regions or realms.
• 45 Successes: Understand and exploit the strategic weaknesses of powerful factions or nations.
• 50 Successes: Masterfully command world-altering conflicts that shape the destiny of entire
civilizations.

Job Skill: Proficiency in performing specialized tasks or duties associated with a particular profession or trade,
whether magical or non-magical. Enables individuals to excel in their chosen occupation, demonstrating
expertise, efficiency, and proficiency in their specific field of work. Like a profession or trade, such as
blacksmithing, cooking, carpentry, scroll-crafting, or alchemy.

These skills highlight different aspects of intelligence, encompassing knowledge, problem-solving, analysis, and
specialized fields of study. Characters with high Intelligence attributes can excel in these areas, providing
valuable expertise and insights to their adventuring party. The skills reflect the character's ability to gather and
interpret information, unravel mysteries, understand complex systems, and utilize their intellect to overcome
challenges.

Wisdom:
Perception: Noticing details, detecting hidden objects or creatures, observing the environment, and detecting
traps, ambushes, or potential threats. It costs one action to use it.
Passive Perception: Your passive perception is equal to 1 + (half your total Perception bonus). This value
represents your natural awareness of your surroundings without actively searching for anything. It acts as a
baseline that creatures or hidden objects must meet or exceed to avoid being detected by you.

For example, if your total Perception bonus is +10, your passive perception would be:

1 + (10 ÷ 2) = 1 + 5 = 6

This means that hidden creatures or objects must succeed against a DC of 6 in order to avoid detection by your
passive perception.

• 1 Success: Notice a common, obvious detail (a door, a noise, a movement).


• 3 Successes: Detect a hidden object or creature, or spot an approaching danger.
• 5 Successes: Spot well-concealed traps, small inconsistencies, or faint disturbances.
• 8 Successes: Discern faint signs of an ambush or a cleverly hidden object/creature.
• 10 Successes: Detect invisible creatures or magical auras in the environment.
• 12 Successes: Notice minute clues or expertly hidden traps.
• 15 Successes: See through illusions or complex magical disguises.
• 20 Successes: Detect imperceptible phenomena or ultra-fine details in a chaotic scene.
• 25 Successes: Sense otherworldly presences or beings attempting to hide across dimensions.
• 30 Successes: Perceive hidden realities or planes.
• 35 Successes: Discern invisible forces or detect reality warps from magical distortions.
• 40 Successes: Pinpoint the presence of entities from far dimensions or time distortions.
• 45 Successes: See the faintest shifts in time, space, or reality.
• 50 Successes: Become aware of nearly impossible-to-detect phenomena, such as cosmic or divine
presences.

Insight: Assessing intentions, reading emotions, and discerning truth from deception. It costs no action to use
it.

Contest Check: Insight rolls are typically used for contest checks where you are trying to assess someone's
motives or detect deception. The opposing party can use different skills depending on their intent:

• Diplomacy: If they are being honest and simply trying to persuade or negotiate in good faith.
• Deception: If they are attempting to lie or mislead you.
• Performance: If they are trying to disguise themselves or present themselves in a different role, such as
impersonating someone else.

The outcome of these checks determines whether the Insight user can see through the other party's intentions
or performance.

• 1 Success: Sense an obvious emotional state or a blatant lie.


• 3 Successes: Detect subtle changes in tone or body language, hinting at dishonesty or deception.
• 5 Successes: Uncover hidden motives or more deeply buried emotions.
• 8 Successes: Discern if someone is under magical influence or manipulation.
• 10 Successes: See through well-rehearsed deceptions or difficult-to-read individuals.
• 12 Successes: Sense inner turmoil, conflict, or hesitation in a person's behavior.
• 15 Successes: Break down a façade or penetrate emotional or mental defenses.
• 20 Successes: Perceive suppressed emotions or deeply hidden intentions.
• 25 Successes: Detect long-term deceit or manipulation from subtle behavioral cues.
• 30 Successes: Sense telepathic influence or read minds protected by magic.
• 35 Successes: Understand unspoken thoughts or recognize mind control.
• 40 Successes: Detect celestial or infernal manipulations of someone's actions or words.
• 45 Successes: Read the intentions of divine or otherworldly entities.
• 50 Successes: Unveil cosmic truths hidden within a creature's mind or soul.

Survival: Navigating in the wilderness, tracking creatures, finding food and water, navigating dangerous or
unfamiliar environments, finding shelter, and avoiding hazards. This is the skill used for the Camping mecanic. It
costs two actions to use it.

• 1 Success: Find a basic source of water or food in a familiar environment.


• 3 Successes: Navigate rough terrain or track a creature's recent movements.
• 5 Successes: Find shelter or identify edible plants and animals in harsh environments.
• 8 Successes: Avoid natural hazards such as quicksand, dangerous animals, or unstable ground.
• 10 Successes: Track creatures through difficult terrain (dense forest, rocky mountains, etc.).
• 12 Successes: Survive in extreme environments (desert, tundra, jungle) with limited resources.
• 15 Successes: Predict incoming natural disasters or safely navigate through them.
• 20 Successes: Find sustenance in magical or reality-warped terrains.
• 25 Successes: Track creatures that use magic or have the ability to teleport.
• 30 Successes: Survive in otherworldly or pocket dimensions with alien environments.
• 35 Successes: Detect and navigate through time anomalies or altered realities in the wilderness.
• 40 Successes: Thrive in hostile planes of existence, such as Hell or the Elemental Planes.
• 45 Successes: Navigate across planes, dimensions, or fractured realities.
• 50 Successes: Endure the void of space or beyond, surviving in locations where normal life cannot.

Animal Handling: Communicating with animals, Animal Training, Domestication, Riding, calming them, and
handling them appropriately. It can costs 1 to 3 actions to use it, the domestication rule is a costs three actions.

Number of Pets: You can have one combat-capable pet for every 10 points of your total Animal Handling bonus.
These pets can evolve and participate in combat. There is no limit to the number of non-combat pets you can
have, allowing you to collect as many as you'd like, even becoming a "cat lady" if you wish!

Domestication Rules:

Step 1: Bait Preparation To domesticate a creature, you need the appropriate bait. This bait can be a basic
option tailored to the creature type or a superior bait that offers bonuses to your Animal Handling roll.

• Basic Bait Cost: 50 Gold x (½ Creature Level x Level of Existence [LOE] modifier)
• Bait Bonuses:
• Basic bait: No bonus
• Better bait: Grants a bonus to Animal Handling rolls, at the GM's discretion.

Step 2: Encountering the Creature Once you find the creature you wish to domesticate, their attitude toward
you will impact your Animal Handling roll. The creature's disposition modifies your roll as follows:

• Hateful: -10 penalty


• Hostile: -5 penalty
• Neutral: No penalty or bonus
• Friendly: +2 bonus
• Helpful: +5 bonus

Step 3: Roleplay the Domestication To successfully domesticate the creature, roleplay the process of feeding it
the bait and establishing a connection. Afterward, make an Animal Handling check.

Bait Cost Calculation (LOE)


The cost of bait is based on the creature's Level of Existence (LOE), which reflects how valueble and rare it is:

• Feeble Creatures: x1
• Average Creatures: x2
• Proficient Creatures: x4
• Standard Creatures: x8
• Advanced Creatures: x16
• Epic Creatures: x32
• Godly Creatures: x64

Domestication Check

The difficulty of the Domestication check is determined by the creature's attributes:

• Animal Handling DC = Creature’s Wisdom modifier + ½ their total level + LOE modifier

Domestication Modifiers (LOE)

The creature's Level of Existence (LOE) also modifies the difficulty of the domestication attempt. Each LOE tier
adds the following modifier to the Animal Handling DC:

• Feeble Creatures: -2 to the DC


• Average Creatures: No modifier
• Proficient Creatures: +2 to the DC
• Standard Creatures: +5 to the DC
• Advanced Creatures: +10 to the DC
• Epic Creatures: +15 to the DC
• Godly Creatures: +25 to the DC

Age Modifiers:

When dealing with creatures or characters of varying ages, apply the following modifiers to the Animal
Handling DC or related checks (as appropriate):
• Infant: -4
• Child: -2
• Adolescent/Teen: +0
• Young Adult: +2
• Adult: +4
• Middle-Aged: +8
• Elderly: +16

• 1 Success: Calm or communicate basic instructions to a domesticated animal.


• 3 Successes: Ride or handle a moderately difficult animal (horse, camel, etc.).
• 5 Successes: Train a wild or difficult animal, or soothe an angry or startled creature.
• 8 Successes: Handle exotic creatures, communicate complex commands, or soothe magical animals.
• 10 Successes: Ride and control difficult creatures, such as flying mounts.
• 12 Successes: Train magical or semi-intelligent creatures for specialized tasks.
• 15 Successes: Domesticate an entirely wild creature, even one that resists human control.
• 20 Successes: Communicate with intelligent or celestial animals, gaining deeper understanding.
• 25 Successes: Control legendary or incredibly dangerous creatures, such as dragons.
• 30 Successes: Form a lifelong bond with an otherworldly or mythic creature.
• 35 Successes: Calibrate animal instincts with magical abilities, such as mounting a creature with
dimensional travel.
• 40 Successes: Forge alliances with creatures from far realms (e.g., beastlords or animal deities).
• 45 Successes: Command entire packs, herds, or flocks of magical or mythical beasts.
• 50 Successes: Control or pacify divine or primal entities in animal form.
Religion: Knowledge of deities, religious practices, and religious history. It costs one action to use it.

• 1 Success: Recall basic information about a commonly known deity or religious practice.
• 3 Successes: Recognize religious symbols, rites, or prayers from common faiths.
• 5 Successes: Understand less common deities and practices, including their rituals.
• 8 Successes: Identify religious relics or important holy texts, even from lost or secretive faiths.
• 10 Successes: Discern the connection between religious events and divine actions.
• 12 Successes: Interpret complex religious visions or signs from divine entities.
• 15 Successes: Recognize divine omens, prophecies, or deeply hidden religious knowledge.
• 20 Successes: Understand forgotten or ancient religions, including those that predate known history.
• 25 Successes: Unravel deep, esoteric mysteries about the gods, divine planes, or celestial realms.
• 30 Successes: Perform sacred rites to commune with distant gods or forgotten divine beings.
• 35 Successes: Understand the relationships between different pantheons or deific powers.
• 40 Successes: Perceive divine influences on reality, recognizing divine wars, conflicts, or alliances.
• 45 Successes: Discern hidden deific agendas and the machinations of elder or forgotten gods.
• 50 Successes: Attain near-perfect understanding of the divine, their will, and how to manipulate divine
power.
Charisma:
Diplomacy: Skill in navigating diplomatic situations, resolving conflicts, and fostering cooperation. This skill also
can be use for Persuasion, and Seduction, since all are forms of diplomacy. It costs two actions to use it, and you
cannot use any other Charisma Skill, or Intimidation with Strength in the same turn.

Diplomacy checks are challenged checks, rolled against the target's own Diplomacy, Leadership, Deception,
Intimidation, or Insight skill, depending on the situation. For example:

• If the target is negotiating or leading in good faith, they use Diplomacy or Leadership.
• If the target is trying to hide the truth or manipulate, they use Deception.
• If the target is trying to resist through intimidation or assertiveness, they use Intimidation.
• If the target is trying to read your intentions and assess the situation, they use Insight.

The number of successes you roll versus the target’s successes determines the outcome. If you roll more
successes, you win the challenge. The amount of successes over the target defines the level of influence or
persuasion you gain, following the previously outlined success list for Diplomacy.

The number of creatures you can influence at once is determined by your Charisma modifier plus your
Diplomacy bonus divided by 5, rounded down.

• 1-2 successes over: The target is Receptive for one round. They listen intently to your argument and
may consider your proposal, though they are not yet convinced.
• 3-5 successes over: The target becomes Convinced of your argument and is willing to agree to small or
moderate requests that don't put them at risk or inconvenience.
• 6-9 successes over: The target is Influenced and will agree to significant requests, even if mildly
inconvenienced, or may act in your favor without immediate reward.
• 10-14 successes over: The target becomes Persuaded to a point where they will take moderate risks or
make sacrifices to assist you, potentially altering their stance or position on an important issue.
• 15-19 successes over: The target is Won Over, willing to take considerable risks or make major
sacrifices on your behalf, and may even change long-held beliefs or alliances.
• 20+ successes over: The target becomes Devoted to your cause, treating you as a trusted friend or ally,
willing to follow your lead or undertake dangerous tasks without question for an extended period.

Intimidation: Using physical presence and raw strength to intimidate others. You can use Strength or Charisma,
so both Attributes have this skill. It costs two actions to use it, and you cannot use any other Charisma Skill, or
Intimidation with Strength in the same turn.

Intimidation checks can be resisted by a successful Will saving throw, with a Difficulty Class (DC) set at 10 + the
number of successes rolled by the intimidator. The outcome of a failed saving throw is determined by how
many successes the intimidator achieved over the defender's roll. You can refer to the previously outlined
success results to gauge the impact of the intimidation, with the number of successes over the target dictating
the severity of their reaction.

The number of creatures you can intimidate at once is determined by your Strength or Charisma modifier
(whichever is higher) plus your Intimidation bonus divided by 5, rounded down.

• 1-2 successes over: The target is Shaken for one round and becomes hesitant but can still act normally.
• 3-5 successes over: The target is visibly Dazed for one round and may avoid conflict or act with caution.
• 6-9 successes over: The target becomes Cowering, suffering penalties on actions or attacks against the
intimidator.
• 10-14 successes over: The target is completely Frightened for one minute, potentially fleeing or
surrendering, unable to act rationally.

• 15-19 Successes over: The target is completely Panicked for 10 minutes, easily surrendering or giving
away anything for its own life.

• 20+ successes over: The target faints for 1d4 hours or until takes damage. Is considered Helpless while
at it.

Deception: Skill in disguising the truth, lying convincingly, and manipulating others' perceptions. It costs two
actions to use it, and you cannot use any other Charisma Skill, or Intimidation with Strength in the same turn.

Deception checks are challenged checks, typically rolled against the target's Insight. If the target suspects they
are being lied to or manipulated, they use Insight to detect the deception. However, if the target knows
someone is lying and wants to "out-lie" them or twist the narrative further, they can roll Deception in response
to your Deception check, creating a contest of lies.

• If the target suspects deception, they resist with Insight.


• If the target knows they are being deceived and wants to manipulate the situation or escalate the lie,
they use Deception to challenge your lie directly.

The number of successes you roll versus the target’s Insight or Deception successes determines the outcome. If
you roll more successes, you win the challenge. The amount of successes over the target defines how
convincing or manipulative your lie is, following the previously outlined success list for Deception.

The number of creatures you can deceive at once is determined by your Charisma modifier plus your
Deception bonus divided by 5, rounded down.

• 1-2 successes over: The target is Suspicious but does not act immediately. They may harbor doubts but
do not actively pursue them unless given reason.
• 3-5 successes over: The target is Fooled by your deception, believing your lie to be mostly true and
acting accordingly, though they may verify the information later.
• 6-9 successes over: The target is Convinced of the lie and fully believes it to be true, acting on it
without hesitation or second-guessing.
• 10-14 successes over: The target is Completely Duped, taking risky actions or making decisions based
on your lie, fully committing to the false narrative.
• 15-19 successes over: The target is Tricked and Manipulated, willing to make major sacrifices or take
extreme risks based on the deception. They will defend the false information as if it were their own
idea.
• 20+ successes over: The target is Utterly Ensnared by the deception, unable to recognize the truth
without overwhelming evidence. They act as if the lie is an undeniable fact, even in the face of
contradictory information.

Performance: Proficiency in entertaining others through various forms, such as music, acting, or storytelling.
This skill is also use when you use disguises or try to pass for others. It costs two actions to use it, and you
cannot use any other Charisma Skill, or Intimidation with Strength in the same turn, with Exception of
Deception, which you can use as a quick action when you use performance.

• 1 Success: Give a decent performance or disguise yourself to pass casual observation.


• 3 Successes: Entertain a small group or fool someone with a basic disguise.
• 5 Successes: Deliver a compelling performance or disguise yourself convincingly for an extended time.
• 8 Successes: Captivate an audience or successfully impersonate someone in public.
• 10 Successes: Perform for a large audience or assume someone’s identity without suspicion.
• 12 Successes: Create an enthralling performance that moves hearts or fool a trained observer with your
disguise.
• 15 Successes: Perform for royalty or impersonate a high-ranking individual without raising suspicion.
• 20 Successes: Deliver a performance so moving it influences major decisions or fool an entire crowd
with your disguise.
• 25 Successes: Perform for legendary figures or impersonate a legendary or mythical figure with
mastery.
• 30 Successes: Deliver a performance that is remembered throughout history or disguise yourself to
pass as an Epic figure.
• 35 Successes: Perform for celestial or otherworldly beings or fool legendary creatures or beings with
your disguise.
• 40 Successes: Achieve a legendary performance that influences entire cultures or maintain a flawless
disguise for an extended period in the highest circles.
• 45 Successes: Perform so masterfully that it alters history or impersonate a being of divine or cosmic
power.
• 50 Successes: Deliver a performance that becomes part of myth or assume a disguise so perfect that
you can impersonate entities of ultimate power without anyone realizing it.

Leadership: The capacity to inspire and guide others, rallying them to a common cause. The natural charisma
and magnetism that draw others towards you and create positive impressions. It costs two actions to use it, and
you cannot use any other Charisma Skill, or Intimidation with Strength in the same turn.

• 1 Success: Gain the trust or respect of a single individual.


• 3 Successes: Rally a small group to follow your commands or ideals.
• 5 Successes: Inspire a group to take coordinated action or boost morale.
• 8 Successes: Command a squad or team in a high-pressure situation.
• 10 Successes: Lead an organization or battalion with success.
• 12 Successes: Convince a powerful figure or group to follow your leadership in a critical moment.
• 15 Successes: Lead a large-scale operation or inspire a large group to great deeds.
• 20 Successes: Command an army or large organization with unwavering loyalty.
• 25 Successes: Inspire a nation or significant faction to follow your leadership during a crisis.
• 30 Successes: Lead an entire kingdom or major force to victory in times of great peril.
• 35 Successes: Gain the loyalty of legendary figures or mythical creatures through your leadership.
• 40 Successes: Inspire entire nations to rally behind your cause.
• 45 Successes: Lead an alliance of gods or legendary beings with unparalleled success.
• 50 Successes: Achieve leadership so great it unites dimensions or planes.
Use Magic Device: Proficiency in operating magical devices such as wands, scrolls, and other enchanted items
regardless of class restrictions, allowing non-spellcasters to harness magical powers temporarily. It costs 1 to 3
actions, depending on the use. Normally using a magical item is 1 action, but can be otherwise, if specified on
the item.

• 1 Success: Activate a simple magical device or item.


• 3 Successes: Use a moderately complex magic item without error.
• 5 Successes: Access the full potential of a magic device.
• 8 Successes: Use restricted magical items normally available only to specific classes or beings.
• 10 Successes: Bypass a simple device’s restrictions or unlock additional powers.
• 12 Successes: Safely handle and control unstable or cursed magical items.
• 15 Successes: Use highly advanced or legendary magical devices at full power.
• 20 Successes: Operate an artifact or device with immense magical power.
• 25 Successes: Unlock the hidden powers of a god-touched or mythical magical item.
• 30 Successes: Masterfully wield items of cosmic significance with ease.
• 35 Successes: Command devices of ultimate power without any training or connection.
• 40 Successes: Use magical devices to alter reality itself or control the flow of magic across realms.
• 45 Successes: Wield artifacts that rival the power of deities.
• 50 Successes: Unlock the deepest secrets of Godly Magic items.

These skills highlight the character's ability to interact with others, influence their opinions and actions, and
navigate social situations. Characters with high Charisma attributes excel in these areas, leveraging their charm,
persuasiveness, and presence to sway opinions, lead others, and leave a lasting impression.

Whether it's negotiating business deals, performing for an audience, defusing tense situations, or forming deep
connections with others, these skills reflect the character's ability to effectively engage and interact with people
in a variety of contexts.

Feats:
Common Feats:
Acrobatic: You gain a +2 bonus on all Athletics and Acrobatics skill checks, enhancing your agility and movement
abilities.

Agile: You receive a +2 bonus on all Sleight of Hand and Escape Artist checks, improving your finesse and ability
to slip free from bindings.

Alertness: You gain a +4 bonus on all Perception checks, sharpening your awareness of your surroundings.

Greater Alertness: Your senses are heightened further. You gain a +8 bonus to Perception checks, replacing the
+4 from Alertness, and an additional +4 bonus to Passive Perception. Prerequisite: Alertness

Animal Affinity: You receive a +2 bonus on all Handle Animal and Ride checks, enhancing your connection with
animals and your skill in managing them.
Armored Pajamas: You can sleep while wearing Medium armor.

Armored Pajamas, Heavy: You can sleep while wearing Heavy armor.

Armor Proficiency (Light): You gain proficiency with the next light armor type that you are not currently
proficient in. For example, if you are proficient in Padded Armor, you now gain proficiency with Leather Armor.

Armor Proficiency (Medium): You gain proficiency with the next medium armor type that you are not currently
proficient in. For example, if you are proficient in Scale Mail, you now gain proficiency with Chain Shirt.
Prerequisite: Proficient with at last one light armor

Armor Proficiency (Heavy): You gain proficiency with the next heavy armor type that you are not currently
proficient in. For example, if you are proficient in Ring Armor, you now gain proficiency with Chainmail.
Prerequisite: Proficient with at last one medium armor

Athletic: You receive a +2 bonus on all Athletics and Corporal Might checks, increasing your physical prowess
and endurance.

Braveheart: Your courage inspires your allies. All allies within 30 feet gain a +2 bonus on saving throws against
the frightened condition. Prerequisite: Charisma 15

Deceitful: You gain a +2 bonus on all Deception and Performance skill checks, enhancing your ability to deceive
and entertain.

Deft Hands: You receive a +2 bonus on all Sleight of Hand checks and checks made to disarm traps, improving
your precision and dexterity in delicate tasks.

Diehard: When reduced to between -1 and -9 hit points, you automatically stabilize without needing to make
death saving throws. You may choose to act as if you were disabled rather than unconscious when at negative
hit points. If you choose to act, you can only take a quick action per turn. Movement doesn't harm you further,
but taking any strenuous or standard action deals 1 point of damage. If your hit points reach pass -(Your Level +
Constitution attribute), you die instantly. Prerequisite: Endurance

Diligent: You receive a +2 bonus on Use Magic Device and Linguistics checks, improving your skill in handling
magical devices and interpreting languages.

Dodge: During your turn, you can designate a target opponent, gaining a +2 dodge bonus to your Armor Class
against that opponent's attacks. You can select a new opponent on any quick action. You lose this bonus if a
condition causes you to lose your Dexterity bonus to Armor Class. Dodge bonuses stack with each other.
Prerequisite: Dexterity 13

Endurance: You gain a +4 bonus on Endurance and Corporal Might checks, as well as Constitution checks made
for running, forced marches, holding breath, avoiding nonlethal damage from starvation, thirst, and
environmental extremes, and Fortitude saves against suffocation. This feat makes you tougher and more
resilient in challenging conditions.

Exotic Weapon Proficiency: You are proficient with an exotic weapon of your choice and can use it without
penalty. Characters using exotic weapons they are not proficient with suffer a -8 penalty on attack rolls.
Prerequisite: Proficiency with 3 Martial Weapons, Base Attack Bonus +1.

Great Fortitude: You gain a +2 bonus on all Fortitude saving throws, enhancing your resilience against physical
afflictions and endurance tests.

Greater Weapon Focus: You gain an additional +1 bonus on all attack rolls made with the chosen weapon. This
bonus stacks with the +1 bonus from Weapon Focus. This feat can be taken multiple times, but its effects do not
stack. Each time, it applies to a new weapon. Prerequisite: Proficiency with the selected weapon, Weapon
Focus with the selected weapon, Base Attack Bonus +8.

Improved Grapple: You do not provoke attacks of opportunity when making an attack to initiate a grapple, and
can do Grapple as a quick action. Additionally, you gain a +4 bonus on all grapple checks, whether initiating or
maintaining a grapple. Without this feat, initiating a grapple provokes an attack of opportunity. Prerequisite:
Dexterity 13, Improved Unarmed Strike or class proficiency with unarmed combat.

Improved Strangulation: You can do Strangulation action as a quick action. Additionally, the time in round that
you take to strangulate someone is one round less (Minimum 0). Prerequisite: Strength 23, Improved Grapple.

Improved Initiative: You gain a +4 bonus on initiative checks, allowing you to react more quickly in combat.

Investigator: You gain a +2 bonus on all Investigation and Perception checks, enhancing your ability to gather
clues and notice hidden details.

Iron Will: You receive a +2 bonus on all Will saving throws, increasing your mental fortitude and resistance to
mind-altering effects.

Leadership: Allies within 30 feet gain a +1 bonus on attack rolls and saving throws, inspired by your natural
leadership. Creatures can only gain this bonus from one person at the time. Prerequisite: Charisma 15

Lightning Reflexes: You gain a +2 bonus on all Reflex saving throws, improving your ability to dodge and avoid
danger.

Linguistic Savant: You gain a +4 bonus in the Linguistics skill and can learn new languages in half the normal
time. Prerequisite: 10 ranks in Linguistics

Magical Aptitude: You receive a +2 bonus on Spellcraft and Use Magic Device checks, boosting your ability to
identify magical effects and manipulate magical devices.

Martial Weapon Proficiency: You gain proficiency with a specific martial weapon, allowing you to make attack
rolls with it normally. This feat can be taken multiple times. Each time, it applies to a different martial weapon.
Characters using martial weapons they are not proficient with suffer a -4 penalty on attack rolls. Prerequisite:
You must be proficient with at least 3 simple weapons.

Master Healer: When using a medical kit, you may do so as a quick action instead of a standard action, and you
heal 1d4 hit points instead of 1. Prerequisite: 10 ranks in Medicine
Master of Disguise: You gain a +2 bonus on Performance checks, and you can fully disguise yourself as another
person using a slow action, provided you have the necessary disguise materials. Prerequisite: 10 ranks in
Deception and Performance

Mobility: You gain a +4 dodge bonus to Armor Class against attacks of opportunity when moving through or out
of a threatened area. If you lose your Dexterity bonus to Armor Class, you also lose your dodge bonuses. Dodge
bonuses stack with one another. Prerequisite: Dexterity 13, Dodge

Mobile Warrior: Your movement speed increases by 10 feet, making you quicker on the battlefield.

Mounted Archery: You reduce penalties for shooting from a moving mount: -2 instead of -4 for a double move,
and -4 instead of -8 for a running mount. Prerequisite: 10 rank in Ride, Mounted Combat

Mounted Combat: Once per round, when your mount is hit, you may attempt a Ride check as a reaction to
negate the hit. If your Ride check exceeds the attack roll, the hit is negated, effectively replacing the mount's
Armor Class with your Ride check result. Prerequisite: 5 ranks in Ride

Negotiator: You gain a +2 bonus on Diplomacy and Insight checks, improving your ability to negotiate and read
others.

Nimble Fingers: You gain a +4 bonus on Sleight of Hand checks, making you exceptionally dexterous with small
objects.

Persuasive: You gain a +2 bonus on Deception and Intimidation checks, enhancing your ability to persuade or
coerce others.

Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and
carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy
load). After a running start, you gain a +4 bonus on Athletics checks for jumping. You retain your Dexterity
bonus to AC while running.

Self-Sufficient: You gain a +2 bonus on Medicine and Survival checks, improving your self-reliance in the
wilderness and in treating injuries.

Shield Proficiency: You can use a buckler or standard shield without suffering any penalties beyond the usual.
Without proficiency, you take the shield's armor check penalty on attack rolls and on skill checks involving
movement, including Ride checks.

Simple Weapon Proficiency: You can use simple weapons without penalties. Without proficiency, you take a -4
penalty on attack rolls with simple weapons.

Skill Focus: You gain a +3 bonus on all checks with a chosen skill. This feat can be taken multiple times. Its
effects don’t stack. Each time, it applies to a different skill.
Stealthy: You gain a +4 bonus on Stealth checks, making it easier for you to remain unseen.

Toughness: You gain +1 hit point per level, enhancing your durability.

Energetic: You gain +1 mana point per level, increasing your magical reserves.

Tower Shield Proficiency: You can use kite shields and tower shields with only the normal penalties.
Normal: Without proficiency, using a shield imposes its armor check penalty on attack rolls and skill checks that
involve movement, including Ride checks. Prerequisite: Shield Proficiency

Wounds Mending: You become an expert in closing fresh wounds. When using a medical kit or a healing spell
on someone who has had their current hit points reduced since your last turn, you automatically recover 20%
of the damage the creature received, in addition to still having the healing of the spell or medical kit, this
recovery counts as part of these healings for any effects, thus preventing bonuses that increase healing from
affecting this talent separately, this talent can only be used once per target per turn.

Synergistic Healing: Whenever you heal someone from any source, increase your healing by points equal to
half the person's level (minimum 1).

Perfection of the Many: When making a check and failing, you can add a bonus equal to the number of allies
who are witnessing/monitoring your check at the location, this bonus cannot be greater than your character
level and this feature can be used a number of times per day equal to your level divided by 5, rounded up.
Prerequisite: Leadership

Combat Feats:
Blind-Fight: In melee combat, when you miss due to concealment, you can reroll the miss chance once per
attack. Additionally, invisible attackers gain no special advantage against you in melee combat—you retain your
Dexterity bonus to Armor Class, and the attacker doesn’t get the typical +2 bonus for being unseen. However,
these benefits do not apply to ranged attacks. When moving through darkness or poor visibility, your speed is
not reduced. Without this feat, invisible attackers gain their usual bonuses in melee, and your speed in darkness
is halved.

Cleave: When you reduce an enemy to 0 or fewer hit points with a melee attack, you can immediately make an
additional melee attack against another target within your reach. This extra attack uses the same weapon and
attack bonus as the original, but you cannot take a 5-foot step before making this attack. You may use this
ability once per round. Prerequisite: Strength 13, Power Attack.

Combat Expertise: When making a melee attack or full attack, you can take a penalty of up to -5 on your attack
rolls and add the same number as a dodge bonus to your Armor Class. This bonus cannot exceed your base
attack bonus and remains in effect until your next turn. Without this feat, fighting defensively provides a +2
dodge bonus to Armor Class at the cost of a -4 penalty to attack rolls. Prerequisite: Intelligence 13.

Combat Style – Defensive: You have mastered using a shield for superior defense, gaining an additional +2
bonus to Armor Class while wielding a shield (excluding bucklers).
Combat Style – Two-Handed: By mastering the use of two-handed weapons, your strength and precision
deliver more powerful strikes. You gain a +5 bonus to damage with two-handed weapons.

Combat Style – Ranged: Your expertise in ranged weaponry allows for deadly accuracy. You gain a +2 bonus on
attack rolls with bows, crossbows, and other ranged weapons.

Combat Style – Thrown Weapon: Specializing in thrown weapons, you excel at striking distant targets with
precision. Gain a +2 bonus to attack rolls with thrown weapons like javelins and throwing axes.

Combat Style – Polearm: Your proficiency with polearms allows you to keep enemies at bay. You gain a +1
bonus on attack rolls with polearms and can strike targets an additional 5 feet away.

Combat Style – Unarmed: As an expert in unarmed combat, you deliver precise and powerful strikes. You gain a
+1 bonus on attack rolls and a +1 bonus to damage with unarmed strikes.

Combat Style – One-Handed: You are adept at wielding one-handed weapons with finesse, allowing for deadly
precision. Gain a +2 bonus on attack rolls with one-handed weapons.

Combat Casting: You receive a +4 bonus on Concentration checks to cast spells or use spell-like abilities or
Powers while grappling, pinned, or casting defensively.

Combat Reflexes: You can make a number of attacks of opportunity equal to your Dexterity bonus each round.
Additionally, you can make attacks of opportunity even while flat-footed. Without this feat, you can only make
one attack of opportunity per round and cannot do so while flat-footed.

Deflect Arrows: Once per round, when hit by a ranged weapon, you can deflect it, avoiding all damage. This
does not require an action, but you must be aware of the attack and not flat-footed. You cannot deflect massive
ranged weapons or magical ranged attacks. Prerequisites: Dexterity 13, Improved Unarmed Strike.

Far Shot: The range increment for projectile weapons increases by 50%, and the range increment for thrown
weapons is doubled. Prerequisite: Point Blank Shot.

Gorilla Grip: You can use weapons of two size larger without any penalty. Prerequisite: Strength 25, +11 BBA,
Powerful Grip.

Grenadier: You are skilled with explosive and splash weapons, gaining a +1 bonus on attack rolls and an
additional +1 bonus to damage, including splash damage.

Great Cleave: Like Cleave, but without limit. You can continue making additional melee attacks against enemies
within reach, as long as you drop a foe with each attack. Prerequisites: Strength 13, Cleave, Power Attack, base
attack bonus +6

Greater Two-Weapon Fighting: You gain a third off-hand attack, but it comes at a -10 penalty. Prerequisites:
Dexterity 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Greater Full Attack: Once per round, you can make a full attack as a standard action instead of a full-round
action. Prerequisites: Base Attack Bonus +16, Strength or Dexterity 19.

Greater Weapon Specialization: You gain a +2 bonus to damage rolls with your specialized weapon. This bonus
stacks with Weapon Specialization. Prerequisites: Weapon Specialization, Greater Weapon Focus with the same
weapon.

Improved Body Slam: You do not provoke attacks of opportunity when attempting a body slam, and you can do
it as a quick action, and you gain a +4 bonus on the opposed Strength check. Prerequisites: Strength 13, Power
Attack.

Improved Critical: Your weapon’s critical threat increases by one (e.g 20 becomes 19-20, 19-20 becomes 18-20).
Prerequisite: Proficient with a martial weapon, Weapon Focus, base attack bonus +16.

Improved Disarm: You do not provoke an attack of opportunity when disarming an opponent, and you gain a +4
bonus on the opposed attack roll. Prerequisites: Intelligence 13, Combat Expertise.

Improved Feint: You can feint as a free action once per round, using a Deception check. Feinting is a quick
action, and you gain a +4 bonus on the opposed attack roll. Prerequisites: Intelligence 13, Combat Expertise.

Improved Bypass: When you attempt to bypass an opponent, you can make once per turn as a free action as
part of your movement action, and you gain a +4 bonus on your Strength check to knock them down.
Prerequisites: Strength 13, Power Attack.

Improved Precise Shot: Your ranged attacks ignore partial cover and concealment, and when shooting into a
grappling targets, you hit the target of your choice. Prerequisites: Dexterity 19, Point Blank Shot, Precise Shot,
base attack bonus +11.

Improved Destruction: When you strike at an object held or carried by an opponent (such as a weapon or
shield), you do not provoke an attack of opportunity, and you can do as a quick action instead of a standard
action. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another
character. Without this feat, you provoke an attack of opportunity when you strike at an object held or carried
by another character. Prerequisites: Strength 13, Power Attack.

Improved Trip: You do not provoke attacks of opportunity when attempting to trip an opponent as an quick
action, and you gain a +4 bonus on the Strength check to trip. If successful, you get an immediate melee attack
against the tripped opponent. Prerequisites: Intelligence 13, Combat Expertise.

Improved Two-Weapon Fighting: You gain a second attack with your off-hand weapon, at a -5 penalty.
Prerequisites: Dexterity 17, Two-Weapon Fighting, base attack bonus +6.

Improved Unarmed Strike: You are considered armed even when unarmed, and do not provoke attacks of
opportunity when attacking unarmed. You can choose to deal lethal or nonlethal damage, and your unarmed or
natural weapon strikes increase in damage by one step. Without this feat, unarmed strikes provoke attacks of
opportunity, and only deal nonlethal damage.
Manyshot: You can fire two arrows with a single attack at -4 to the attack roll. For every five base attack bonus
points above +6, you can fire an additional arrow (up to four arrows), with a cumulative penalty of -2 per extra
arrow. Prerequisites: Dexterity 17, Point Blank Shot, Rapid Shot, base attack bonus +6.

Mounted Combatant: You gain a +2 bonus on melee attacks against creatures smaller than your mount when
fighting from horseback. Prerequisite: 5 ranks in Ride.

Point Blank Shot: You gain a +1 bonus on attack and damage rolls when using ranged weapons against targets
within 30 feet.

Power Attack: Before making attack rolls, you can choose to take a penalty to your attack rolls and add the
same number to damage. The penalty cannot exceed your base attack bonus. When using a two-handed
weapon, you add double the penalty amount to damage. Prerequisite: Strength 13.

Powerful grip: You can use weapons of one size larger without any penalty.

Precise Shot: You do not suffer the usual -4 penalty when shooting or throwing ranged weapons into melee.
Prerequisite: Point Blank Shot.

Quick Draw: You can draw a weapon as a free action, allowing you to equip it instantly without taking up your
turn's economy. Additionally, you can draw a hidden weapon (with the Sleight of Hand skill) as a move action.
This feat also allows you to throw weapons at your full attack rate, similar to using a bow. Without this feat,
drawing a weapon requires a quick action, or (if your base attack bonus is +1 or higher) it can be drawn as part
of movement. Drawing a hidden weapon normally requires a standard action. Prerequisite: Base attack bonus
+1.

Rapid Reload: Choose a type of crossbow or firearm (hand, light, or heavy). For the chosen type, the time
required to reload is reduced: Hand and light crossbows can be reloaded as a free action. Heavy crossbows are
reloaded as a quick action. Reloading still provokes attacks of opportunity, but with hand and light crossbows,
you can fire as many times in a full attack action as you would with a bow. Normally reloading a hand or light
crossbow normally takes a quick action, while reloading a heavy crossbow requires a standard action. You may
take this feat multiple times, each time applying to a new type of crossbow or firearm, does not stack.
Prerequisite: Weapon Proficiency (crossbow or firearm type chosen).

Rapid Shot: You gain one extra attack per round with a ranged weapon, made at your highest base attack
bonus. However, all your attacks during that round (including the extra attack) suffer a -2 penalty. You must take
a full attack action to use this feat. Prerequisites: Dexterity 13, Point Blank Shot.

Greater Rapid Shot: When you take the attack action with a ranged weapon, you can make an additional attack
as part of the action, provided you do not move during the round. Prerequisite: Base attack bonus +4, Sniper,
Rapid Shot.

Ride-By Attack: While mounted, you can use the charge action and continue moving after attacking. Your total
movement cannot exceed double your mount’s speed, and neither you nor your mount provokes attacks of
opportunity from the target you attack. Prerequisites: Ride 5 rank, Mounted Combat.
Shot on the Run: When making a ranged attack, you can move both before and after your attack, as long as the
total movement does not exceed your speed. Prerequisites: Dexterity 13, Dodge, Mobility, Point Blank Shot,
base attack bonus +4.

Skirmisher: As a reaction, when an enemy ends their turn within 5 feet of you, you can move up to half your
movement speed without provoking attacks of opportunity.

Snatch Arrows: When using the Deflect Arrows feat, you may catch the thrown weapon instead of deflecting it.
You can either immediately throw the weapon back at the attacker (even if it’s not your turn) or keep it for later
use. To use this feat, you must have at least one free hand. Prerequisites: Dexterity 15, Deflect Arrows,
Improved Unarmed Strike.

Sniper: You are a master of long-range combat, increasing the effective range of your ranged weapons by 50%,
allowing you to attack from greater distances without penalties. Prerequisites: 5 ranks in Perception,
proficiency with one martial or exotic ranged weapon.

Spring Attack: When attacking with a melee weapon, you can move both before and after the attack, without
provoking attacks of opportunity from the target you attack. However, you might still provoke attacks from
other creatures. You must move at least 5 feet before and after your attack. This feat is not usable if you are
wearing heavy armor. Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.

Trample: When you Bypass a target while mounted, they cannot avoid your charge. If you successfully knock
them down, your mount can make a hoof attack against the prone target with a +4 bonus. Prerequisites: Ride 5
rank, Mounted Combat.

Two-Weapon Defense: When wielding two weapons, you gain a +1 shield bonus to AC. When fighting
defensively or using the total defense action, this bonus increases to +2. Prerequisites: Dexterity 15, Two-
Weapon Fighting.

Two-Weapon Fighting: You can make an additional attack with your off-hand weapon each round. Penalties for
attacking with two weapons are reduced: the penalty for your primary hand is reduced to nothing, and the
penalty for your off-hand is reduced by 4. Without this feat, you suffer a -4 penalty on attacks with your primary
hand and a -6 penalty with your off-hand when wielding two weapons. These penalties are reduced by 2 if your
off-hand weapon is light. Prerequisites: Dexterity 15.

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain, you may use your Dexterity modifier for
attack rolls instead of Strength. If you carry a shield, its armor check penalty applies to your attack rolls. Natural
weapons are always treated as light weapons for this feat. Prerequisite: Base attack bonus +1.

Weapon Finesse Plus: You can apply your Dexterity modifier instead of Strength to both attack rolls and
damage rolls when using a weapon eligible for Weapon Finesse. Prerequisite: Weapon Finesse.

Weapon Focus: You gain a +1 bonus to attack rolls with your selected weapon. You can select this feat multiple
times, each time applying it to a different weapon. Prerequisite: Proficiency with the chosen weapon, base
attack bonus +1.

Weapon Specialization: You deal an additional +2 damage when attacking with your selected weapon. You may
take this feat multiple times, each time applying it to a new weapon. Prerequisite: Weapon Focus with the
chosen weapon.

Goredrinker: Whenever you defeat or scoring a critical hit on an enemy causes you to regain a half of your total
level in hit points. If you defeat the enemy with a critical hit, you regain your total level.

Last Will: "If I could only do one more thing..." If you are at 10% of your life or less at the end of your turn and
are still conscious, you can choose with a free action to fall to 0 hit points in exchange for making an action with
automatic hit (cannot be long-lasting effects, such as enchantments or buffs, etc.), adding to this action a bonus
effect equivalent to the amount of hit points you forced yourself to lose, no external effect can make you not
fall to 0 hit points, if something prevents you from falling to 0, you do not receive the bonus or even the
automatic hit, this feature can only be used again if you get your hit points to the maximum (Example: If you
have 100 max HP, you have to get back to 100 current HP.)

Lethal line: You become an expert in prioritizing dying targets. If the target is below 50% of their total hit
points, you deal an increase of half your task modifier as a bonus, and if it is below 25%, this bonus triples.
(Example, I'm going to make an attack using strength on someone, I have a +6 Modifier, if the target is below
50% of their life, I increase my damage by +3, and if they are below 25%, this bonus becomes +9 damage) (If it
is a spell, use the casting attribute, if it is a medical kit, use Wisdom, which is the Medicine attribute)

Resistance: A number of times equal to your power level you can decide to consume 4 MP to reduce the
damage taken from an attack by an amount equal to your level.

Last Stand: When reduced to 0 hit points or less, you can use Last Stand to remain standing with only 1 hit
point. This bonus cannot be used again until your HP is at its maximum. Prerequisites: Resistance

Unarmed Master: Once per turn, as part of an unarmed or Natural Weapon attack, you can make an additional
unarmed strike or natural weapon to the same target without using an action or incurring penalties.
Prerequisite: BBA +11

Superior Parry: By spending your reaction, you can add the attribute modifier of your physical attack bonus to
your AC against an attack. You can also spend one of your action points from your Next Action to use this
feature more than once, you can add more times against the same attack or once against multiple attacks.

Brutalizer: Scoring a critical hit on an attack or killing an enemy grants you an extra action point, once per turn.

Obssession: Mark a target during combat by spending an action point. Against that target, you add +50% of
your attack attribute modifier to both hit and damage rolls. If you defeat the target, you can spend another
action point to mark a new one, with a limit of your Power Level extra targets.

Superior Obsession: Your movement speed towards your obsession increases by 50% and you gain the option
to spend 3 Actions to perform a Attacastrophy*. When declaring this, make two attacks against the target, if
you hit at least once, attack again, and after that, you will continue attacking until you miss, however each time
you hit, your next attack has -7(-7, -14, -21 and so on). Prerequisites: Obsession
Master of First Strike: Attacking a target that does not have any missing hit points causes you to deal additional
damage equal to your damage attribute modifier. This stacks with two hand weapon.

Blood Frenzy: Attacking a target that does not have any missing hit points causes you to deal extra damage
against it, dealing extra damage equal to +50% of your damage attribute modifier.

Collateral Attack: Consume an amount of your current hit points and add double that value as extra damage,
limited by your total level. This consumption cannot leave you with less than 1 hit point and the attack can still
miss. You must decide to use this ability before rolling the attack.

Hemophagie: When you hit a creature with a melee attack, and it's not a non-lethal attack, you regain hit
points equal to your Power Level + 1. Prerequisite: PL+1, goredrinker.

Magical Feats:
Empowered Summoning: Each creature you summon using any summoning spell or ability gains a +4
enhancement bonus to both Strength and Constitution for the duration of the summoning spell. Prerequisite:
Spell Focus (conjuration).

Empower Spell: All variable, numeric effects of an enhanced spell are increased by 50%. This does not affect
saving throws, opposed rolls, or spells without variable effects. Additionally, casting an enhanced spell requires
additional mana: +6 mana per spell tier, with tier 0 spells costing only 3 additional mana.

Enlarge Spell: You can modify any spell with a defined range to double its effective range. Spells without a
specific range, as well as touch or self spells, are not affected. Additionally, casting an extended range spell
requires additional mana: +4 mana per spell tier, with tier 0 spells costing only 2 additional mana.

Eschew Materials: You can cast any spell without needing material components that cost up to 5 gp per
spellcasting level you possess. If a spell requires a material component that exceeds this value, you must have
the component on hand to cast the spell as normal. (The casting of the spell still provokes attacks of
opportunity as usual.) Additionally, casting an Eschew Materials spell requires additional mana: +1 mana per
spell tier, with tier 0 spells costing 0 additional mana.

Prolonged Spell: A prolonged spell lasts twice its normal duration. Spells with a duration of concentration,
instantaneous, or permanent are unaffected. Casting a prolonged spell costs an additional +3 mana per spell
tier, with tier 0 spells costing only 1 extra mana.

Advanced Counterspell: You can counter a spell by using the same spell, expending your reaction. The mana
cost for the counterspell is equal to the original spell's mana cost, plus an additional 1 mana per spell tier (0
additional mana for tier 0 spells).

Spell Penetration: You gain a +2 bonus on caster level checks (1d20 + spellcaster level) when attempting to
overcome a creature's spell resistance.

Spell Focus: Select one school of magic. You gain a +1 bonus to the Difficulty Class (DC) for all saving throws
against spells from the chosen school. You can take this feat multiple times. Each time, it applies to a different
school of magic. The effects do not stack.
Elevated Spell: An elevated spell is treated as being cast at a higher level than its original (up to a maximum of
10th level). Unlike most magic feats effects, this increases the actual effective spell level. All aspects of the spell
that depend on its level, such as saving throw DCs and the ability to bypass effects, are based on the elevated
level. The elevated spell requires the same effort to prepare and mana cost as a spell of its new, higher level.

Improved Familiar: This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only
when they could normally acquire a new familiar. When choosing a familiar, the creatures listed below are also
available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on
each of the alignment axes (lawful through chaotic, good through evil).
Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is
something other than animal, its type does not change and you may choose a new type of creature between:
(Daemon, Angels, Elementals, Flora, Fey or Undead) that they may take racial Levels into.
Combat Participation: Improved familiars can participate in combat. Their level is equal to 1/5 of the
spellcaster's spellcasting level, with a minimum level of 1.
Level of Existence: The improved familiar's "level of existence" is two tiers of existence below that of the
spellcaster, with an average level at minimum.
When an improved familiar is chosen, its abilities and powers scale appropriately with the spellcaster's level,
ensuring it remains a valuable companion throughout the spellcaster's adventures. Prerequisites: Ability to
acquire a new familiar, Compatible alignment.

Motionless Spell: A motionless spell can be cast without any somatic components. Spells that already lack
somatic components are unaffected. Casting a motionless spell requires additional mana: +1 per spell tier, with
no additional cost for tier 0 spells.

Greater Spell Focus: Choose a school of magic for which you already possess the Spell Focus feat. You gain an
additional +2 bonus to the Difficulty Class (DC) for all saving throws against spells from the selected school. This
bonus stacks with the bonus from Spell Focus. You can take this feat multiple times. Each time, it must be
applied to a different school of magic for which you already have the Spell Focus feat. The effects do not stack
for the same school.

Greater Spell Penetration: You gain an additional +3 bonus on caster level checks (1d20 + spellcaster level) to
overcome a creature's spell resistance. This bonus stacks with the bonus from Spell Penetration. Prerequisite:
Spell Penetration.

Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. This does not affect
saving throws, opposed rolls, or spells without random variables. Casting a maximized spell increases its mana
cost by +10 per spell tier, with tier 0 spells costing an additional 5 mana. If combined with other effects like
Empower Spell, the spell gains the benefits of both feats: the maximum result plus half of the normally rolled
result. Prerequisite: Empower Spell

Shapechanger Spell: You can complete the verbal and somatic components of spells while in any transformed
state where you would normally be unable to speak or use gestures, substituting noises and movements
appropriate to your current form. You can also use any material components or focus you possess, even if they
are melded within your transformed form. This ability does not grant the use of magic items while in a form
that normally could not use them, and you do not gain the ability to speak normally while transformed.
Prerequisites: Wisdom 13, ability to transform into another form.
Quicken Spell: You can modify a spell's casting time to be faster: a slow action spell becomes a standard action,
a standard action spell becomes a quick action, and a quick action or reaction spell becomes a free action.
Casting a quickened spell costs additional mana: +5 mana per spell tier, and +2 mana for tier 0 spells. You may
cast only one quickened spell per round, and the spell cannot have a casting time longer than 1 full round.
Casting a quickened spell does not provoke an attack of opportunity.

Silent Spell: A silent spell can be cast without any verbal components. Spells that do not require verbal
components are unaffected. Casting a silent spell increases the mana cost by +1 per spell tier, with tier 0 spells
costing no additional mana.

Expanded Spell: You can modify a spell with an area of effect that is a burst, emanation, line, or spread to
double its area. Any numeric measurements related to the spell’s area are increased by 100%. Spells that don't
fit these area types are unaffected. The mana cost for casting an expanded spell increases by +3 per spell tier,
with tier 0 spells costing an additional 1 mana.

Vast Spell: You can further enhance a spell with an area of effect that is a burst, emanation, line, or spread to
increase its area by 300% of the original. Spells that don't fit these area types are unaffected. Casting a vast
spell increases the mana cost by +6 per spell tier, with tier 0 spells costing an additional 3 mana. Prerequisite:
Expanded Spell

Magic Ward: When attacked with an Opportunity Attack while casting a spell, you make the Concentration
saving throw with a +2 bonus. If you succeed, you take only half the damage from the Opportunity Attack.

Improved Magic Ward: When attacked with an Opportunity Attack while casting a spell, you can attack the
enemy without any action cost with a magic attack, spending Mana equivalent to any spell level you have
access to. If you hit the enemy, you deal 1d8 energy damage for each spell level spent. Prerequisite: Magic
Ward

Safe Casting: When casting an area-of-effect damage spell, you can choose a number of targets up to your
spellcasting ability modifier, and these targets will take only half damage. Casting a safe spell increases the
mana cost by +2 per spell tier, with tier 0 spells costing an additional 1 mana.

Improved Safe Casting: When casting an area-of-effect damage spell, you can choose a number of targets up to
your spellcasting ability modifier, and these targets will take no damage. Casting a safe spell increases the mana
cost by +4 per spell tier, with tier 2 spells costing an additional 1 mana. Prerequisite: Safe Casting

Vicious Spell: When you damage an enemy with a spell, the enemy's next attack has a -2 penalty to hit.

Improved Vicious Spell: When you damage an enemy with a spell, the enemy's next attack has a penalty equal
to the Spell Tier. This does not stack with Vicious spell. Prerequisites: Vicious Spell, +15 Spellcasting Level

Longer Vicious Spell: The effect of "Vicious Spell" lasts until the start of your next turn. Prerequisites: Vicious
Spell, +30 Spellcasting level

Signature Spell: You can designate one of your spells as a "Signature Spell", reducing its casting cost by your
Level of Power. This discount applies after all other cost adjustments, and can reduce the cost a minimum of 0.
You can take this feat multiple times, but each time it must be applied to a different spell. Prerequisite:
Spellcasting Level +15

Overflowing Magic: When casting a damage (that requires a hit) or healing spell, you can choose to add 50% of
its cost (rounded up) so that on the next turn, the target receives 50% of the previous turn's value. Example: if
you use it on a spell and deal 50 damage, on the next turn you deal 25 damage on this target.

Continuous Cast: You become an expert in prioritizing targets. When casting the same spell on the same target
without casting another spell in between, your damage/healing value increases by (2x the spell tier), adding
this modifier again for each consecutive cast on the same target, with a limit of stacks equal to the spell level
(Example: A level 2 spell, when cast a second time on a target, has a bonus of +4, and when cast a third time,
becomes +8, this being the limit as it is a level 2 spell), when casting another spell or missing that same target
with that spell, this bonus returns to 0.

TRAITS:
Desirable Genes: The character gains +3 in diplomacy and deception against people of the opposite sex who
are of an existence tier below theirs. Note... Enemies will desire your naked body...

Harmless Appearance: The person gains +2 deception and you are considered a neutral creature to any enemy
who does not know your true nature. Penalty: -5 intimidation.

Nobility: As a noble, you enjoy several privileges and advantages bestowed upon you by your esteemed status.
These advantages reflect your upbringing, education, and social connections, affording you unique benefits in
various aspects of life.

Bonus: You start with your maximized innitial Gold. Your noble lineage grants you a prestigious social standing
within society. You are recognized and respected by peers, officials, and commoners alike, granting you access
to exclusive social circles, prestigious events, and influential figures. Your social connections can open doors to
opportunities and provide valuable support in times of need.

Drawback:

Military Service and Defense: Nobles are obligated to defend their realm and its inhabitants from external
threats and aggression. They may lead armies into battle, command fortifications, or provide military resources
and expertise to support the realm's defense efforts. Nobles instill courage and loyalty in their troops, inspiring
them to fight bravely in defense of their homeland.

Patronage and Protection: Nobles have a duty to serve as patrons and protectors of their subjects, offering
support and assistance to those in need. They may provide financial aid, shelter, or employment opportunities
to the less fortunate, safeguarding the welfare and dignity of all members of society.

Impressive Size: You gain a +5 intimidation bonus, and takes -5 Diplomacy penalty. Prerequisite: strength 15
and be of a naturally high race.
Altruist Nature: Your kind nature affects all your attitudes during everyday life. Doing aggressive actions is
harmful to your mental health, on the other hand, any attitude you take that serves to help someone (not
counting yourself) is psychologically encouraged. When you take any action to help someone, such as lying to
save someone's life or using magic to heal someone, the result will always be +2 on the Test. However, when
attacking someone, or doing something that is just to harm a creature, your results will be -2 (Note that using a
paralysis spell to avoid killing the target creature does not count as a "harmful act") Prerequisites: Good
alignment

EQUIPMENT
An adventurer is nothing without their equipment, now is time to see how much money do you start, and start
buying your stuff! In this game, everyone starts with a similar treasure rate, which they can use to purchase
their starting equipment. According to the table below:

LV 1 - 1d4+1 X100 GOLD LV 11 - 9d6+40 X200 GOLD

LV 2 - 1d6+1 X100 GOLD LV 12 - 10d6+50 X200 GOLD

LV 3 - 2d6+2 X100 GOLD LV 13 - 11d6+60 X200 GOLD

LV 4 - 3d6+3 X100 GOLD LV 14 - 12d6+70 X200 GOLD

LV 5 - 4d6+6 X100 GOLD LV 15 - 15d6+100 X300 GOLD

LV 6 - 5D6+10 X100 GOLD LV 16 - 16d6+120 X300 GOLD

LV 7 - 5d6+10 X150 GOLD LV 17 - 17d6+140 X300 GOLD

LV 8 - 6d6+15 X150 GOLD LV 18 - 18d6+160 X300 GOLD

LV 9 - 7d6+20 X150 GOLD LV 19 - 19d6+180 X300 GOLD

LV 10 - 8d6+30 X200 GOLD LV 20 - 30d6+300 X500 GOLD

Monetary System:
The monetary system of the realm is structured into a hierarchy that reflects the economic and social order of
its inhabitants. At its foundation lies copper, used for daily transactions by commonfolk, while silver and gold
facilitate trade among merchants and nobles. Platinum and Adamaris coins, crafted from rare metals, serve as
symbols of power for the elite, enabling large-scale exchanges and high-stakes ventures. Ethereum, a coin
imbued with arcane value, is reserved for transactions that touch on the mystical and supernatural. At the
highest level, the legendary Soul Coin, used only by entities and gods, represents a currency of unimaginable
power and worth.

1. Copper (Cp)
• Description: A simple, low-value metal used for basic transactions.
• Value: Base currency.
2. Silver (Sp)
• Description: Medium-value metal commonly used in daily trade.
• Value: 1 Silver = 10 Copper.
3. Gold (Gp)
• Description: A medium-high value metal used for larger transactions and high-end goods.
• Value: 1 Gold = 10 Silver = 100 Copper.
4. Platinum (Pt)
• Description: High-value currency used for luxury items and high-profile deals.
• Value: 1 Platinum = 10 Gold = 100 Silver = 1,000 Copper.
5. Adamaris (Ad)
• Description: A purified form of adamantite, crafted into coins. It is highly prized and rare.
• Value: 1 Adamaris = 10 Platinum = 100 Gold = 1,000 Silver = 10,000 Copper.
6. Ethereum (Eth)
• Description: A very high-value currency, reserved for trade involving legendary items or large
estates.
• Value: 1 Ethereum = 10 Adamaris = 100 Platinum = 1,000 Gold = 10,000 Silver = 100,000
Copper.
7. Soul Coin (SC)
• Description: A divine currency used by the gods themselves. Said to hold incredible power,
these coins are extremely rare and could be used to negotiate with divine entities.
• Value: 1 Soul Coin = 1,000 Ethereum = 10,000 Adamaris = 100,000 Platinum = 1,000,000 Gold =
10,000,000 Silver = 100,000,000 Copper.

ARMOR:
Light Armor:

Padded Armor: Padded armor consists of layers of cloth or quilted material, offering decent protection against
lighter attacks. It grants a +1 bonus to AC and has no disadvantage on Dexterity (Stealth) checks. Maximum
Dexterity +5. Price: 10 Gold

Leather Armor: Made from cured and treated animal hides, leather armor offers basic protection without
hindering mobility. It provides a +2 bonus to AC and has no disadvantage on Dexterity (Stealth) checks.
Maximum Dexterity +5. Price: 20 Gold

Studded Leather Armor: Reinforced with small metal studs, studded leather armor provides better defense
than regular leather armor. It offers a +3 bonus to AC and has no disadvantage on Dexterity (Stealth) checks.
Maximum Dexterity +5. Price: 35 Gold
Brigandine Armor: Comprised of fabric with small metal plates sewn or riveted onto it, brigandine armor strikes
a balance between protection and flexibility. It provides a +4 bonus to AC and has a minor disadvantage, -2 on
Dexterity (Stealth) checks and Athletics(Swim). Maximum Dexterity +4. Price: 75 Gold

Elven Chain: Crafted by elven artisans, elven chain combines the qualities of chainmail and light armor. It grants
a +4 bonus to AC and has no disadvantage on Dexterity (Stealth) checks. Maximum Dexterity +6. Price: 150
Gold

Medium Armor:

Scale Mail: Scale mail is made up of overlapping metal scales, providing good protection without sacrificing
mobility. It offers a +4 bonus to AC and has a minor disadvantage, -3 on Dexterity (Stealth) checks and
Athletics(Swim). Maximum Dexterity +3. Price: 50 Gold

Chain Shirt: Consisting of interlocking metal rings, the chain shirt offers reliable protection for its weight. It
provides a +4 bonus to AC and has no disadvantage on Dexterity (Stealth) checks, but has -3 on Athletics(Swim).
Maximum Dexterity +3. Price: 100 Gold

Breastplate: A solid metal chest plate combined with leather or fabric, the breastplate provides excellent torso
protection. It grants a +5 bonus to AC and has no disadvantage on Dexterity (Stealth) checks, , but has -3 on
Athletics(Swim).Maximum Dexterity +2. Price: 300 Gold

Half Plate: Combining plate armor elements with chainmail, the half plate offers superior coverage while
maintaining some flexibility. It provides a +6 bonus to AC and has a moderate disadvantage, -5 on Dexterity
(Stealth) checks and on Athletics(Swim). Maximum Dexterity +2. Price: 750 Gold

Banded Mail: Banded mail consists of metal bands riveted to a leather backing, offering good protection
against slashing attacks. It grants a +7 bonus to AC and has a moderate disadvantage on Dexterity (Stealth)
checks, but has -5 on Athletics (Swim). Maximum Dexterity +3. Price: 1500 Gold

Heavy Armor:

Ring Mail: Crafted from leather and interwoven with sturdy metal rings, this armor provides modest protection
against slashing and piercing attacks. While offering some defense, it is considered inferior to chain mail and is
often donned by individuals of limited means who lack access to superior armor options. It provides a +4 bonus
to AC and has a moderate disadvantage, -2 on Dexterity (Stealth) checks and on Athletics(Swim). Prerequisite:
Strength 13. Maximum Dexterity +2, No Negative Dexterity Penalty. Price: 50 Gold

Chainmail: Made from interlocking metal rings, chainmail offers solid defense against slashing and piercing
attacks. It provides a +6 bonus to AC and has a moderate disadvantage, -5 on Dexterity (Stealth) checks and on
Athletics(Swim). Maximum Dexterity +1, No Negative Dexterity Penalty. Prerequisite: Strength 13. Price: 100
Gold

Splint Armor: Splint armor consists of metal plates or strips secured to a backing of cloth or leather, providing
excellent protection against slashing attacks. It grants a +7 bonus to AC and has a significant disadvantage, -8 on
Dexterity (Stealth) checks and on Athletics(Swim). Maximum Dexterity +0, No Negative Dexterity Penalty.
Prerequisite: Strength 15 Price: 750 Gold
Full Plate Armor: Full plate armor is a complete suit of steel plates, offering the highest level of protection. It
provides a +8 bonus to AC and has a significant disadvantage, -8 on Dexterity (Stealth) checks and on
Athletics(Swim). Maximum Dexterity +0, No Negative Dexterity Penalty. Prerequisite: Strength 15 Price: 1500
Gold

Field Plate: Field plate armor is a variation of full plate armor designed for mobility on the battlefield. It grants a
+9 bonus to AC and has a significant disadvantage, -10 on Dexterity (Stealth) checks and on
Athletics(Swim).Maximum Dexterity +0, No Negative Dexterity Penalty. Prerequisite: Strength 17 Price: 3500
Gold

Gothic Plate: Gothic plate armor is a highly ornate and protective suit of full plate armor with intricate
detailing. It offers a +10 bonus to AC and has a significant disadvantage, -10 on Dexterity (Stealth) checks and
on Athletics(Swim). Maximum Dexterity +0, No Negative Dexterity Penalty. Prerequisite: Strength 21 Price:
5000 Gold

Shields:

Buckler: A small, lightweight shield that can be wielded while using two-handed weapons or dual-wielding.
Price: 10 Gold | AC Bonus: +1 to AC

Special Ability: The Buckler allows you to gain its AC bonus even when wielding a two-handed weapon or dual-
wielding weapons. This provides added protection without sacrificing your offensive capabilities.

The Buckler is designed to provide a small but significant boost to your defensive capabilities while allowing you
to maintain your offensive options. It offers flexibility for characters who prefer two-handed weapons or dual-
wielding and value both offense and defense in combat.

Standard Shield: A compact shield that provides moderate protection without hindering mobility. Price: 20
Gold | AC Bonus: +2 to AC

Special Ability: The Standard Shield is lightweight and maneuverable, allowing you to maintain your agility while
gaining extra protection. It does not impose any penalties on your Dexterity-based skills or abilities.

The Standard Shield strikes a balance between defense and mobility. It offers a significant AC bonus while still
allowing you to move and act with agility, making it suitable for characters who prioritize speed and versatility.

Kite Shield: A sturdy shield that offers substantial protection in combat. Price: 50 Gold | AC Bonus: +3 to AC

Special Ability: The Kite Shield provides enhanced defense, granting a significant bonus to your Armor Class.
However, its size and weight impose a -2 bonus on Stealth checks.

The Kite Shield excels at blocking attacks and absorbing damage. Its larger size and solid construction make it
ideal for characters who prefer a more defensive approach in combat. However, its bulkiness makes it more
difficult to move quietly and remain undetected. Prerequisite: Strength 15

Tower Shield: A massive shield that provides exceptional protection but severely limits mobility. Price: 250
Gold | AC Bonus: +5 to AC
Special Ability: The Tower Shield offers unparalleled defense, granting the highest AC bonus among shields.
However, its immense size and weight impose -5 on Stealth checks and -Negates Dexterity on your AC, and it
requires two hands to wield. You also lose 10 feet movement. Prerequisite: Strength 19

The Tower Shield is the epitome of defensive capability, capable of withstanding powerful attacks and shielding
you from harm. It is suitable for characters who prioritize protection above all else, but be prepared to sacrifice
mobility and finesse in exchange for its formidable defensive benefits.

WEAPONS:
Weapon Categories

Weapons are divided into several interrelated categories based on the training required to use them effectively,
their role in combat (melee or ranged), their size and weight (light, one-handed, two-handed), and their overall
size class (Small, Medium, Large, etc.).

Proficiency Categories: Simple, Martial, and Exotic Weapons


Weapons fall into three proficiency categories: simple, martial, and exotic. Each requires a different level of
training to wield effectively. If you use a weapon you're not proficient with, you suffer a penalty to your attack
rolls:

• Simple Weapons: -2 penalty to hit


• Martial Weapons: -4 penalty to hit
• Exotic Weapons: -8 penalty to hit

Melee and Ranged Weapons


• Melee Weapons: Designed for close combat, melee weapons are primarily used in hand-to-hand
attacks. Some can also be thrown.
• Ranged Weapons: These include both thrown weapons and projectile weapons, designed for attacking
from a distance. Ranged weapons are not effective in melee combat.

Weapon Usage by Ability Score


• Melee Weapons: Typically use Strength for attack rolls and damage.
• Ranged Weapons: Typically use Dexterity for attack rolls, except when otherwise specified.
• Thrown Weapons: Can use either Strength or Dexterity for attack rolls, depending on the situation or
character preference.

This system allows for a wide variety of combat styles and tactics, encouraging players to select weapons that
suit their character’s abilities and fighting style.

Double Weapons
Certain weapons, like quarterstaffs and two-bladed swords, are considered double weapons. A character
wielding a double weapon can fight with both ends, treating it as though they are wielding two weapons. This
incurs the usual penalties for two-weapon fighting, as if they were using a one-handed weapon in their main
hand and a light weapon in their off-hand.

Alternatively, a double weapon can be used with both hands to attack with only one end, allowing for a more
focused, two-handed attack.

If a creature is wielding a double weapon in one hand, they can’t take advantage of its double-weapon
properties—only one end of the weapon can be used for attacks in a given round. Unless they have the proper
feat for it.

Throwing Non-Thrown Weapons


You can throw a melee weapon not designed for throwing (i.e., without a listed range increment), but doing so
imposes a -4 penalty on your attack roll. Throwing a light or one-handed weapon is considered a quick action,
while throwing a two-handed weapon requires a standard action.

Regardless of the weapon type, these thrown attacks only threaten a critical hit on a natural roll of 20 and deal
double damage on a critical. The default range increment for such a throw is 20 feet, with a maximum of 40 feet
if you accept an additional -8 penalty on the attack.

Ammunition
Projectile weapons, such as bows, crossbows, and slings, require ammunition: arrows for bows, bolts for
crossbows, and sling stones for slings. When using a bow or sling, drawing ammunition is a free action, while
crossbows and firearms require varying reload times: a quick, standard, or slow action depending on the
weapon.

Ammunition that hits its target is typically destroyed or rendered unusable, while missed shots have a 50%
chance of being destroyed or lost.

Though shuriken are thrown weapons, they are treated like ammunition for purposes such as drawing, crafting
masterwork or special versions, and determining their status after being thrown.

Light, One-Handed, and Two-Handed Melee Weapons


These terms describe how much effort is required to wield a weapon in combat. They indicate whether a melee
weapon, when used by a character of the same size category as the weapon, is considered light, one-handed,
or two-handed.

Light Weapons
Light weapons are easier to use in your off hand than one-handed weapons, and they can be used while
grappling. A light weapon is always wielded in one hand. When attacking with a light weapon in your primary
hand, add your full Strength bonus to damage. If used in the off hand, only add half your Strength bonus, unless
you possess ambidexterity or a similar ability that negates this penalty. Using both hands to wield a light
weapon offers no damage bonus, and your Strength bonus is treated as though it’s being used in your primary
hand. Off-hand attacks with a light weapon suffer a -8 penalty.

Unarmed strikes are always considered light weapons but do not suffer damage penalties when used in the off
hand.
One-Handed Weapons
A one-handed weapon can be wielded in either your primary or off hand. If used in the primary hand, add your
full Strength bonus to damage. When used in the off hand, only add half your Strength bonus. If you wield a
one-handed weapon with two hands, you can add 1.5 times your Strength bonus to damage rolls.

Two-Handed Weapons
Two-handed weapons require both hands for effective use. When wielding such a weapon, you can apply 1.5
times your Strength bonus to damage rolls.

Weapon Size
Every weapon is designed for a specific size category of creature. This size category indicates the intended user
for the weapon.

Inappropriately Sized Weapons


A creature cannot use a weapon optimally if it's not the proper size for them. For each size category difference
between the weapon's intended wielder and the actual wielder, the creature suffers a cumulative -4 penalty on
attack rolls. If the creature is not proficient with the weapon, an additional penalty applies: -2 for simple
weapons, -4 for martial weapons, and -8 for exotic weapons, depending on the weapon’s category.

Improvised Weapons
Occasionally, objects not intended for combat are used as weapons. These are called improvised weapons, and
because they aren't designed for fighting, the user is considered non-proficient and suffers a -4 penalty on
attack rolls. To determine the size and damage of an improvised weapon, compare its size and potential
damage to the existing weapon list to find an approximate match. Improvised weapons score a critical hit on a
natural 20, dealing double damage. If thrown, improvised weapons have an extra range of 20 feet.

Weapon Cost
The cost of a weapon is listed in gold pieces (gp) or silver pieces (sp). This price includes any accompanying gear.
The cost is the same for Small and Medium-sized weapons, but Large versions cost double the listed price.

Weapon Damage
The damage a weapon deals upon a successful hit is listed in the "Damage" column. "Dmg (S)" refers to the
damage for Small weapons, while "Dmg (M)" refers to the damage for Medium weapons. If two damage values
are listed, the weapon is a double weapon, and the second value applies to its extra attack. To determine
damage for different-sized weapons, refer to the "Larger and Smaller Weapon Damage" table.

Critical Hits
This column indicates how a weapon interacts with the rules for critical hits. When a critical hit is scored, roll
the weapon’s damage multiple times according to its critical multiplier (e.g., double, triple, or quadruple
damage) and apply all relevant modifiers to each roll.

• ×2: The weapon deals double damage on a critical hit.


• ×3: The weapon deals triple damage on a critical hit.
• ×3/×4: One head of a double weapon deals triple damage on a critical hit, while the other deals
quadruple damage.
• ×4: The weapon deals quadruple damage on a critical hit.
• 19-20/×2: The weapon scores a critical threat on a natural roll of 19 or 20, dealing double damage on a
critical hit (threat range: 19-20).
• 18-20/×2: The weapon scores a critical threat on a natural roll of 18, 19, or 20, dealing double damage
on a critical hit (threat range: 18-20).

• 17-20/×2: The weapon scores a critical threat on a natural roll of 17, 18, 19, or 20, dealing double
damage on a critical hit (threat range: 18-20).

• Maximum Critical: Critical margin cannot be more than 10-20 and critical cannot go upper than x5.

Range
A weapon can be used without penalties within its range increment, you add your normal range, 5 ft. for a
medium creature, plus the extra range that the weapon gives. For each full range increment beyond this, the
attack roll suffers a cumulative -4 penalty. Thrown weapons can be used up to five range increments, while
projectile weapons can be fired up to ten range increments.

Weapon Weight
The weight of a Medium weapon is listed in the "Weight" column. For Small weapons, halve this number, and
for Large weapons, double it.

Weapon Type
Weapons are categorized by the type of damage they deal: bludgeoning, piercing, or slashing. Some creatures
may have resistances or immunities to certain damage types.

Certain weapons deal multiple damage types. If a weapon deals both types, the damage is considered fully of
each type. A creature would need to be immune to both damage types to avoid damage from such a weapon.
In some cases, a weapon can deal either of two types, and the wielder can choose the damage type based on
the situation.

Properties
Some weapons come with unique features or special properties. These are detailed in individual weapon
descriptions.

Weapon Damage variant by size:


Weapon Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Titanic Planetary
Shuriken — — — 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6
Gauntlet — — 1 1d2 1d3 1d4 1d6 1d8 2d6 4d6 6d6
Dagger — 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 5d6 7d8
Scimitar 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6 9d6
Falchion 1d2 1d3 1d4 1d6 2d4 3d4 5d4 7d4 9d4 14d4 20d4
Longsword 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6 9d6 12d8
Weapon Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Titanic Planetary
Glaive 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8 9d6 12d8
Greataxe 1d4 1d6 1d8 1d10 1d12 3d6 2d12 3d12 4d12 6d12 9d12
Greatsword 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6 12d6 18d6
Giant Cleaver 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8 12d8 18d8
Montante 1d8 1d10 2d6 2d8 3d6 2d12 4d12 6d12 8d12 12d12 18d12

Simple Weapons:
Unarmed Simple Weapons:

Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Damage Type Properties
Glove, Bludgeon, Non-
Gauntlet 2 gp 1d2 1d3 ×2 — 1 lb Bludgeoning
lethal
Unarmed strike — 1d2 1d3 ×2 — — Bludgeoning Non-lethal

Light Simple Weapons:

Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Damage Type Properties
19- Piercing or
Dagger 2 gp 1d3 1d4 15 ft. 1 lb Hidden, Light
20/×2 slashing
Dagger, punching 2 gp 1d3 1d4 ×3 — 1 lb Piercing Hidden, Light
Gauntlet, spiked 5 gp 1d3 1d4 ×2 — 1 lb Piercing Glove
Mace, light 5 gp 1d4 1d6 ×2 — 4 lb Bludgeoning Bludgeon
Sickle 6 gp 1d4 1d6 ×2 — 2 lb Slashing Light, Execute

One-Handed Simple Weapons:

Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Damage Type Properties
Club 1 cp 1d4 1d6 ×2 10 ft. 3 lb. Bludgeoning Bludgeon, Non-lethal
Bludgeon,
Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lb. Bludgeoning Cumbersome,
Demolish
Bludgeoning and
Morningstar 8 gp 1d6 1d8 ×2 — 6 lb. Demolish, Trip
piercing
Shortspear 1 gp 1d4 1d6 ×2 20 ft. 3 lb. Piercing Penetrate

Two-Handed Simple Weapons:

Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Damage Type Properties
Non-Lethal, Cumbersome,
Greatclub 1 gp 1d8 1d10 ×2 — 9 lb. Bludgeoning
Forceful
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Damage Type Properties
Longspear 5 gp 1d6 1d8 ×3 — 9 lb. Piercing Reach (+10 ft.), Penetrate
1d4/1d
Quarterstaff 5 cp 1d6/1d6 ×2 — 4 lb. Bludgeoning Brawler, Non-lethal
4
Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lb. Piercing Penetrate

Ranged Simple Weapons:

Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Damage Type Properties
Penetrate, Reload
Crossbow, heavy 50 gp 1d8 1d10 19-20/×2 120 ft 8 lb. Piercing
(2)
Bolts, crossbow
1 gp — — — — 1 lb. — None
(20)
Penetrate, Reload
Crossbow, light 35 gp 1d6 1d8 19-20/×2 80 ft 4 lb. Piercing
(1)
Bolts, crossbow
1 gp — — — — 1 lb. — None
(10)
Dart 5 sp 1d3 1d4 ×2 20 ft ½ lb. Piercing Hidden, Bypass
Javelin 1 gp 1d4 1d6 ×2 30 ft 2 lb. Piercing Penetrate
Sling 2 cp 1d3 1d4 ×2 50 ft 0 lb. Bludgeoning Bludgeon
Bullets, sling (10) 1 sp — — — — 5 lb. — None

Martial Weapons:
Light Martial Weapons:

Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Damage Type Properties
Axe, throwing 8 gp 1d4 1d6 ×2 15 ft 2 lb Slashing Grazed, Agile, Trip
Blucker — 1d2 1d3 ×2 — 1 lb Bludgeoning Non-Lethal, Imbalance
Hammer,
1 gp 1d3 1d4 ×2 25 ft 2 lb Bludgeoning Crush, Forceful, Bludgeon
light
Handaxe 6 gp 1d4 1d6 ×3 — 3 lb Slashing Nimble, Grazed, Brawler
Kukri 8 gp 1d3 1d4 18-20/×2 — 3 lb Slashing Trip, Execute, Bypass
Light, Penetrate,
Pick, light 4 gp 1d3 1d4 ×4 — 3 lb Piercing
Momentum
Non-Lethal, Weaken,
Sap 1 gp 1d4 1d6 ×2 — 2 lb Bludgeoning
Imbalance
Scissors 5 gp 1d3 1d4 ×2 — ½ lb Piercing Swift, Agile, Light
Cumbersome, Brawler,
Spiked armor — 1d4 1d6 ×2 — varies Piercing
Glove
Sword, short 10 gp 1d4 1d6 19-20/×2 — 2 lb Piercing Deflect, Light, Bypass
One-Handed Martial Weapons:
Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Damage Type Properties
Grazed, Cumbersome, Trip,
Battleaxe 10 gp 1d6 1d8 ×3 — 6 lb Slashing
Brawler
Cavalry Versatile (1d8), Charge,
25 gp 1d4 1d6 ×2 — 5 lb Piercing
hammer Momentum (1d10)
Flail 8 gp 1d6 1d8 ×2 — 5 lb Bludgeoning Reach (+5 ft.),Trip, Brawler
Harpoon 5 gp 1d4 1d6 ×3 25 ft 4 lb Piercing Special, Liquidate, Trip
18-
Kopis 10 gp 1d4 1d6 — 3 lb Slashing Agile, Execute, Light
20/×2
19- Swift, Lacerate, Versatile
Longsword 15 gp 1d6 1d8 — 4 lb Slashing
20/×2 (1d10)
19-
Messar 15 gp 1d4 1d6 — 2 lb Slashing Swift, Parry, Agile
20/×2
Pick, heavy 8 gp 1d4 1d6 ×4 — 6 lb Piercing Crush, Demolish, Penetrate
18-
Rapier 20 gp 1d4 1d6 — 2 lb Piercing Parry, Deflect, Agile
20/×2
19- Adaptable, Agile,
Sabre 25 gp 1d6 1d8 — 3 lb Slashing
20/×2 Momentum (1d12)
18-
Scimitar 15 gp 1d4 1d6 — 4 lb Slashing Agile, Nimble, Weaken
20/×2
Shield,
S/N 1d3 1d4 ×2 — 3 lb Bludgeoning Non-Lethal, Imbalance
Standard
Non-Lethal, Imbalance,
Shield, Kite S/N 1d4 1d6 ×2 — 5 lb Bludgeoning
Crush
Trident 15 gp 1d6 1d8 ×2 10 ft 4 lb Piercing Penetrate, Trip, Charge
Adaptable, Agile, Flexible
Tulwar 20 gp 1d6 1d8 ×3 — 4 lb Slashing
(Piercing) (1d6)
Warhammer 12 gp 1d6 1d8 ×3 — 5 lb Bludgeoning Crush, Bludgeon, Forceful

Two-Handed Martial Weapons:

Dmg Dmg
Weapon Cost Critical Range Weight Damage Type Properties
(S) (M)
Falchion 75 gp 1d6 2d4 18-20/×2 — 8 lb Slashing Bypass, Execute, Deflect
Reach (+5 ft.), Grazed,
Glaive 10 gp 1d8 1d10 ×3 — 10 lb Slashing
Cumbersome, Penetrate
Grazed, Cumbersome,
Greataxe 20 gp 1d10 1d12 ×3 — 12 lb Slashing
Brutal, Execute
Flail, heavy 15 gp 1d8 1d10 19-20/×2 — 10 lb Bludgeoning Trip, Brawler, Demolish
Greatsword 50 gp 1d10 2d6 19-20/×2 — 8 lb Slashing Bypass, Lacerate, Weaken
Reach (+5 ft.), Trip,
Guisarme 10 gp 1d6 2d4 ×3 — 12 lb Slashing
Cumbersome, Deflect
Halberd 15 gp 1d8 1d10 ×3 — 12 lb Piercing or Reach (+5 ft.), Cumbersome,
Dmg Dmg
Weapon Cost Critical Range Weight Damage Type Properties
(S) (M)
Slashing Cavalry, Bypass
Reach (+10 ft.),
Lance 15 gp 1d6 1d8 ×3 — 10 lb Piercing Cumbersome, Cavalry,
Momentum (1d12)
Reach (+10 ft.),
Ranseur 15 gp 1d6 2d4 ×3 — 12 lb Piercing Cumbersome, Cavalry,
Momentum (2d6)
Non-Lethal, Cumbersome,
Tower Shield S/N 1d6 1d8 ×2 — 20 lb Bludgeoning
Imbalance, Grapple
Piercing or
Great Scythe 25 gp 1d6 2d4 ×4 — 10 lb Adaptable, Agile, Bypass
Slashing

Ranged Martial Weapons:

Dmg Dmg Damage


Weapon Cost Critical Range Weight Properties
(S) (M) Type
Penetrate, Imbalance,
Longbow 150 gp 1d6 1d8 ×3 100 ft. 3 lb Piercing
Quick Load
Arrows (20) 1 gp — — — — 3 lb — None
Longbow, Penetrate, Cumbersome,
250 gp 1d8 1d10 ×3 110 ft. 3 lb Piercing
composite Quick Load
Arrows (20) 1 gp — — — — 3 lb — None
Penetrate, Weaken, Quick
Shortbow 50 gp 1d4 1d6 ×3 60 ft. 2 lb Piercing
Load
Arrows (20) 1 gp — — — — 3 lb — None
Shortbow, Penetrate, Cumbersome,
100 gp 1d6 1d8 ×3 70 ft. 2 lb Piercing
composite Quick Load
Arrows (20) 1 gp — — — — 3 lb — None
Glove, Hidden, Light,
Wristbow 75 gp 1d3 1d4 ×4 30 ft. 1 lb Piercing
Reload (1)

Exotic Weapons:

Light Exotic Weapons:


Dmg
Weapon Cost Dmg (S) Critical Range Weight Damage Properties
(M)
Adaptable, Agile, Bypass,
Kama 5 gp 1d4 1d6 ×3 — 2 lb. Slashing
Execute, Deflect
Non-Lethal, Agile, Bypass,
Nunchaku 4 gp 1d4 1d6 ×2 — 2 lb. Bludgeoning
Weaken, Trip
Deflect, Agile, Hidden, Combo,
Sai 3 gp 1d3 1d4 19-20/×2 10 ft. 1 lb. Bludgeoning
Adaptable
Dmg
Weapon Cost Dmg (S) Critical Range Weight Damage Properties
(M)
Flexible, Agile, Penetrate,
Siangham 6 gp 1d4 1d6 19-20/×2 — 1 lb. Piercing
Parry, Light

One-Handed Exotic Weapons:


Dmg Dmg
Weapon Cost Critical Range Weight Damage Properties
(S) (M)
120 Special, Penetrate, Versatile,
Estoc 1d6 1d8 19-20/×2 — 2 lb. Piercing
gp Combo
100 Versatile (1d10), Deflect, Agile,
Katana 1d6 1d8 19-20/×3 — 3 lb. Slashing
gp Combo, Parry
Glove, Brawler, Variable, Deflect,
Patta 75 gp 1d4 1d6 18-20/×2 — 3 lb. Piercing
Momentum (1d10)
Khopesh 80 gp 1d4 1d6 ×4 — 3 lb. Slashing Disarm, Bypass, Agile, Execute
Bastard Bypass, Lacerate, Weaken,
40 gp 1d8 1d10 19-20/×2 — 6 lb. Slashing
Sword Versatile (1d12)
100
Yatagan 1d6 1d8 18-20/×2 — 3 lb. Slashing Special, Swift, Bypass, Execute
gp
Flexible (1d4), Variable, Light,
Xiphos 90 gp 1d4 1d6 17-20/×2 — 2 lb. Slashing
Swift, Agile
Reach (+15 ft.), Bypass, Deflect,
Whip 1 gp 1d2 1d3 ×2 — 2 lb. Slashing
Trip, Combo

Two-Handed Exotic Weapons:


Dmg Dmg
Weapon Cost Critical Range Weight Damage Properties
(S) (M)
Anchor 50 gp 1d10 1d12 ×3 20 ft. 30 lb. Bludgeoning Special, Liquidate, Heavy
150 Heavy, Brutal, Charge,
Giant Cleaver 2d6 2d8 ×3 — 20 lb. Slashing
gp Grazed
Flexible, Heavy, Reach (+5
Great Scissors 75 gp 2d4 2d6 ×2 — 8 lb. Piercing
ft.), Swift, Agile
150 Special, Heavy, Grazed,
Montante 2d6 3d6 ×3 — 30 lb. Slashing
gp Brutal
150 Heavy, Deflect, Charge,
Nodachi 2d4 3d4 ×3 — 15 lb. Slashing
gp Agile, Brutal
Two-Bladed 100 1d6/1d 1d8/1d Flexible (2d6), Deflect,
19-20/×2 — 10 lb. Slashing
Sword gp 6 8 Lacerate, Bypass
Ranged Exotic Weapons:
Dmg Dmg
Weapon Cost Critical Range Weight Damage Properties
(S) (M)
Brutal, Trip, Weaken,
Bolas 10 gp 1d3 1d4 ×2 15 ft. 2 lb. Bludgeoning
Bypass, Charge
150 Penetrate, Reload (1),
Hand Crossbow 1d3 1d4 19-20/×2 30 ft. 2 lb. Piercing
gp Nimble, Light
Bolts (20) 1 gp — — — — 1 lb. — None
Repeating Heavy 500 Quick Load, Penetrate,
1d8 1d10 19-20/×2 120 ft. 12 lb. Piercing
Crossbow gp Nimble
Bolts (10) 1 gp — — — — 1 lb. — None
Repeating Light 300 Quick Load, Penetrate,
1d6 1d8 19-20/×2 80 ft. 6 lb. Piercing
Crossbow gp Nimble, Light
Bolts (10) 1 gp — — — — 1 lb. — None
250 Reload (1), Blackpowder,
Flintlock 1d10 1d12 ×3 80 ft. 1 lb. Piercing
gp Penetrate, Light, Barrel
500 Reload (2), Blackpowder,
Musket 2d6 2d8 ×3 150 ft. 6 lb. Piercing
gp Penetrate, Barrel
Trip, Grapple, Brawler,
Net 20 gp — — — 15 ft. 6 lb. —
Bypass, Agile
Combo, Weaken, Trip,
Shuriken (10) 2 gp 1 1d2 ×2 30 ft. 1 lb. Piercing
Hidden, Grazed

Weapon Properties:
Flexible: Some weapons allow you to use the other end of the weapon or are meant to only be dual-wielded.
When you take the Attack action and attack with this weapon, you can use a free action to make another attack,
dealing bludgeoning, piercing, or slashing damage (your choice) equal to the value in parentheses, on the
property description. You don’t add your ability modifier to the damage of the bonus Attack unless that
modifier is negative.

Deflect: When a creature within 5 feet of you hits you with an attack while you are wielding a deflecting
weapon, you can reduce the damage one per round as a free action by your weapon damage dice plus half your
BBA, this increases with improvements from your weapon.

Charge: When you have moved 20 feet or more in a straight line this turn, your next attack with the weapon
deals an additional damage die when determining the damage it takes.

Momentum: Momentum weapons are designed to deliver devastating attacks as part of a charge. When you hit
a creature with a Momentum weapon, and you have moved 40 feet or more in a straight line this turn while
mounted, you can upgrade the damage dice to the weapon’s momentum dice value.

Bludgeon: If you make an attack with this weapon and score a critical hit against a creature wearing medium or
heavy armor, you can roll one additional damage die when determining the extra damage it takes.
Lacerate: If you make an attack with this weapon and score a critical hit against an unarmored creature, you can
roll one additional damage die when determining the extra damage it takes.

Penetrate: If you make an attack with this weapon and score a critical hit against a creature with natural armor,
you can roll one additional damage die when determining the extra damage it takes.

Glove: A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold
objects, wield weapons, and cast spells with a hand fitted with a glove weapon, but you can only attack with the
glove weapon if that hand is unoccupied. It takes a quick action to don or doff a glove weapon.

Brawler: If you attack with this weapon as part of the Attack action on your turn, you can use a free action to
immediately after to shove or grapple your opponent.

Barrel: The weapon can be fired a number of times equal to the number of ammunitions its barrel (the number
in parentheses) can hold before it must be reloaded according to its fast or slow reload property (F or S,
respectively):
Fast reload: You must use an attack, an action, or a bonus action to reload this firearm. You must have one
free hand to do so.
Slow reload: You must use an attack or an action to reload this firearm. you must have one free hand to do
so.

Fan Fire: You can quickly fire this weapon by slamming the hammer repeatedly. As an action, you fire a number
of ammunition in a row equal to 1 + your Dexterity modifier (minimum of 3, up to the entirety of the barrel).
Each attack after the first suffers a cumulative -2 penalty to the attack roll. You cannot add any modifier to the
damage roll of these attacks beyond the first (such as the bonus from your Dexterity modifier, the Sharp-
shooter feat, or a magic weapon's bonus to damage rolls). When you use this action, your speed becomes 0
until the end of your turn, and attacks you make using the long range of the weapon automatically miss. You
can make this action even if the weapon has the Loading property.
If you roll a 1 on any of the attack rolls, the weapon jams and can't be used again until it is repaired. You can use
an action to make a DC 5 Sleight of Hand check, repairing the weapon on a success. Alternatively, you can spend
1 hour outside of combat to mend it, automatically succeeding on the check. If your check fails, the weapon is
broken and must be mended in a specialist's store at a quarter of the cost of the firearm.

Swift: Swift weapons are renowned for their utility in recovering from missed attacks. When you miss an attack
with a Swift weapon, you gain +2 on the next attack roll you make with that weapon against the same target,
this stacks until the start of your next turn.

Execute: If you make an attack with this weapon and score a hit against an incapacitated, unconscious,
surprised creature or if you have sneak attack conditions, you can roll one additional damage die when
determining the damage it takes.

Bypass: When you attack a creature wielding a shield with your weapon, you can ignore the bonus to its AC
from its shield.
Agile: When making an attack with an agile weapon, you use your choice of your Strength or Dexterity modifier
for the attack and damage rolls when you wield the weapon in two hands. You must use the same modifier for
both rolls.

Cumbersome: Cumbersome weapons are difficult to wield but are effective tools for those strong enough to
wield them. When making an attack with a Cumbersome weapon, you must use your Strength modifier for both
the attack and damage rolls.

Nimble: When you engage in two-weapon fighting with this weapon as your offhand weapon, you can add your
ability modifier to the damage of its attack.

Hidden: Your weapon can be hidden inside a boot, gauntlet, sleeve, staff, hat, cane, or another possible location
on your person and can be pulled out, ejected via a mechanism, or reinserted as a free action. The weapon
remains hidden unless a creature succeeds on a DC 10 Investigation check to search you.

Demolish: On a hit, your weapon deals 1.5x damage to structures and objects.

Parry: While you are wielding this weapon and one other one-handed weapon or a have a free hand, you gain a
+1 bonus to your AC.

Variable: A variable weapon is multifaceted and lets you use any part of it effectively to deal damage. You can
switch the damage type of the a variable weapon to bludgeoning, piercing, or slashing damage (your choice)
any time you attack with a variable weapon.

Adaptable: When you make an opportunity attack with this weapon, your crit chance increases by 5%

Blackpowder: Blackpowder weapons fire projectiles with ear-splitting noise, shredding armor with deadly force.
When fired, Blackpowder weapons emit a deafening crack audible 300 feet away. Unfortunately. If a
Blackpowder weapon is exposed to heavy rain, submerged, or drenched in water by a similar means, then it
cannot fire. A character cannot use this weapon again until they are dried again. Also, you have -10 on stealth
checks until the start of your next turn, creatures in area of the sound have +10 on perception checks to search
for you until the start of your next turn. After being shot, the ammunition used is destroyed.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
When you take the Attack Action and Attack with a light weapon that you’re holding in one hand, you can use a
free Action to Attack with a different light weapon that you’re holding in the other hand. You don’t add your
ability modifier to the damage of the bonus Attack unless that modifier is negative. If either weapon has the
Thrown property, you can throw the weapon, instead of making a melee Attack with it.
Crush: If you deal maximum damage with this weapon’s damage dice, you can reduce the target's movement
speed by 10 feet until the end of their next turn.

Grapple: If you hit a creature that is no more than one size category larger than you, you can attempt to grapple
them as part of the same action, you can only use this once per turn.

Recoil: When you make a ranged attack with this weapon, you are pushed 5 feet in the opposite direction of
your target. If there is an obstacle in the way or you cannot move, you instead take 1d6 bludgeoning damage.
This property cannot activate if you are mounted. This does not causes opportunity attacks.

Forceful: When you hit a creature with this weapon, you can push the target up to 10 feet away from you. If the
target collides with an object, they take an additional 1d6 bludgeoning damage.

Imbalance: If you hit a creature wearing heavy armor or a shield with this weapon, their AC is reduced by 1
until the end of your next turn, as the force of your strike throws them off balance. This stacks with each hit.

Trip: If you hit a creature with this weapon, you can attempt to trip them as part of the same action, you can
only use this once per turn.

Disarm: If you hit a creature with this weapon, you can attempt to Disarm them as part of the same action, you
can only use this once per turn.

Combo: For each consecutive successful hit you make with this weapon on your turn, you gain a cumulative +2
bonus to attack rolls for subsequent attacks until the end of your turn. This bonus resets at the start of your
next turn.

Reach: This weapon has a longer reach than typical weapons of its kind. When you make an attack with this
weapon, you have extra reach, allowing you to target creatures that are normally out of melee range. This
bonus increase your range for opportunity attacks.

Weaken: Each time you successfully hit a creature with this weapon on your turn, the target suffers a
cumulative -2 penalty to their attack rolls until the start of your next turn. This penalty can stack.

Grazed: When you miss an attack with this weapon, you can still deal damage equal to your Strength modifier
(minimum of 1). If you are wielding the weapon with both hands, you deal 1.5 times your Strength modifier
instead. This effect only applies once per attack.
Cavalry: This weapon is specially designed for use while mounted. You can wield this weapon with one hand
while mounted, even if it would normally require two hands to use. This allows you to maintain control of your
mount while attacking effectively.

Heavy: The size and bulk of a heavy weapon make it too heavy for an average creature to use effectively. A
creature with less than 15 Strength score has disadvantage on attack rolls with heavy weapons. For each size
category above the medium the strength score required is increased by 4. For example, a Huge creature
requires 23 Strength score.

Brutal: Brutal weapons are designed to subject an adversary to the most harm. When you score a critical hit
against a creature with a Brutal weapon, you can add an additional weapon damage die to the damage dealt.
Non-lethal: This weapon is designed to incapacitate rather than kill. When you make an attack with this
weapon, you can choose to deal non-lethal damage instead of regular damage. Non-lethal damage reduces the
target’s hit points without risking death, knocking the target unconscious when their hit points reach 0, rather
than killing them.
Quick Load: This weapon is designed for faster reloading. You can reload all your ammunition or charges with a
single bonus action and can change between ammunition between shots as a free action.

Reload: This weapon takes a specific amount of time or actions to reload. The number of actions needed to
fully reload the weapon is indicated in parentheses, from 1 to as many actions are need it. 1 means a quick
action, two means a standard action, and three means a slow action. Some weapons like cannons can ask for
even more actions.

Special: This weapon has a unique mechanic that sets it apart from other weapons, granting it distinct
capabilities.

Special Weapons:
Anchor:

Special: When you score a hit with a thrown ranged attack with the
Anchor against a creature two sizes bigger than you or smaller, the target
cannot move further than 30 feet away from you as long as you hold the
rope or tie it to an immovable object. They can free themselves with a
successful DC 8 Athletics check to rip the rope or use their action to pull
out the harpoon, dealing half of the damage they took when attacked
piercing unless they succeed on a DC 8 Medicine check to pull it out safely.

Spiked Helmet:

Special: This is a helmet, sooo... you don't need to use a hand to


attack with it.

Yatagan:
Special: Once per turn, you can use one of your attacks to make a
special melee attack with a d10 as piercing damages, you can ignore
2 of the target's armor class for this attack, this increases by two if
the weapon is masterwork +2, going to 4, and so on until +10
masterwork ignoring +20.

Estoc:

Special: While the target are using armor, you have +2 to the
attack roll.

Montante:

Special: While you are using this weapon in two hands, you can add +2
to your AC. If you upgrade this weapon as a master work, for every +2
increase, it gains +1 AC, to a maximum of +7.
Mundane Items:

Adventuring Gear:

Item Price Weight


Abacus 2 gold 1 KG
Arrow 1 copper Null
Arrows (20) 1 gold 0.5 KG
Backpack 2 gold 2.5 KG
Ball Bearings (bag of 1,000) 1 gold 1 KG
Barrel (150 Liters) 2 gold 35 KG
Bedroll 1 gold 3 KG
Bell 5 silver Null
Blanket 5 silver 1 KG
Book (Empty) 5 gold 0.5 KG
Book (Full) 20 gold 0.5 KG
Bottle (Glass) 1 gold 0.5 KG
Bottle (Metal) 5 gold 1 KG
Bucket 2 copper 1 KG
Caltrops (Bag with 25) 2 gold 0.25 KG
Candle 1 copper Null
Chain, Iron (3 Meters) 5 gold 5 KG
Chain, Steel (3 Meters) 10 gold 7.5 KG
Chest 3 gold 10 KG
Crampons 3 gold Null
Crossbow Bolt Case 1 gold Null
Crowbar 3 gold 3 KG
Flask (Glass) 1 silver Null
Flask (Metal) 5 silver 0.5 KG
Grappling Hook 1 gold 2 KG
Hammer 1 gold 1 KG
Hooded Lantern 5 gold 1 KG
Hourglass 30 gold 0.5 KG
Hunting Trap 5 gold 10 KG
Ink (Small) (0.1 Liters) 20 gold Null
Ink (Medium) (0.5 Liters) 50 gold 0.5 KG
Ink (Large) (1 Liter) 100 gold 1 KG
Ink Pen 5 copper Null
Iron Pot 3 gold 5 KG
Iron Spike (10) 1 gold 2.5 KG
Item Price Weight
Jug 3 copper 1.5 KG
Ladder (10-foot) 2 silver 10 KG
Ladder, foldable (10-foot) 2 gold 10 KG
Lamp 5 silver 0.5 KG
Lock, Standard 5 gold 0.5 KG
Magnifying Glass 80 gold Null
Manacles, Iron 3 gold 3 KG
Manacles, Steel 10 gold 5 KG
Map Case 1 gold 0.5 KG
Merchant's Scale 5 gold 1.5 KG
Miner's Pickaxe 3 gold 5 KG
Mirror, Steel 5 gold 0.5 KG
Mirror, Silver 50 gold 0.5 KG
Oil (flask) (0.1 Liter) 2 silver Null
Oil (Bottle) (0.5 Liter) 1 gold 0.5 KG
Oil (Bottle) (1 Liter) 2 gold 1 KG
Paper (one sheet) 2 silver Null
Parchment (one sheet) 1 silver Null
Perfume (vial), Cheap 5 silver Null
Perfume (vial) 5 gold Null
Perfume (vial), Expensive 25 gold Null
Piton 2 copper Null
Pole, Wood (10-foot) 5 copper 4 KG
Pole, Metal (10-foot) 5 gold 15 KG
Portable Ram 5 gold 15 KG
Pouch 5 silver 0.5 KG
Quiver (For 20 Arrows) 1 gold 0.5 KG
Rain Catcher 3 gold 2.5 KG
Rations, Low Quality (1 day) 2 silver 1 KG
Rations, Average (1 day) 5 silver 1 KG
Rations, Good Quality (1 day) 2 gold 1 KG
Robes 1 gold 1.5 KG
Rope, Hempen (50 feet) 1 gold 2 KG
Rope, Silk (50 feet) 10 gold 1 KG
Sack 1 copper Null
Sealing Wax 5 silver Null
Shovel 2 gold 2.5 KG
Signal Whistle 5 copper Null
Signet Ring 25 gold Null
Sledgehammer 5 gold 7.5 KG
Item Price Weight
Soap 1 silver Null
Spellbook (Empty) 50 gold 1.5 KG
Spyglass 800 gold 0.5 KG
Tent (One-Person) 1 gold 7.5 KG
Tent (Two-Person) 3 gold 10 KG
Tent (Five-Person) 50 gold 30 KG
Tinderbox 5 silver 0.5 KG
Torch 1 copper 0.5 KG
Vial 1 gold Null
Waterskin 3 silver 2.5 KG (Full)
Whetstone 1 copper 0.5 KG

Job Equipment:

Item Price Weight


Alchemist's Kit 50 gold 4 KG
Basic Fishing Kit 1 silver 1 KG
Burglar's Kit 15 gold 20 KG
Carpenter's Kit 10 gold 3 KG
Cook's Kit 1 gold 4 KG
Climber's Kit 5 silver 0.5 KG
Disguise Kit 25 gold 1.5 KG
Forgery Kit 15 gold 1.5 KG
Healer's Kit 5 gold 2.5 KG
Herbalism Kit 10 gold 1.5 KG
Leatherworker's Kit 5 gold 2.5 KG
Mess Kit 20 gold 5 KG
Poisoner's Kit 50 gold 1 KG
Smith's Kit 25 gold 4 KG
Thieves' Kit 25 gold 0.5 KG
Woodcarver's Kit 1 gold 2.5 KG

Clothing:

Item Price Weight


Commoner Clothes 5 silver 1.5 KG
Traveler's Clothes 2 gold 2 KG
Quality Clothes 5 gold 2 KG
Clothing, Cold Weather 10 gold 2.5 KG
Clothing, Hot Weather 8 gold 1.5 KG
Item Price Weight
Great Quality Clothes 15 gold 3 KG
Noble Clothes 25 gold 3 KG

POTIONS, OILS AND POISONS:


Potions:

Potion Price
Acid Neutralizer 50 Gold
Antitoxin 50 Gold
Cure Light Wounds (1d8+5) 50 Gold
Potion of Minor Mana (1d4+1) 50 Gold
Endure Elements 50 Gold
Hide from Animals 50 Gold
Hide from Undead 50 Gold
Jump 50 Gold
Mage Armor 50 Gold
Sharp Fang +1 50 Gold
Pass Without Trace 50 Gold
Protection from (Alignment) 50 Gold
Remove Fear 50 Gold
Sanctuary 50 Gold
Shield of Faith +2 50 Gold
Anti-Disease Tonic 100 Gold
Enlarge Person 250 Gold
Reduce Person 250 Gold
Aid 300 Gold
Barkskin +2 300 Gold
Bear’s Endurance 300 Gold
Blur 300 Gold
Bull’s Strength 300 Gold
Cat’s Grace 300 Gold
Cure Moderate Wounds (2d8+10) 300 Gold
Potion of Lesser Mana (2d4+2) 300 Gold
Darkvision 300 Gold
Delay Poison 300 Gold
Eagle’s Splendor 300 Gold
Fox’s Cunning 300 Gold
Potion Price
Invisibility 300 Gold
Lesser Restoration 300 Gold
Levitate 300 Gold
Misdirection 300 Gold
Owl’s Wisdom 300 Gold
Protection from Arrows 10/Non-Magic 300 Gold
Remove Paralysis 300 Gold
Resist Energy (Type) 10 RD 300 Gold
Shield of Faith +3 300 Gold
Spider Climb 300 Gold
Undetectable Alignment 300 Gold
Barkskin +3 600 Gold
Shield of Faith +4 600 Gold
Resist Energy (Type) 20 RD 700 Gold
Cure Serious Wounds (3d8+15) 750 Gold
Grenades:
Grenade Price
Acid (1d4) 10 Gold
Alchemist’s Fire (1d6) 20 Gold
Alchemist’s Frost (1d6) 25 Gold
Alchemist’s Spark (1d6) 25 Gold
Holy Water (2d6) 25 Gold
Bird Bomb (Dust) (2d6) 50 Gold
Bird Bomb (Reek) (Sickened) 50 Gold
Poisons:
Poison Price
Venomfang (3d6, DC 15 Fort.) 50 Gold
Sleepshade (Sleep, DC 15 Fort.) 150 Gold
Whisperroot (5d6, DC 18 Fort.) 250 Gold

MANA AND MAGIC SYSTEM:


Knowing Spells:
You learn spells through your classes, blessings, or other bonuses. Once you learn a spell, you always know it,
unless stated otherwise in your class description. As a spellcaster, your spells are intrinsically connected to your
mind, body, or soul.

Spellcasting DC:

Your spellcasting DC is based in a few factors. For spells tier 0 to 5 goes:

10 + Spell Tier + Your spellcasting Attribute Modifier + PL + Other bonuses

For tier 6 to 10 goes:

10 + Spell Tier x2 + Your spellcasting Attribute Modifier + PL + Other bonuses

Mana System:
The Magical classes utilizes a mana system to cast spells. The mana pool of an Spellcaster is determined by the
mana they gain from Classes, Feats and Powers. Each spell has a mana cost associated with it, based on its tier.
The mana pool replenishes with Resting.

Tier 0 spells: Cost 1 mana

Tier 1 spells: Cost 2 mana

Tier 2 spells: Cost 5 mana

Tier 3 spells: Cost 8 mana

Tier 4 spells: Cost 12 mana

Tier 5 spells: Cost 15 mana

Tier 6 spells: Cost 28 mana

Tier 7 spells: Cost 40 mana

Tier 8 spells: Cost 55 mana

Tier 9 spells: Cost 75 mana

Tier 10 spells: Cost 100 mana

Spellcasting evolution based on spellcasting level:


Tier 0 Spells: Available from 0st Spellcasting level onwards

Tier 1 Spells: Available from 1st Spellcasting level onwards

Tier 2 Spells: Available from 5th Spellcasting level onwards

Tier 3 Spells: Available from 10th Spellcasting level onwards


Tier 4 Spells: Available from 15th Spellcasting level onwards

Tier 5 Spells: Available from 20th Spellcasting level onwards

Tier 6 Spells: Available from 30th Spellcasting level onwards

Tier 7 Spells: Available from 40th Spellcasting level onwards

Tier 8 Spells: Available from 50th Spellcasting level onwards

Tier 9 Spells: Available from 60th Spellcasting level onwards

Tier 10 Spells: Available from 70th Spellcasting level onwards

Ritual Spellcasting Progression:

Tier 0 Ritual Spells: Available from 0st Spellcasting level onwards

Tier 1 Ritual Spells: Available from 3st Spellcasting level onwards

Tier 2 Ritual Spells: Available from 6th Spellcasting level onwards

Tier 3 Ritual Spells: Available from 9th Spellcasting level onwards

Tier 4 Ritual Spells: Available from 12th Spellcasting level onwards

Tier 5 Ritual Spells: Available from 15th Spellcasting level onwards

Tier 6 Ritual Spells: Available from 20th Spellcasting level onwards

Tier 7 Ritual Spells: Available from 25rd Spellcasting level onwards

Tier 8 Ritual Spells: Available from 30th Spellcasting level onwards

Tier 9 Ritual Spells: Available from 35rd Spellcasting level onwards

Tier 10 Ritual Spells: Available from 50th Spellcasting level onwards

DIVINE GIFTS

Divine Gifts are extraordinary blessings bestowed by the gods upon their most devoted followers, awarded in
recognition of their deeds and unwavering faith. Unlike lineage-based or random blessings, Divine Gifts are
earned through acts of piety, service, and adherence to divine teachings. These sacred endowments are
commonly granted to Acolytes, Priests, Clerics, and Paladins, but even lay followers who fervently observe the
teachings and rituals of their deity can receive these powerful gifts. Some God’s also have original gifts that only
they can provide. Each Divine Gift is a testament to the recipient's devotion and serves as a potent reminder of
their god's favor, enhancing their abilities and fortifying their resolve to carry out divine will in the mortal realm.
Divine Gifts come in six ranks, reflecting the depth of one's devotion and the favor of the gods. These ranks are:

Basic
Basic Divine Gifts are bestowed upon devout followers who consistently observe the tenets of their faith. These
gifts are relatively common among those who sincerely follow the religion and are the first step in earning
divine favor.

Minor
Minor Divine Gifts are granted to individuals who demonstrate significant dedication and perform good deeds
in the name of their deity. These are often seen among nobles who lead lands under the religion's influence
and minor clergy members.

Lesser
Lesser Divine Gifts are awarded to those who accomplish notable deeds or hold positions of influence within
the religious hierarchy. Nobles, prominent leaders, and dedicated clergy members often receive these gifts in
recognition of their service and commitment.

Advanced
Advanced Divine Gifts are reserved for those who have made significant sacrifices or achieved important deeds
in the name of their god. These are typically held by higher-ranking clergy and individuals who have become
symbols of their faith's principles and sacrifices.

Greater
Greater Divine Gifts are extremely rare and are granted to the highest echelons of the clergy, paladins, and
heroes of the faith. These gifts signify an extraordinary connection to the divine and are only bestowed upon
those who have demonstrated unparalleled devotion and heroism.

Godly
Godly Divine Gifts are the most powerful and are given to beings of divine nature themselves, or to those who
have performed legendary acts of faith. These gifts are almost exclusively held by the most exalted clergy,
paladins, and divine champions, representing the pinnacle of divine favor and power.

Each god has its own rules and rituals for bestowing these gifts, which are defined by their specific domains.
These domains dictate the nature of the Divine Gifts and the acts required to earn them. Followers align their
actions with the domains of their deity to gain these blessings, advancing through the ranks as they
demonstrate their devotion and perform acts in accordance with their god's will.

Each god has their own unique set of domains that define their power and influence over various aspects of life
and the natural world. Typically, a god can have anywhere from one to five domains. Here are some common
domains and their descriptions:

Life
Domain Description: Oversees health, healing, and vitality. Gods of Life nurture growth and protect the living.
Basic Divine Gifts of Life

• Healing Touch: Instantly heal minor wounds by touch as a quick action, restoring hit points equal to 1d8
+ your level, once per day.
• Vitality Surge: Gain a temporary boost in energy, granting +5 Mana points.
• Soothing Presence: Cast calm emotions as a 1st-level spell once per day.
• Healthy Glow: Emit a gentle, soothing light that increases the effectiveness of rests, adding +2 to hit
points recovered during rests.
• Nature’s Bounty: Instinctively know which plants and herbs in the vicinity have healing properties,
providing +4 bonus on Medicine checks.

Minor Divine Gifts of Life


• Renewing Aura: Emit an aura that accelerates natural healing, allowing allies to regain an additional
1d6 hit points per PL during rests, PL 0 gain +3 heal instead.
• Cure Ailment: Remove one minor ailment or condition (e.g., one level of exhaustion, a non-magical
disease, or a minor poison) from a creature once per day.
• Life’s Resilience: Gain resistance to diseases and toxins, providing +5 bonus on saving throws against
disease and poison, you also gain RD 5 to poison.
• Empathic Healing: Sense the pain of others and transfer a small portion of their wounds onto yourself,
healing them for twice the amount of damage you take, up to 5d8, once per day.
• Nurturing Spirits: Summon a small nature spirit to assist in tending to wounds and illnesses, providing
1d4 + your level in hit points of healing over 1 minute, once per day.

Lesser Divine Gifts of Life


• Greater Healing Touch: Heal moderate wounds by touch, restoring 3d8 + your level in hit points to a
creature once per day.
• Aura of Vitality: Emit an aura that provides a constant regeneration effect, healing all allies within a 20-
foot radius for 1d6 hit points per round for 1 minute, once per day.
• Revitalize: Instantly remove one moderate condition (e.g., blindness, deafness, or moderate poison)
from a creature once per day.
• Life Ward: Create a protective shield around an ally, providing +5 AC and 2 RD to physical damage for 1
minute, once per day.
• Growth Surge: Enhance the growth of plants in the area, causing rapid and abundant crop yield, or
instantly grow a small tree or bush for cover or food, once per week.

Advanced Divine Gifts of Life


• Healing Wave: Release a wave of healing energy, instantly restoring 4d6+Your level hit points to all allies
within a 30-foot radius, once per day.
• Life Beacon: Emit a powerful healing light that restores 5d8 + your level in hit points to a single target
and removes all minor conditions, once per day.
• Revive: Bring a recently deceased creature back to life with 50% of their maximum hit points, provided
they have been dead for no more than 1 hour, once per week.
• Guardian Spirit: Summon a powerful spirit of life that provides ongoing protection, granting allies
within 30 feet a +2 bonus to AC and saving throws for 1 hour, once per day.
• Nature’s Embrace: Instantly remove one severe condition (e.g., paralysis, petrification, or severe
poison) from a creature once per day.

Greater Divine Gifts of Life


• Mass Resurrection: Bring multiple fallen allies back to life with 50% of their maximum hit points in a 30-
foot area, provided they have been dead for no more than 24 hours, once per month.
• Life’s Sanctuary: Create a large area where allies are protected from harm and gradually healed,
restoring 10d6+Your level hit points per round and providing 5 RD to all damage types for 1 minute,
once per day.
• Divine Intervention: Call upon the god of Life to perform a miraculous healing, fully restoring health
and removing all conditions from all allies within a 100-foot radius, once per month.
• Eternal Vitality: Grant an ally near-immortality for 5 rounds, making them gain 10 RD to all damage and
regeneration 20 their each round, once per month.
• Life Giver: Permanently increase an ally’s maximum hit points by 10% of their current maximum, once
per creature. This scale with future levels.

Godly Divine Gifts of Life


• Resurrection of the Fallen: Bring back to life all deceased allies within a 1-kilometer radius, provided
they have been dead for no more than 100 years, once per year.
• World’s Vitality: Emit an aura that restores the land, healing nature and causing plants and animals to
flourish within a 10-kilometer radius, once per month.
• God’s Breath: Fully heal and rejuvenate all allies and remove all conditions within a 1-kilometer radius,
once per month.
• Immortal Guardian: Become an immortal protector for a number of rounds equal to your level divided
by 10 (minimum 1 round), fully regenerating health each round and taking half damage to all damage,
once per year.
• Divine Lifeblood: Permanently bless an area with the god’s vitality, ensuring it remains a haven of
health and growth, maximizing the hit points of up to 50 creatures. Children born in this area gain an
enhanced physical or magical trait.

These Divine Gifts reflect the god of Life's power to heal, protect, and nurture, offering a wide range of
abilities that enhance the well-being of the faithful and their allies.

Death
Domain Description: Presides over the afterlife, necromancy, and the natural cycle of life and death.
Gods of Death guide souls and honor the deceased.

Basic Divine Gifts of Death

• Mournful Touch: Instantly cause minor necrotic damage to a creature by touch, dealing 1d8 + your level
in necrotic damage and recovering half that amount in hit points, once per day.
• Deathly Presence: Emit an aura of fear and dread, causing minor creatures within a 10-foot radius to
become shaken for 1 minute. They must make a Will save DC (10 + your Charisma modifier + ½ your
level) or be affected.
• Grave Whisper: Communicate briefly with the spirits of the deceased to gain minor insights or
information once per day.
• Chill of the Grave: Release a wave of cold energy that slows the movement and reaction speed of
enemies within a 20-foot radius, reducing their speed by 10 feet for 1 minute, once per day.
• Corpse Awareness: Instinctively know the location of any deceased bodies within a 100-foot radius.

Minor Divine Gifts of Death


• Necrotic Resilience: Gain 10 RD to necrotic damage.
• Death's Embrace: Instantly remove minor conditions such as fatigue or minor curses from a creature
once per day.
• Wraith Form: Briefly become intangible, allowing you to pass through solid objects or avoid attacks,
gaining 20% chance to avoid attacks for 1 minute, once per day.
• Soul Sight: See the lingering souls of the recently deceased, allowing you to track their movements and
interactions.
• Gravewalker: Move through difficult terrain related to death, such as graveyards or battlefields, without
any penalty to speed.

Lesser Divine Gifts of Death


• Life Drain: Sap a moderate amount of life force from a target, dealing 5d8 + your level in necrotic
damage and healing yourself for the same amount, once per day.
• Aura of Despair: Emit an aura that causes all enemies within a 20-foot radius to suffer a –2 penalty to
attack rolls and AC for 1 minute, once per week. They must make a Will save DC (10 + your Charisma
modifier + ½ your level).
• Speak with Dead: Communicate with the spirit of a deceased creature, asking up to three questions
and receiving clear answers once per day.
• Undead Servant: Summon a weak undead creature (level 1/3 of your level, max level 20) to serve and
protect you indefinitely.
• Deathly Vigor: Absorb energy from death around you, gaining 5 temporary hit points whenever a
creature dies within a 30-foot radius, up to a maximum equal half your maximum hit points.

Advanced Divine Gifts of Death


• Greater Life Drain: Sap a significant amount of life force from a target, dealing 10d8 + your level in
necrotic damage and healing yourself for the same amount, once per day.
• Aura of the Reaper: Emit an aura that causes all enemies within a 30-foot radius to suffer a –5 penalty
to attack rolls and AC for 1 minute, once per week. They must make a Will save DC (10 + your Charisma
modifier + ½ your level).
• Reanimate Dead: Raise a recently deceased creature to fight for you as an undead minion for 1 hour
per 5 levels you have. You may control a number of undead equal to your level/5 (max level 10), once
per day.
• Curse Touch: Inflict a severe curse on a target, applying any curse from the Curse spell or one agreed
upon with your GM, once per week.
• Soul Harvest: Absorb the soul of a dying creature, temporarily increasing your own power and abilities
for 24 hours. Gain half of the creature's maximum hit points and use any of their higher attributes.
Greater Divine Gifts of Death
• Mass Life Drain: Sap life force from multiple targets within a 30-foot radius, dealing 10d8 + your level in
necrotic damage and healing yourself for twice the amount, once per day. Targets must make a
Fortitude save DC (10 + your Constitution modifier + ½ your level).
• Aura of Death: Emit a powerful aura that causes all enemies within a 40-foot radius to suffer –5 to
attack rolls and AC for 1 minute, once per week. If they fail their Will save DC (10 + your Charisma
modifier + ½ your level) by 10 or more, they die.
• Control Undead: Dominate a powerful undead creature, forcing it to serve you for 24 hours. The
undead may not be of higher level than you. It must make a Will save DC (10 + your Charisma modifier +
½ your level) or be controlled. Once per day.
• Greater Undead Servant: Summon a powerful undead creature (level 2/3 of your level, max level 60) to
serve and protect you indefinitely.
• Death's Shroud: Gain 50% avoid chance to attacks for a number of rounds equal to your level divided by
10 (minimum 1 round), appearing as a ghostly, intangible figure.

Godly Divine Gifts of Death


• Soul Reaper: Instantly drain the life force of all enemies within a massive radius, dealing lethal necrotic
damage and fully healing yourself. You kill all targets in a 1 km area that are 15 levels or more bellow
you.
• Army of the Dead: Create a legion of undead minions to fight for you, summoning up to 1000 undead
(each at 1/3 your level, rounded down) within a 1-kilometer radius, once per year.
• Necrotic Resurrection: Bring back multiple deceased allies as powerful undead creatures under your
control. You may revive up to your level/5 creatures in a 120-foot radius, each gaining up to 20 levels of
undead racial class (max level 80), once per year.
• Death's Dominion: Create an area where all enemies suffer 10d6 necrotic damage per round and take –
10 to saving throws and AC for 1 minute, once per month.
• God of Death's Touch: Instantly kill a target with a touch, provided they fail a Fortitude save DC (30 +
your Charisma modifier + ½ your level). Absorb their maximum hit points and use any of their higher
attributes and abilities for 1 week, once per month.

These Divine Gifts reflect the god of Death's control over the cycle of life and death, offering a range of
abilities that manipulate necrotic energy, control undead, and instill fear in the living.

Fire
Domain Description: Embodies destruction, purification, and creation through flame. Gods of Fire wield
the power of heat and transformation.

Basic Divine Gifts of Fire

• Spark Touch: Create a small flame at will, useful for igniting flammable objects or providing a light
source in dark areas as a torch.
• Warmth Aura: Emit a gentle warmth that comforts allies, providing minor resistance to cold
environments. You and any ally within 10 feet gain 2 resistance to cold damage.
• Fire Resistance: Gain a minor resistance to fire damage, reducing the amount of harm taken from fire-
based attacks. You gain 5 resistance to fire damage.
• Kindle Flame: Instantly ignite campfires or torches with a touch, providing light and warmth. Increases
the Camping check by +1 success.
• Cleansing Flames: Use a small flame to purify minor impurities in food or water, making them safe to
consume. You can cast Purify Food and Drink once a day for free and learn the spell.

Minor Divine Gifts of Fire


• Flame Bolt(2 Mana): Launch a small bolt of fire at a target within 60 feet as a standard action, dealing
1d10 damage, increasing by +1d10 for every 5 spellcasting levels you have above 1, up to 5d10.
• Fiery Grasp: Cause your hands to be enveloped in flames, dealing an additional 1d6 fire damage with
unarmed strikes for 1 minute, once a day.
• Heat Metal: Cause a metal object you touch to become red-hot, dealing continuous 3d6 fire damage to
anyone holding or wearing it for up to one hour, once a day.
• Burning Aura: Emit an aura of heat that deals 1d6 fire damage to any creature that comes into direct
contact with you.
• Searing Light: Emit a burst of bright light and heat from your body, blinding and dealing minor fire
damage to nearby enemies. It deals 1d6 per level you have, up to 10d6. Any creature within 15 feet
must make a Fortitude save DC (10 + your Constitution modifier + ½ your total level). If they succeed,
they take only half damage and aren’t blinded for 1 minute.

Lesser Divine Gifts of Fire


• Fireball: Launch a ball of fire that explodes on impact, dealing moderate fire damage to all creatures
within a 20-foot radius. You can cast Fireball once per day for free and learn the spell. Additionally, your
Fireball damage cap is increased to 30d6. You may choose between Charisma, Wisdom, or Intelligence
for your spellcasting attribute.
• Flame Blade: Summon a blade made of pure fire that deals an extra 2d6 fire damage with each weapon
or unarmed attack for a limited time.
• Fire Shield: Create a shield of flames around yourself or an ally, granting 10 resistance to fire damage
and dealing 2d6 fire damage to melee attackers.
• Wall of Fire: Summon a wall of roaring flames that deals fire damage to any creature that passes
through it. You can cast Wall of Fire once per day for free and learn the spell. Additionally, your Wall of
Fire damage cap is increased by +40. You may choose between Charisma, Wisdom, or Intelligence for
your spellcasting attribute.
• Immolate: Cause a target to burst into flames, dealing continuous fire damage over time. You can cast
Immolate once per day for free and learn the spell. Additionally, your Immolate damage is 3d6 per
round instead of 2d6. You may choose between Charisma, Wisdom, or Intelligence for your spellcasting
attribute.

Advanced Divine Gifts of Fire


• Inferno: Create a massive burst of fire that engulfs all enemies within a 30-foot radius, dealing heavy
fire damage. You can cast Inferno once per day for free and learn the spell. Additionally, your Inferno
damage is d8 instead of d6. You may choose between Charisma, Wisdom, or Intelligence for your
spellcasting attribute.
• Meteor Strike: Call down a flaming meteor from the sky to strike a target area, causing massive fire
damage and creating difficult terrain. You can cast Meteor Strike once per day for free and learn the
spell. Additionally, your Meteor Strike damage is d8 instead of d6. You may choose between Charisma,
Wisdom, or Intelligence for your spellcasting attribute.
• Phoenix Rebirth: Surround yourself with flames and, upon taking lethal damage, be reborn with half of
your hit points restored, once per day.
• Flame Wave: Release a wave of fire in a 60-foot cone, dealing 1d8 damage for every level you have, up
to 40d8. Each creature must make a Reflex save DC (10 + your Constitution modifier + ½ your total level)
to halve the damage, once a day.
• Eternal Flame: Create a flame that never extinguishes, providing constant light and heat in an area of
your choosing, once per week.

Greater Divine Gifts of Fire


• Rain of Fire: Call down a storm of fire over a large area, dealing heavy fire damage to all creatures
within the area and setting the ground ablaze.
• Dragon's Breath: Gain the ability to breathe a cone of fire, dealing heavy fire damage to all creatures in
a 60-foot cone. Deals 1d8 damage for every level you have, up to 80d8. Each creature must make a
Reflex save DC (10 + your Constitution modifier + ½ your total level) to halve the damage.
• Molten Armor: Encase yourself in armor made of molten lava, granting immunity to fire damage, +5 AC,
and dealing 3d6 damage to any creature that strikes you, once per day, for 1 hour.
• Flame Avatar: Transform into a being of pure fire, gaining immunity to fire damage and dealing
continuous 4d6 fire damage to nearby enemies and in any melee or unarmed attack you do, once per
week, for 1 hour.
• Purifying Flames: Create a massive burst of cleansing fire that removes all negative conditions from
allies.

Godly Divine Gifts of Fire


• Apocalyptic Blaze: Summon an apocalyptic firestorm that engulfs everything in a massive radius,
dealing catastrophic fire damage and leaving the area in ruins as a slow action, once per month. Deals
1d10 damage for every level you have, up to 100d10 in a 1 km area up to 10 km from you. Each
creature must make a Reflex save DC (10 + your Constitution modifier + ½ your total level) to halve the
damage.
• Fire God's Wrath: Call upon the ultimate power of the fire god to incinerate a target, causing instant
death unless they succeed on a powerful saving throw. They must make a Fortitude save DC (20 + your
Charisma modifier + ½ your total level), being completely disintegrated.
• Elemental Mastery: Gain complete control over all forms of fire, allowing you to create, shape, and
extinguish flames at will over a vast area. You learn every spell tier 5 or below and can cast several fire
spells per day equal to your total level/5 for free.
• Phoenix Ascension: Transform into a divine phoenix, gaining flight, fire immunity, and the ability to
resurrect yourself and allies upon death. You also gain 5 levels, up to level 80, in the special racial class
Divine Phoenix.
• Infernal Domain: Create a permanent realm of fire under your control, where you can summon and
command powerful fire elementals and other fiery creatures, up to your level/5, and several creatures
equal to your level x10.

These Divine Gifts reflect the god of Fire's mastery over flame, offering a range of abilities that deal fire
damage, create and control fire, and provide protection and transformation through fire.

Nature

Domain Description: Protects and governs the wilderness, flora, and fauna. Gods of Nature ensure the balance
and harmony of the natural world.

Basic Divine Gifts of Nature


• Herbal Knowledge: Identify and use various herbs and plants for medicinal purposes, enhancing your
ability to heal and treat wounds.
• Animal Empathy: Communicate simple ideas and feelings with animals, fostering mutual understanding
and cooperation.
• Plant Growth: Encourage the rapid growth of plants in a small area, providing food, shelter, or other
resources.
• Nature’s Ward: Gain minor resistance to natural hazards such as extreme weather, poison, and disease.
You have 5 RD to poison damage and +2 on saves against poison, disease, and weather effects.
• Camouflage: Blend seamlessly into natural surroundings, making it easier to hide from enemies and
avoid detection. You gain +5 in Stealth while in non-urban areas.

Minor Divine Gifts of Nature


• Summon Beast: Call forth a small animal companion to assist you in various tasks or combat for a
limited time. You may summon one Beast creature from the higher planes, that creature is half your
level rounded up (max creature level 10), once a day for 1 minute.
• Entangle: Cause vines and roots to erupt from the ground, restraining enemies in a small area and
making movement difficult. You can cast Entangle once per day for free and learn the spell. Additionally,
your Entangle DC to escape or pass the save increases by 5. You may choose between Charisma,
Wisdom, or Intelligence for your spellcasting attribute.
• Nature’s Resilience: Gain a moderate increase in resistance to poison, disease, and environmental
hazards. You have 10 RD to poison damage and +5 on saves against poison, disease, and weather
effects.
• Speak with Plants: Communicate with plants, gaining information about the surrounding area or asking
them to perform simple tasks.
• Wild Shape: Transform into a small or medium animal, gaining its abilities and physical characteristics
for a short duration. You gain 1d4 base natural weapon if Small (one bite) or 1d6 if Medium size, if you
already have natural weapons, they increase in one category. If you choose Small size, you gain +2
Dexterity; if Medium size, you gain +2 Strength. You cannot use armor or weapons while in Wild Shape.

Lesser Divine Gifts of Nature


• Summon Swarm: Call forth a swarm of insects or small animals to harass and damage enemies in a
targeted area.
• Thickskin: Harden your skin or that of an ally, providing increased resistance to physical damage for 1
hour, once per day. You increase your natural armor by +1, which increases by +1 for every PL you have
after 1, to a maximum of +10 natural armor.
• Tree Slide: Move rapidly between trees, using them as portals to quickly traverse large distances in
forested areas. By touching a tree, you may teleport to another tree, 30 feet per every PL you have, to a
maximum of 300 feet, three times per day.
• Call Lightning: Summon a storm cloud and call down bolts of lightning to strike your enemies, dealing
significant damage. You can cast Call Lightning once per day for free and learn the spell. Additionally,
your Call Lightning damage is 5d6 instead of 3d6. You may choose between Charisma, Wisdom, or
Intelligence for your spellcasting attribute.
• Nature’s Bounty: Instantly grow a variety of edible plants, providing sustenance for yourself and your
allies. You may produce enough food for a number of creatures equal to your level per day.

Advanced Divine Gifts of Nature


• Summon Elemental: Call forth a powerful nature elemental (earth, air, fire, or water) to fight by your
side for a limited time. You may summon one Elemental creature from the higher planes, that creature
is half your level rounded up (max creature level 40).
• Regenerate: Heal yourself or an ally rapidly over time, recovering from even severe injuries with
remarkable speed, once per month. Give a creature by touch as a standard action the benefits of
Regeneration 10.
• Earthquake: Cause a localized earthquake, dealing damage and creating difficult terrain that hampers
enemy movement, once per month. You cause your level in d10’s as an earthquake in an area of 60 feet
per PL you have, affecting any structure and nature in the area.
• Wild Growth: Instantly create a dense thicket of plants and trees, providing cover and creating barriers
to block or slow enemies, once a week. You may increase and multiply plants up to your total control
inside an area of 100 feet per level.
• Greater Wild Shape: Transform into a large or powerful beast, gaining its abilities and physical
characteristics for up to 8 hours. You can use Polymorph once a day for free and you learn the spell.
Your Polymorph Level of transformation is increased by 5.

Greater Divine Gifts of Nature


• Avatar of Nature: Transform into a formidable avatar of nature, combining the strengths of various
animals and plants for 1 hour. You may Add the template of “Avatar of Nature” during that hour.
• Control Weather: Manipulate the weather on a large scale, summoning storms, calming winds, or
causing rain and sunshine as needed, once a day. You can cast Control Weather once per day for free
and learn the spell. Additionally, your Control Weather effect may have more absurd effects, like making
rain frogs, ash, or any other weird weather phenomenon. You may choose between Charisma, Wisdom,
or Intelligence for your spellcasting attribute.
• Nature’s Wrath: Unleash the full fury of nature, causing devastating environmental effects like
tornadoes, floods, or volcanic eruptions in a targeted area.
• Eternal Spring: Create an area of perpetual growth and fertility, where plants thrive, animals flourish,
and the land remains eternally bountiful.
• Summon Ancient Guardian: Call upon a powerful ancient nature spirit or guardian to aid you in battle,
providing immense strength and protection. You may summon one Elemental creature from the higher
planes, that creature is half your level rounded up (max creature level 80).

Godly Divine Gifts of Nature


• World Tree: Summon a colossal, magical tree that provides immense benefits to the surrounding area,
including shelter, sustenance, and protection, once per century.
• Nature’s Sanctuary: Create a sacred, protected area where nature’s balance is preserved, and no harm
can come to those within.
• Elemental Mastery: Gain complete control over all elements of nature, allowing you to create, shape,
and manipulate earth, air, fire, and water at will. You gain any spell of those types up to third tier, and
may use a number of those spells for free per day equal to your PL.
• Rebirth: Gain the ability to bring the dead back to life, by truly reincarnating them to perfect health
through the power of nature. Those brought back to life increase one tier of existence up to Epic, and
you have access to turn them into any possible racial class, turning their previous racial levels into new
ones.
• Nature’s Dominion: Establish a vast dominion where your influence over nature is absolute, allowing
you to command animals, plants, and natural forces effortlessly.

These Divine Gifts reflect the god of Nature's control over the natural world, offering abilities that
protect, enhance, and draw power from the wilderness, flora, and fauna.

War

Domain Description: Influences battles, strategy, and martial prowess. Gods of War inspire warriors and
oversee conflicts.

Basic Divine Gifts of War


• Battle Insight: Gain a heightened awareness of combat tactics, granting a small bonus to your attack
and defense. You gain +1 to attack rolls, damage, and AC.
• War Cry: Let out a powerful shout that boosts the morale and combat effectiveness of your allies,
granting them a minor bonus to their attack and damage rolls. You give all allies in a 30 ft area +2 to hit
for 1 minute, once a day.
• Weapon Mastery: Show exceptional skill with a chosen weapon type, providing a small bonus to attack
rolls and damage with that weapon. You gain +2 to hit and damage with one weapon.
• Combat Endurance: Increase your stamina and resilience in battle, granting a small bonus to your hit
points. You gain +1 hit point per level, and +2 in Fortitude saves.
• Shield Wall: Form a defensive stance that provides a small bonus to your and adjacent allies' Armor
Class (AC). You gain +1 AC and give +2 AC to any ally within 10 feet of you.

Minor Divine Gifts of War


• Tactical Strike: Deliver a precise attack that exploits your enemy's weaknesses, dealing additional
damage on a successful hit, once per day. You can attack as if the target were flat-footed and deal +1d6
damage of the same type as your attack.
• Rallying Command: Issue commands that inspire your allies as a quick action, granting them temporary
hit points and a bonus to saving throws for one hour. Every ally within 30 ft gains +2 on saving throws
and temporary hit points equal to half your total level, once per day.
• Battlefield Awareness: Heighten your perception of the battlefield, allowing you to react quickly to
threats and avoid ambushes. Your passive perception increases by 5.
• Iron Will: Strengthen your mental fortitude, providing resistance against fear and mind-control effects.
You gain +5 in Will saves against charm or control effects.
• Warrior's Reflexes: Enhance your reaction time, allowing you to make an additional opportunity attack
each round.

Lesser Divine Gifts of War


• Mighty Blow: Unleash a powerful strike that deals significant bonus damage and may knock your
enemy prone, once a day. You add half your total level to the damage, and the target must make a
Fortitude save (DC 10 + your Strength modifier + ½ your total level) or be knocked prone.
• Heroic Stand: Make a defiant stand in battle, reducing incoming damage and preventing enemies from
passing through your space. You gain 50% damage reduction to physical damage for one round.
• Strategic Maneuver: Execute a complex combat maneuver that grants your allies advantageous
positioning or disrupts enemy formations. You gain the ability to see creatures' levels, HP, MP, and
identify their Strength, Dexterity, and Constitution of any creature that is not above your level.
• Battle Frenzy: Enter a frenzied state that increases your attack speed and damage output for 1 minute
per day, once a day. Your base movement increases by 50% and each of your attacks gains a +3 damage
bonus.
• Vigilant Guardian: Protect an ally with heightened vigilance, intercepting attacks meant for them. As a
reaction, you may take any attack meant for an ally within your melee attack range.

Advanced Divine Gifts of War


• Avatar of War: Transform into a formidable embodiment of war, increasing your combat abilities and
resilience significantly for 1 hour. Your Strength, Dexterity, and Constitution increase by 6, once a day.
• Commanding Presence: Exert a powerful influence over the battlefield, granting all allies within a
certain radius a significant bonus to their attack and defense rolls. You give all allies within 30 ft +3 to
hit, damage, and AC for 1 minute, once a day.
• Unyielding Defense: Create a defensive aura that reduces damage taken by you and your allies within a
certain radius. You and any of your allies within 10 ft gain 5 RD against any damage.
• Storm of Blades: Unleash a flurry of attacks against multiple enemies in close proximity, dealing
damage to each target. You may make one attack against each enemy within a 30 ft radius, rolling one
attack against each target, once per day for free.
• Warrior's Resurgence: Instantly recover half of your hit points and remove negative status effects when
you are critically injured, once a week.

Greater Divine Gifts of War


• Battlefield Domination: Control the flow of battle completely, dictating the movement of enemy and
ally forces within a large area. You gain the ability to see creatures' levels, HP, MP, and identify their
Attributes, AC, Movement, BBA, Spellcasting Level, and Passive Abilities of any creature that is not 10
levels or more above you.
• Wrath of the Gods: Call down divine wrath in the form of a devastating attack that deals massive
damage to all enemies in a targeted area.
• Invincible Champion: Gain near-invulnerability for a short duration, greatly reducing all incoming
damage and rendering you immune to status effects for 1 minute, once a day. You gain 20 RD to all
damage and are immune to any status effects during this transformation.
• Legendary Command: Inspire your allies with unparalleled leadership, granting them extraordinary
bonuses to their combat abilities and morale.
• Divine Armament: Summon a powerful, god-forged weapon that deals immense damage and has
unique abilities tied to your deity's power. You may summon a +1 magical sword, which increases with
your PL until +10.

Godly Divine Gifts of War


• War God's Avatar: Temporarily become the living avatar of your war god, gaining immense power and
divine combat skills, once a month. You gain +10 on all attributes and are immune to all conditions for 1
hour. Any weapon you are holding when you use this ability becomes a magical weapon while you are
using it, which you can decide what type of magical weapon, becoming a +X equal to your PL.
• Armies of the Faithful: Summon a vast legion of celestial warriors to aid you in battle, overwhelming
your enemies with sheer numbers and divine might, once a month. They are 1/3 of your total level, up
to level 30.
• Divine Battlefield: Transform the area into a sacred battlefield where your allies receive continuous
healing and protection, and enemies suffer constant divine retribution, once a month. In a 10 km radius
area, all your allies gain +10 AC and Fast Healing 20, and your enemies take 20 damage per round and
have -10 AC.
• Eternal Conqueror: Gain the ability to summon legendary warriors from history to fight by your side.
You may summon one hero from history, their level may be equal to yours, but cannot be over level 80.
• Supreme Warlord: Exert absolute control over the battlefield, dictating the actions of all combatants
and altering the terrain to your advantage. You gain the ability to see creatures' full stat blocks if you
see them, even if they are more powerful than you.

These Divine Gifts reflect the god of War's influence over battle, strategy, and martial prowess, offering abilities
that enhance combat effectiveness, inspire allies, and dominate the battlefield.

Knowledge

Domain Description: Oversees learning, wisdom, and intellectual pursuits. Gods of Knowledge inspire study,
innovation, and the quest for truth.

Basic Divine Gifts of Knowledge


• Keen Intellect: Enhance your intellectual capabilities, providing a +2 bonus to Intelligence-based skill
checks.
• Lore Keeper: Gain the ability to recall detailed information about history, legends, and ancient texts
with perfect accuracy about an object that you hold, once a week.
• Quick Learner: Accelerate your learning process, allowing you to learn new skills and languages in half
the usual time.
• Arcane Awareness: Develop a heightened sensitivity to magical auras and enchantments, granting the
effect of detect magic as a passive ability.
• Analytical Mind: Improve your problem-solving abilities, providing a bonus to puzzle-solving,
investigation, and research tasks. You gain +2 Intelligence.

Minor Divine Gifts of Knowledge


• Sage's Insight: Tap into divine wisdom for brief periods, granting you the ability to reroll a number of
dice equal to your Intelligence modifier on Intelligence-based skill checks.
• Photographic Memory: Perfectly recall any information you have read or seen, allowing you to retrieve
complex details instantly.
• Researcher’s Boon: Conduct research at an accelerated pace, doubling the efficiency of your scholarly
pursuits, including making potions, scrolls, and spells.
• Clarity of Thought: Sharpen your mental focus, providing resistance against mind-altering effects and
enhancing concentration. +5 to Will saves and +5 to Concentration checks.
• Universal Translator: Instantly understand and speak any language you encounter, making
communication effortless.

Lesser Divine Gifts of Knowledge


• Divine Comprehension: Gain the ability to understand and interpret complex or cryptic messages,
texts, and languages.
• Mind Link: Establish a telepathic connection with another willing creature, allowing you to share
thoughts and knowledge instantly over any distance, as long as you are on the same plane, a number of
times a day equal to your Intelligence modifier for 8 hours.
• Arcane Prodigy: Gain access to a wider range of spells and magical abilities, expanding your magical
repertoire significantly. You gain a number of spells equal to half your level; these spells can only be
from tiers and types you could learn.
• Intuitive Reasoning: Develop a natural knack for making logical connections, providing bonuses to
deduction, strategy, and decision-making. You gain +10 on Strategy and Tactics, and +5 on Investigation
and Insight.
• Wisdom of the Ages: Temporarily access the accumulated wisdom of past scholars and sages, providing
a +2 bonus to Intelligence and Wisdom.

Advanced Divine Gifts of Knowledge


• Enlightened Mind: Attain an unparalleled level of understanding, providing profound insights and
greatly enhancing all intellectual pursuits, providing a +4 bonus to Intelligence and Wisdom.
• Divine Archivist: Gain the ability to summon and consult an ethereal library containing vast amounts of
knowledge on any subject, once a year for 1 day.
• Cognitive Mastery: Master complex mental disciplines, allowing you to multitask effortlessly and
process information at incredible speeds. Same as Researcher’s Boon, but in ¼ of the time.
• Truth Seeker: Develop an unerring ability to discern truth from falsehood.
• Visionary: Receive prophetic visions that provide guidance and foresight, helping you and your allies
prepare for future events.

Greater Divine Gifts of Knowledge


• Omniscient Glimpse: Momentarily tap into the godly omniscience of your deity, gaining complete
understanding of any single subject or situation.
• Memory Manipulation: Gain the ability to alter, erase, or implant memories in others, with their
consent, for purposes of healing or understanding. You can try to force it, but they may resist; they
must pass a Will save (DC 10 + your Intelligence modifier + ½ your level).
• Eternal Scholar: Access the collective knowledge and wisdom of all previous scholars who have served
your deity, providing immense scholarly prowess, once a week.
• Divine Revelation: Receive direct divine insights that unveil hidden truths and profound mysteries,
significantly aiding in problem-solving and research, once a month.
• Master of Lore: Gain an encyclopedic knowledge of all subjects, providing unparalleled expertise and
the ability to teach and inspire others with ease. +6 Intelligence, Wisdom, and +2 Charisma.

Godly Divine Gifts of Knowledge


• God's Eye: Achieve a near-omniscient state for 1 hour, allowing you to see and understand everything
happening within a 1 km radius area.
• Cosmic Understanding: Grasp the fundamental truths of the universe, providing insights that can
revolutionize scientific and magical fields. +10 Intelligence, Wisdom, and +4 Charisma.
• Temporal Scholar: Access knowledge from past, present, and future, allowing you to draw from the
wisdom of all times to solve problems and foresee events, once a week.
• Divine Enlightenment: Radiate an aura of knowledge that enhances the intellectual resistance of all
allies within a large radius. All allies within 30 ft of you gain +5 in Will saves and are immune to charm
effects.
• Celestial Library: Summon a grand, celestial library containing infinite knowledge on all subjects,
accessible only to those you deem worthy, once a day.

These Divine Gifts reflect the god of Knowledge's influence over learning, wisdom, and intellectual pursuits,
providing abilities that enhance mental acuity, facilitate the acquisition and application of knowledge, and
inspire innovation and truth-seeking.

Trickery

Domain Description: Governs deception, mischief, and cunning. Gods of Trickery delight in pranks, cleverness,
and subterfuge.

Basic Divine Gifts of Trickery


• Minor Illusions: Create small, harmless illusions to confuse and distract your enemies or amuse yourself
and your allies. You can cast minor illusion for free once a day, and you learn this spell.
• Deceptive Charm: Gain a +4 bonus to Charisma checks when attempting to deceive or mislead others.
• Nimble Fingers: Improve your sleight of hand skills, granting a +4 bonus to tasks requiring dexterity and
finesse.
• Shadow Step: Momentarily step into the shadows, allowing you to move silently and unseen for a short
distance. You can cast shadow step for free once a day, and you learn this spell, but you need to be in
darkness or a shadow to use it.
• Quick Reflexes: Enhance your agility, providing a bonus to dodge and escape attempts. You gain +1
Dodge AC and Reflex save.

Minor Divine Gifts of Trickery


• Disguise Self: Change your appearance at will as a quick action, allowing you to blend into different
environments or impersonate others.
• Whispering Wind: Send short, secret messages on the wind, reaching allies or confounding enemies
within a 150 feet range at will.
• Cloak of Shadows: Become invisible for 1 minute, allowing you to bypass guards or escape detection,
once a day. If you attack or cast a spell while invisible, you turn visible.
• Feign Death: Temporarily appear to be dead, fooling enemies and allowing you to avoid attacks or
capture.
• Misdirection: Redirect an enemy's attack or spell to another target, creating confusion and chaos in
battle, once per day.

Lesser Divine Gifts of Trickery


• Master of Disguise: Perfect your ability to change appearances, granting you the ability to mimic voices
and mannerisms with ease, having the same effects as alter self.
• Ethereal Trickery: Create more complex illusions that can fool all senses, including touch and sound at
will. Anyone that tries to identify must pass an Investigation DC equal to your Charisma Modifier + 1/3
your level.
• Unseen Hand: Telekinetically manipulate objects within a short range, allowing you to pick locks, pocket
items, or trigger traps from a distance.
• False Identity: Make people believe once a day you are a completely different person. You cannot use
this to turn into someone they know personally, but can use this to be seen as a merchant, knight,
noble, etc. This has a duration of 1 hour, once a week.
• Confounding Aura: Emit an aura that causes confusion and disorientation in enemies, making it difficult
for them to focus on you or your allies. You and any ally within 30 feet gain +5 on Stealth checks, and
enemies within 120 feet have -2 on their passive perception.

Advanced Divine Gifts of Trickery


• Grand Illusions: Create large-scale illusions that can affect entire groups of people, altering the
appearance of the environment or creating phantom armies. Anyone that tries to identify must pass an
Investigation DC equal to your Charisma Modifier + 1/3 your level.
• Mind Games: Enter the minds of others to plant false memories, alter perceptions, or incite paranoia
and distrust. They must fail first a Will save DC (10 + Your Charisma Modifier + ½ your level).
• Invisibility Cloak: Cloak yourself in a shroud of invisibility, only visible when you choose to reveal
yourself, for 1 hour, once per day.
• Shadow Clone: Create a duplicate of yourself that can act independently, creating confusion and
misdirection in combat or negotiations. This duplicate has half your HP and MP, but besides that, they
are equal to you in every other way. You may use this once per week. This Clone vanishes after 8 hours.
• Arcane Trickster: Combine your mastery of trickery with magic, allowing you to cast spells that enhance
your deceptions and misdirections. You gain a number of Illusion spells of tier 7 or less equal to half
your level.

Greater Divine Gifts of Trickery

• Divine Deception: You can create a deception so convincing that it alters reality. Once per month, you
can declare an event or scenario to have happened differently than it actually did. This can change the
outcome of battles, negotiations, or other events. The altered reality lasts for 24 hours, during which
time all creatures believe the deception to be true. After 24 hours, reality reverts unless the change is
reinforced by additional actions or spells.
• Mindspeak: Communicate telepathically with allies, coordinating complex plans and deceptions
without speaking. You can communicate telepathically with any number of willing allies within a 1-mile
radius. This telepathic link allows for the sharing of complex plans, strategies, and deceptions without
speaking. The link lasts for 8 hours and can be used once per day.
• Illusory World: Create an entire illusory realm that can trap enemies or provide a safe haven for allies,
completely indistinguishable from reality. This realm has the size of a 100-foot radius per level. Once
per month, you can create an illusory realm with a radius of 100 feet per level. This realm is
indistinguishable from reality and can trap enemies or provide a safe haven for allies. Creatures within
the realm must succeed on a Wisdom saving throw (DC 10 + your Charisma modifier + 1/2 your level) to
recognize the illusion. The realm lasts for 1 hour.
• Master of Lies: Your lies become temporary truths. When you speak a lie, you can choose to make it
true for 24 hours, once per day. This ability can be used once per month. Additionally, you gain a bonus
to Deception checks equal to half your level.
• Chaos Bringer: Once per year, you can incite chaos and confusion on a massive scale. All enemies within
a 1-mile radius must succeed on a Wisdom saving throw (DC 20 + your Charisma modifier + 1/2 your
level) or become confused and hostile towards each other for 1 hour. Only creatures with true vision
are immune this effect.

Godly Divine Gifts of Trickery


• Reality Warp: Once per year, you can manipulate the fabric of reality within a 1-mile radius. You can
create or dispel illusions on a grand scale, altering the perceptions of all beings within the area. The
effects last for 24 hours and can include changing the landscape, creating illusory creatures, or making
entire structures disappear.
• Ultimate Deception: You can create a deception so powerful that it can fool even the gods themselves.
Once, you can declare an event or scenario to have happened differently than it did, altering divine
plans and interventions. This deception lasts indefinitely until dispelled by a god or another divine
being.
• Shape of Shadows: You can transform into any creature or object at will, maintaining all physical and
magical properties of the chosen form. This ability can be used once per day and lasts for up to 8 hours.
You can revert to your original form as a free action. If is a creature, you only have 75% of Their Level.
• Shadow Realm: You can create and control a parallel dimension of shadows. This realm can be accessed
by you and those you choose, and you can manipulate the environment and beings within at will. The
shadow realm can be maintained for up to 24 hours and can be used once per week.
• Divine Trickster: Embody the ultimate essence of trickery, allowing you to perform feats of cunning and
deception that defy all natural and magical laws. You can cast any Illusion spell from Tier 7 or bellow
once per day for free and you know then. You also Learn three Hexadecimal Spells of the Illusion type.

These Divine Gifts reflect the god of Trickery's influence over deception, mischief, and cunning, providing
abilities that enhance the wielder's capacity to deceive, manipulate, and confound others, while also fostering
creativity and resourcefulness in outwitting foes.

Protection
Domain Description: Guards against harm and ensures safety and security. Gods of Protection shield the
faithful from danger and evil.

Basic Divine Gifts of Protection

• Divine Shield: Once per day, you can create a small, magical barrier that absorbs up to 10 points of
damage from any source. The barrier lasts for 1 minute or until the damage is absorbed.

• Guardian's Resolve: You gain a +2 bonus to saving throws against fear and charm effects.
• Aura of Courage: Emit an aura with a 10-foot radius that grants you and nearby allies a +2 bonus to
saving throws against fear and panic effects. The aura is always active.

• Safe Haven: Once per day, designate a 10-foot radius area as a safe zone where healing and recovery
are 50% more effective. This effect lasts for 1 hour.

• Protective Ward: Once per day, create a temporary ward that increases your or an ally’s AC by +2 for 1
minute.

Minor Divine Gifts of Protection


• Shield of Heavens: Once per day, surround yourself with a divine shield that reduces incoming damage
by 5 points per attack. This shield lasts for 1 minute.

• Defensive Stance: Adopt a defensive stance that provides resistance to physical attacks as a quick
action, which you can Reduce your BBA and gain RD equal that amount.

• Sanctuary: Once per day, cast a spell that prevents enemies from targeting you directly with attacks or
harmful spells for 1 minute, unless they pass a Will save DC (10 + your level).

• Blessing of Fortitude: Once per day, temporarily increase an ally’s hit points by your level and their
Fortitude save by +2 for 1 hour.

• Barrier of Light: Once per day, create a barrier of light that blocks projectiles and repels undead
creatures for 1 minute from you and any ally in 10 feet. The barrier has hit points equal to your level x 5
and AC 20.
Lesser Divine Gifts of Protection
• Guardian Angel: Once per week, summon a celestial being to protect an ally for up to 10 minutes. The
guardian can intercept attacks and provide healing equal to your level x 2 hit points per round.

• Reflective Shield: Once per day, equip yourself with a shield that reflects 25% of magical damage back
at the caster. This effect lasts for 1 minute.

• Ward of Purity: Once per day, create a protective ward that cleanses poisons and diseases from allies
within a 20-foot radius. The ward lasts for 1 minute.

• Iron Will: Gain a permanent +4 bonus to Will saving throws, protecting you from mind-control,
enchantment and other mental spells.

• Bulwark of Faith: Once per day, manifest a powerful barrier that can shield up to five allies from harm
for 1 minute. The barrier grants +4 AC to those protected.

Advanced Divine Gifts of Protection


• Divine Aegis: Once per day, surround yourself with a powerful shield that absorbs up to 100 points of
damage from all sources. This shield lasts for 1 minute.

• Guardian's Sacrifice: Once per day, take damage intended for an ally, protecting them from harm. You
can absorb damage equal to twice your level before the effect ends.

• Sanctified Ground: Once per week, consecrate an area (30-foot radius) for 1 hour, creating a zone
where allies are healed 5 hit points per round and enemies have -2 to all attacks and saves.

• Shield of Retribution: Once per day, equip yourself with a shield that retaliates against attackers,
dealing damage equal to your level to those who strike you. This effect lasts for 1 minute.

• Holy Fortress: Once per week, create a temporary, impenetrable fortress that shields you and your
allies from all attacks for 10 minutes. The fortress has hit points equal to ten times your level.

Greater Divine Gifts of Protection


• Eternal Guardian: Once per day, you can summon a divine guardian to protect you. This guardian has
hit points equal to twice your level and can intercept attacks aimed at you. It can also assist in combat,
dealing radiant damage equal to your level with each attack you hit. The guardian remains by your side
for up to 1 hour or until it is defeated.

• Barrier of the Gods: Once per week, you can create a massive barrier that can protect an entire area or
group of people from attacks. The barrier has hit points equal to ten times your level and provides total
cover. It lasts for 1 hour or until its hit points are depleted.

• Aegis of the Divine: Once per day, you can activate an impenetrable shield that deflects all forms of
damage for 1 minute. While this shield is active, you take half damage to all damage.

• Protective Aura: Emit an aura with a radius of 30 feet that grants significant damage reduction to all
allies within range. Allies gain damage reduction equal to your level for 10 minutes. This ability can be
used once per day.
• Divine Intervention: Once per month, you can call upon your deity to protect you and your allies from a
catastrophic event, negating its effects entirely. This can include natural disasters, massive attacks, or
other catastrophic events. The intervention is immediate and all-encompassing, protecting all
designated targets within a 1-mile radius.

Godly Divine Gifts of Protection


• Ultimate Shield: Once per year, you can wield a shield of divine power that makes you invulnerable to
all forms of damage for 1 minute. During this time, you cannot be harmed by any physical, magical, or
divine attacks.

• Guardian of Realms: Once per year, you can protect an entire city or region from natural and magical
disasters. This protection lasts for 24 hours and can include protection from earthquakes, storms,
invasions, and other large-scale threats or even Divine attacks.

• Eternal Sanctuary: Create a permanent sanctuary in a designated location. Within this sanctuary, no
harm can befall those inside its boundaries. The sanctuary is protected from all forms of attack and
damage, and only those you permit may enter. This sanctuary remains in place indefinitely.

• Divine Protector: Once per week, you can transform into a celestial being with immense protective
powers for 1 hour. In this form, you gain a significant boost to all defensive abilities (+10 to AC and all
saving throws), and you can shield allies from all threats, choosing to take any attack or damage instead
while within 30 feet of you.

• Immortal Aegis: Manifest a shield of such power that it can protect against the wrath of gods and
cosmic forces. This shield can be used once per month and lasts for 1 hour. While active, you and your
allies within a 60-foot radius are immune to all damage and harmful effects (Poison, Paralysys or
similar) , even those of divine or cosmic origin. You cannot attack while using this shield.

These mechanics ensure that each tier of Protection Divine Gifts provides abilities that significantly enhance the
wielder's capacity to protect themselves and their allies, reflecting the divine influence over safety, security, and
shielding from harm.

Strength
Domain Description: Embodies physical power, endurance, and resilience. Gods of Strength empower their
followers to overcome challenges and persevere.

Basic Divine Gifts of Strength


• Mighty Blow: Once per day, enhance your next melee attack to deal an additional 2d6 damage. This
attack also has advantage on the attack roll.

• Enduring Fortitude: Once per day, increase your hit points by your level for 1 hour.
• Power Surge: Once per day, gain a burst of strength that allows you to lift or break objects as if your
Strength score were doubled. This effect lasts for 1 hour.

• Athletic Prowess: Gain a +4 bonus to athletic checks (such as running, jumping, and climbing)
permanently.
• Battle Cry: Once per day, emit a powerful shout that grants you and all allies within 30 feet a +2 bonus
to Strength checks and attacks for 1 minute.

Minor Divine Gifts of Strength


• Giant's Strength: Once per day, temporarily double your carrying capacity and gain a +6 bonus to
Strength-based checks. This effect lasts for 10 minutes.

• Iron Grip: Gain an unbreakable grip, giving you advantage on checks to hold onto weapons, shields, or
grappled enemies. This ability is always active.

• Resilient Body: Once per day, gain resistance to physical damage for 1 minute.
• Mighty Leap: Once per day, perform a jump that propels you up to 30 feet horizontally or 15 feet
vertically.

• Strength of the Bear: Once per day, enhance your physical strength, granting you a +4 bonus to all
Strength-based attacks and checks for 1 minute.

Lesser Divine Gifts of Strength


• Titan's Endurance: Once per day, reduce incoming physical damage by 20 points and gain +5 bonus on
saving throws against effects that cause incapacitation for 1 minute.

• Warrior's Spirit: Your presence inspires allies, granting them a +4 bonus to Strength and Constitution
checks and saves while within 30 feet of you. This ability is always active.

• Overwhelming Force: Once per day, deliver a devastating attack that deals an additional 5d6 damage
and knocks enemies back 10 feet if they fail a Strength saving throw (DC 10 + your Strength modifier).
You can add this to an attack as a free action.

• Invincible Stance: Once per day, adopt a defensive stance that grants you 10 RD to all physical damage
and makes you immovable for 1 minute.

• Bear's Toughness: Gain HP equal to your level and +5 bonus on Fortitude saving throws for 1 hour. This
ability can be used once per day.

Advanced Divine Gifts of Strength


• Colossal Might: Permanently increase your Strength score by 5 points, reflecting your divine
empowerment.

• Unyielding Will: Gain immunity to exhaustion and fatigue, allowing you to fight tirelessly. This ability is
always active.

• Earthshaker: Once per day, stomp the ground to create a shockwave in a 30-foot radius, knocking down
enemies and causing 10d6 bludgeoning damage. Enemies must pass a Dexterity saving throw (DC 10 +
your Strength modifier) to avoid being knocked prone.

• Godlike Power: Once per week, gain the strength of a god, allowing you to perform nearly impossible
feats of physical prowess. Your Strength score is considered 30 for all checks and attacks for 1 hour. If
you have 20 or more Strength, you gain +10 Strength instead during that duraiton.
• Heroic Strength: Once per day, channel divine power to significantly boost your strength, doubling your
Strength modifier for 1 minute, to a Maximum of +20 Mod.

Greater Divine Gifts of Strength


• Divine Titan: Once per month, transform into a giant, increasing your size to Large and your Strength
score to 30 for 10 minutes.

• Invulnerable Body: Once per month, gain near-invulnerability to physical damage, reducing all physical
damage by 30 points for 1 hour.

• Mountain's Strength: Once per day, move and shape earth and stone with your bare hands, as if you
had the spell "Move Earth." This effect lasts for 1 hour.

• Eternal Warrior: Achieve a state of perfect physical condition, making you immune to all physical
ailments and diseases. Your combat capabilities are increased, granting you a +4 bonus to all attack rolls
and damage rolls.

• Godly Smite: Once per month, perform a powerful attack that channels divine energy, dealing 1d10
damage per BBA you have to all enemies in a 60-foot line. They may do a Fortitude DC (20 + Your
Strength Modifier) to half the damage.

Godly Divine Gifts of Strength


• Avatar of Strength: Permanently embody the strength of your god, granting you a Strength score of 50
and unparalleled physical power and resilience. If you have 30 or more Strength, you gain +20 Strength
instead.

• Indomitable Might: Achieve absolute mastery over physical strength, allowing you to perform feats
beyond mortal comprehension. You have 20 Extra Successes in any Strength Base Skill checks. This
ability is always active.

• Eternal Champion: Become an immortal warrior with unmatched physical prowess and unbreakable
endurance. You gain immunity to all non-magical physical damage and a +10 bonus to all Strength-
based checks and attacks. This ability is always active.

• Wrath of the Titans: Once per year, unleash a devastating attack that can level mountains and
obliterate enemies in a 1-mile radius. This attack deals 100d20 damage.

• Supreme Resilience: Achieve a state of near-invulnerability, reducing all incoming damage by 30 points
and gaining resistance to all forms of damage. This ability is always active.

These mechanics ensure that each tier of Strength Divine Gifts provides abilities that significantly enhance the
wielder's capacity to exhibit immense physical power, endurance, and resilience, reflecting the divine influence
over strength and perseverance.

Light
Domain Description: Represents purity, truth, and illumination. Gods of Light dispel darkness and bring clarity
and hope.
Basic Divine Gifts of Light

• Radiant Touch: Once per day, your touch can heal minor wounds, restoring 1d8 hit points. This ability
also alleviates pain and can stabilize dying creatures.

• Beacon of Hope: Once per day, create a small, glowing beacon that provides all allies within a 20-foot
radius a +2 bonus to saving throws and resistance to fear effects for 1 hour.

• Illuminate: Produce bright light from your hands or a holy symbol, illuminating a 30-foot radius and dim
light for an additional 30 feet. This light lasts for 1 hour and dispels magical darkness of equal or lower
level.

• Gleam: Once per day, emit a brief flash of light in a 15-foot cone that forces all enemies to make a
Constitution saving throw (DC 10 + your Wisdom modifier) or be blinded for 1 round.

• Purify Food and Drink: Once per day, cleanse and purify food and water for up to 10 creatures,
removing all toxins and impurities.

Minor Divine Gifts of Light


• Healing Light: Once per day, channel a soothing light that heals all allies within a 20-foot radius for 2d8
hit points.

• Light Shield: Once per day, create a shield of light that grants you or an ally a +4 bonus to AC for 1
minute.

• Reveal Truth: Once per day, your light reveals hidden truths, allowing you to see through illusions
within a 30-foot radius for 10 minutes.

• Radiant Barrier: Once per day, erect a barrier of light in a 10-foot radius that repels dark forces and
grants all allies within the barrier 10 RD to necrotic damage for 1 minute. Any Evil creature trying to
Pass through the barrier shall make a Will save DC (10 + Your Wisdom Modifier + 1/3 your total level)

• Blessing of Clarity: Once per day, bestow a clear mind upon an ally, removing confusion, fear, and other
mental afflictions. This functions as the "Greater Restoration" spell.

Lesser Divine Gifts of Light


• Blinding Radiance: Once per day, emit a powerful burst of light in a 30-foot radius that forces all
enemies to make a Constitution saving throw (DC 10 + your Wisdom modifier) or be blinded for 1
minute. This also dispels magical darkness in the area.

• Guardian of Light: Once per day, summon a spectral guardian made of pure light that fights alongside
you for 10 minutes. The guardian has AC 18, 50 hit points, BBA equal half your Level and uses your
Wisdom as Attribute for their attacks, and attacks with a radiant sword dealing 2d8+Your Wisdom
Modifier radiant damage.

• Radiant Strike: Once per day, infuse your weapon with divine light for 1 minute. Your attacks deal an
additional 2d6 radiant damage.

• Sunbeam: Once per day, channel a concentrated beam of sunlight that burns and purifies anything in its
path. This beam is 5 feet wide and 60 feet long, dealing 6d8 radiant damage to all creatures in its path.
Creatures must make a Constitution saving throw (DC 10 + your Wisdom modifier) or be blinded for 1
minute.

• Aura of Truth: Once per day, create an aura in a 20-foot radius that compels honesty for 10 minutes. All
creatures within the aura must succeed on a Charisma saving throw (DC 10 + your Wisdom modifier) or
be unable to speak deliberate lies.

Advanced Divine Gifts of Light


• Divine Illumination: Emit a constant, powerful light in a 30-foot radius that heals allies for 1d8 hit
points per round and deals 1d8 radiant damage to enemies. This ability can be used for up to 10
minutes per day.

• Light of Revelation: Once per week, your presence reveals hidden secrets and ancient knowledge,
providing guidance and insight. This functions as the "Legend Lore" spell, and you have a +5 bonus on
Intelligence checks to uncover hidden truths for 1 hour.

• Solar Flare: Once per day, unleash a massive explosion of light in a 60-foot radius that deals 10d10
radiant damage to all enemies and banishes darkness. Enemies must make a Constitution saving throw
(DC 10 + your Wisdom modifier + ½ half your level) or be blinded for 1 minute.

• Halo of Protection: A permanent halo of light surrounds you, granting you and nearby allies within 20
feet 20 RD to necrotic damage and immunity to fear effects.

• Purifying Flames: Once per day, your light burns away impurities and corruption, cleansing areas,
objects, and beings from dark influences. This functions as the "Dispel Evil and Good" spell.

Greater Divine Gifts of Light


• Avatar of Light: Once per month, transform into a radiant being of pure light for 1 hour. You gain the
ability to heal allies with a touch (restoring 8d8 hit points) and smite enemies (dealing 8d8 radiant
damage) once per round.

• Eternal Luminescence: Gain the ability to see through any darkness, both physical and metaphorical,
providing guidance to others. You permanently gain truesight out to 120 feet.

• Light of Salvation: Once per month, your light can resurrect fallen allies, bringing them back to life with
full health and vitality. This functions as the "Resurrection" spell.

• Blinding Glory: Once per month, your radiance becomes so intense that it causes terror and awe in
enemies within a 60-foot radius. Enemies must make a Will saving throw (DC 15 + your Wisdom
modifier + ½ your total level) or be frightened and potentially driven to flee or surrender. If they fail the
fail the save by 10 or more, they are also permanently blinded.

• Celestial Radiance: Once per month, gain celestial powers in battle for 1 hour. Your AC increases by
10,You gain 150 temporary hit points, and weapon or unarmed attacks deal extra 4d10 radiant damage.
You also Gain True vision 120 ft, flying movement 150 ft and Immunity to Radiant damage and RD 30 to
necrotic damage while in this form.
Godly Divine Gifts of Light
• Incarnation of Light: Permanently embody the divine essence of light, granting you unparalleled
radiance, healing power, and destructive potential against dark forces. You gain immunity to Radiant
damage, 20 RD to all other damage, and your healing effects are maximized. You also Gain True vision
120 ft and flying movement 150 ft.

• Eternal Beacon: Permanently become a beacon of hope and purity, your presence alone dispelling
darkness and fear for miles around. Allies within a 1-mile radius can rerrol on saving throws against fear,
necrotic or darkness effects.

• Solar Ascendant: Once per year, gain the ability to call down the power of the sun, incinerating foes and
purifying vast areas with intense light. This ability deals 100d10 radiant damage to all enemies in a 1-
mile radius and dispels all darkness and curses.

• Light of Creation: Once per year, your light has the power to create life, restore the dead, and reshape
reality to a limited extent. This functions as the "Wish" spell, with the added ability to create life and
restore the dead.

• Supreme Radiance: Achieve a state of near-invulnerability and immense power, your very being
radiating an aura that heals allies for 10d10 hit points per round and devastates enemies for 10d10
radiant damage per round within a 60-foot radius. This ability can be used for up to 10 minutes per day.

These mechanics ensure that each tier of Light Divine Gifts provides abilities that significantly enhance the
wielder's capacity to heal, reveal truths, and combat darkness, embodying the purity, truth, and illumination
that gods of Light represent.

Darkness Domain Divine Gifts

Domain Description: Encompasses shadows, mystery, and the unknown. Gods of Darkness command fear,
secrecy, and the hidden aspects of existence.

Basic Divine Gifts of Darkness

• Shadow Cloak: Shroud yourself in shadows, becoming harder to detect and gaining a +5 bonus to
Stealth checks.

• Darkvision: Gain the ability to see in complete darkness as if it were daylight in 30 feet.
• Umbral Touch: Infuse your touch with dark energy, causing 1d6 necrotic damage on one attack, up to
three times a day.

• Veil of Shadows: Create a 10-foot radius of magical darkness, heavily obscuring vision for enemies
within for 10 minutes, once a day.

• Whispering Shadows: Communicate through shadows, sending whispered messages to allies over short
distances, up to 150 feet.

Minor Divine Gifts of Darkness

• Shadow Step: Teleport between areas of darkness within 30 feet, three times a day.
• Shadow Clone: Create a Three shadow clones of shadows, each giving you 20% chance of avoid in
attack, disappearing instead, starting 60%, 40% when two, and 20% when just one, once per day.

• Fearsome Presence: Emit an aura of fear in a 15-foot radius, causing enemies that fail a Will saving
throw DC (10 + Your Charisma Modifier) or become frightened for 1 round, once per day.

• Shadow Bind: Conjure tendrils of shadow to restrain a target, requiring a Reflex DC (10 + Your Charisma
Modifier) saving throw or be immobilized for 1d4 rounds, once a day.

• Cloak of Night: Envelop yourself and nearby allies within 10 feet in magical darkness, granting
temporary invisibility for 1 minute, Once per day.

Lesser Divine Gifts of Darkness

• Eclipse: Summon a temporary eclipse, creating an area of darkness within a 30-foot radius that
suppresses all sources of light and dispels magical darkness, while enhancing your abilities for 1 hour,
Once per day.

• Nightmare Visions: Invade the dreams of a sleeping target, causing terrifying nightmares that can leave
them shaken or exhausted upon waking. You may cause a target to have a rest two tiers of quality
worth than normal, once a day.

• Umbral Strike: Infuse your weapon with dark energy, causing it to deal an additional 1d6 necrotic
damage on each hit during 1 minute, once per day.

• Shadow Form: Transform into a living shadow, gaining 10 RD to non-magical physical damage and the
ability to move through small openings and +5 Stealth while in darkness or dimlight, during 1 minute
per level, once per day.

• Veil of Secrecy: Create a zone 100 feet area of magical darkness that blocks divination and scrying
attempts, protecting you and your allies from magical surveillance. Duration of 1 hour per level, Once
per day.

Advanced Divine Gifts of Darkness

• Dark Dominion: Manipulate shadows within a 60-foot radius, shaping them into barriers, weapons, or
creatures that can fight for you. You can create A number of Darkness elemental’s equal half your level,
and they have 1/5 of your level, once per day.

• Abyssal Grasp: Summon a hand of darkness to grab each enemies within 60 feet, dealing 10d6 necrotic
damage and pulling them towards you, you may choose how close. They may do a Reflex saving throw
DC (10 + Your Charisma modifier + 1/3 your level) to not be dragged, once per day.

• Night Terror: Emit a wave of fear in a 30-foot radius, causing enemies that fail a Will saving throw DC
(10 + Your Charisma Modifier + 1/3 your level) to be paralyzed with terror for 1 round per level, they
may try to reroll this check at the ending of each of their turns, you can use this once per day.

• Umbral Resurrection: Raise a fallen creature that is not above your level as a shadowy undead minion
for 1 hour per level, or grant temporary hit points equal to your level to a living ally, Once per day.
• Shadow Mastery: Gain mastery over shadows, allowing you to create illusions, hide in plain sight, and
move through darkness with ease. You gain +10 in Stealth, and you can teleport at will between
shadows.

Greater Divine Gifts of Darkness

• Avatar of Shadows: Transform into a powerful being of pure darkness for 1 minute per level. Gain a +6
bonus to Dexterity. Your movement speed increases by 30 feet. Gain 10 RD to all damage types except
radiant and force. Gain advantage on Stealth checks and the ability to move through shadows, allowing
you to teleport up to 60 feet to a shadowed area you can see as a free action. Your melee attacks deal
an additional 3d6 necrotic damage, and you have 240 ft of night vision.

• Eternal Night: Envelop a 100-foot radius area in perpetual darkness, suppressing all sources of light and
empowering your dark abilities, this ability can only be dispelled by a light spell of tier 8 or above, you
can use this once per month.

• Shadow Conflux: Merge with shadows, becoming intangible and immune to non-magical physical
attacks for 1 round per level, Once per day.

• Nightmare Realm: Create a pocket dimension of darkness and terror, trapping enemies inside and
subjecting them to their worst fears indefinitely. You can send a whole area to a pocket dimension full
of darkness creatures, they need to survive 24 hours to be send back, Once per month.

• Dark Pact: Form a binding agreement with a powerful entity of darkness, gaining immense power but
accepting certain restrictions or sacrifices. You may negociate SOUL Points with your GM for powers.

Godly Divine Gifts of Darkness

• Incarnation of Darkness: Permanently embody the essence of darkness, gaining unparalleled power
over shadows, fear, and the unknown. You gain the benefits of Avatar of Shadows permanently.

• Voidwalker: Traverse the void between worlds, appearing wherever darkness exists and gaining
mastery over dimensional travel, at will.

• Shadow Genesis: Create new forms of life or reshape reality using the essence of darkness, reflecting
the creative aspect of the void. You may create new Monsters of Existence Godly and level up half
yours, Once per year.

• Great Eclipse: Plunge the an area big as a continent into a permanent state of twilight, granting
immense power to you and your followers while weakening those who rely on light during 10 years,
Once per century.

• Supreme Shadow: Be able to summon once per year a supreme Shadow, a creature of Level 100. You
cannot control it, but you may negotiate with it, this creature will do as its nature.

These Divine Gifts under the Darkness domain empower followers with the ability to control shadows, invoke
fear, and navigate the unknown, embodying the mystery, secrecy, and hidden aspects that gods of Darkness
represent.

Magic
Domain Description: Oversees arcane knowledge, spellcasting, and mystical forces. Gods of Magic govern the
use and understanding of magical energies.

Basic Divine Gifts of Magic


1. Arcane Sensitivity: You can sense the presence of magical auras within a 30-foot radius. As a bonus
action, you can identify the school of magic involved and gain a +2 bonus to spellcraft checks when
identifying spells.

2. Magic Missile: As an quick action, you can cast Magic Missile without expending spell points. This spell
creates up to five glowing darts of magical force that each deal 1d4+1 force damage to a target within
120 feet. You learn this spell.

3. Mage Hand: You can summon a spectral hand that lasts for up to 1 minute. The hand can manipulate
objects, open doors, or retrieve items up to 10 pounds within 30 feet, when you use the hand is
invisible. The hand can perform simple tasks that a hand could do. You learn this spell.

4. Cantrip Mastery: You learn two additional cantrips from the arcane spell list. These cantrips can be cast
at will without expending mana. Intelligence is your Attribute for this spell.

5. Special Spell Focus: You gain a +1 bonus to the saving throw DC of your spells, making it harder for
enemies to resist your magic.

Minor Divine Gifts of Magic


1. Arcane Shield: As a reaction, you can create a magical barrier that grants you a +2 bonus to AC for 1
minute. This can be used three times per day.

2. Mana Surge: Once per day you can choose to maximized a damage die from a spell, only one die. You
can use this three times per day.

3. Spell Penetration: You gain a +3 bonus on rolls to bypass spell resistance, making your spells more
effective against resistant targets.

4. Mystic Sight: You can see through magical illusions and detect invisible creatures or objects within 30
feet. This effect lasts for 10 minutes and can be used once per short rest.

5. Arcane Recovery: Instantly regain 1d6 + your Intelligence modifier of spent mana. This allows you to
cast additional spells or enhance your magical abilities. This can be used once per day.

Lesser Divine Gifts of Magic


1. Spellweaver: Once per week, you can combine two different spells into a single, more powerful effect.
Both spells must have the same casting time and target the same area or creature. You still pay mana
for both spells.

2. Arcane Ward: As an action, you can erect a protective magical field around you and your allies within a
30-foot radius. This field provides resistance to spell damage and reduces incoming magical damage by
5 for 1 minute. This can be used once day.
3. Spell Theft: Once per day, you can temporarily steal a spell from an enemy spellcaster as a reaction,
stopping them from casting it, as longer as the spell is not above tier 3. You can cast this spell once
within the next hour without expending mana.

4. Elemental Mastery: Choose one type of elemental magic (fire, water, earth, air). You gain a +2 bonus to
damage rolls with spells of that element and gain 5 RD to that type of elemental damage.

5. Arcane Bond: Form a magical link with an ally within 60 feet. You can share spells and magical effects
with them at a distance for 1 hour. This bond can be used once per day.

Advanced Divine Gifts of Magic


1. Spell Echo: When you cast a spell, there is a 20% chance it will echo, casting a second time as a free
action or with half the mana cost. This effect can occur three times per day.

2. Mystic Barrier: As an quick action, create a powerful shield that grants a +3 bonus to AC and reflects
1d6 + your spellcasting level damage back to attackers, it vanishes after reflecting 3 attacks. This barrier
lasts for 1 minute and can be used once per day.

3. Arcane Conduit: For the next minute, you act as a conduit for raw magical energy, significantly boosting
the power of your spells. All spell damage is increased by one tier on the die (1d6>1d8, 10d6>10d8).
This can be used once per day.

4. Spell Absorption: As a reaction, you can absorb incoming spells aimed at you, converting their energy
into 1d6 + your spellcasting modifier mana points or using it to power your own spells, as long as the
spells aren’t above tier 5. This can be three times per day.

5. Temporal Manipulation: Once per day, you can control time around you, slowing or hastening it for up
to 1 minute. This affects the actions of creatures within a 30-foot radius, either giving them a -2 penalty
to AC and attack rolls (slow) or a +2 bonus to AC and attack rolls (haste).

Greater Divine Gifts of Magic


1. Arcane Overload: Temporarily push your magical abilities to their limit for 1 minute. During this time,
your spells have double the range and deal an your spells cost one action less, but you can only cast one
spell as a free action. This can be used once per week.

2. Eldritch Mastery: Once per week, you can cast a powerful, unique spell related to your god's domain.
This spell has effects far beyond standard spells, such as summoning a powerful elemental, creating a
large-scale illusion, or opening a portal to another plane. You can cast a tier 7 spell of your choice.

3. Dimensional Anchor: As an action, prevent teleportation and planar travel within a 300-foot radius for
1 hour. This can be used once per long rest and locks down magical travel in the area.

4. Mana Vortex: Create a vortex of magical energy that destabilizes enemy spells within a 60-foot radius.
Enemy spells have a 50% chance to fizzle or backfire, causing 1d8 + your spellcasting level damage to
the caster. This lasts for 1 minute and can be used once per week.

5. Mystic Domination: As an action, exert control over other spellcasters within a 60-foot radius. They
must make a Will saving throw DC (10 + Your Intelligence Modifier + ½ your level) or be compelled to
follow your commands for 1 minute. This can disrupt their spellcasting abilities. This can be used once
per long rest.

Godly Divine Gifts of Magic


1. Arcane Ascendancy: Achieve near-absolute mastery over magic for 1 hour. During this time, you can
cast spells of tier 5 or inferior without expending mana and with unmatched power and precision. All
spell damage is maximized on those spells, and spells have double their usual range and duration. This
can be used once per week.

2. Reality Shaper: Bend reality to your will for up to 10 minutes, altering the fabric of existence to create
or dispel effects on a grand scale. This can include creating terrain, dispelling large-scale illusions, or
altering the nature of magical effects within a 300-foot radius. This can be used once per long rest.

3. Mana Fountain: Become a source of magical energy for 1 minute, providing unlimited mana to yourself
and allies within a 30-foot radius. Spells cast during this time do not expend mana. This can be used
once per day.

4. Eldritch Beacon: Emit a powerful magical aura that enhances all magical effects within a 300-foot radius
for 1 hour. Allies' spells are empowered, dealing an additional 50% damage and having increased
duration, while enemies' spells are weakened, reducing their effectiveness by half. This can be used
once per week.

5. Spell Sovereign: Command the arcane forces with absolute authority for 1 hour. You can counter any
spell, negate magical effects, and control magical phenomena at will within a 300-foot radius. This
includes reversing spells, absorbing magical energy, and reshaping magical effects to your desire. This
can be used once per year.

Justice Domain Divine Gifts

Domain Description: Upholds law, fairness, and righteousness. Gods of Justice ensure balance and moral order,
often serving as arbiters and protectors of the innocent.

Basic Divine Gifts of Justice

• Sense Deception: Gain the ability to detect lies and discern the truth in conversations. You have a +5
bonus on Insight checks.

• Smite Injustice: Empower your attacks with divine energy, dealing extra radiant damage equal to your
Wisdom modifier to those who have committed a major crime in the last 24 hours. This don’t affect
Humanoids and Monstrous humanoids.

• Shield of Virtue: Create a protective aura that grants a temporary +2 bonus to AC for 1 minute on
yourself or another single person in 60 ft.

• Judgment Call: Make a swift judgment to determine the guilt or innocence of a creature. You gain a +3
on Insight and Diplomacy checks when dealing with the judged creature.
• Divine Favor: Receive a minor blessing that improves your chances in legal matters, negotiations, and
diplomatic endeavors. You gain a +5 bonus on relevant skill checks.

Minor Divine Gifts of Justice

• Aegis of Law: Summon a shield of pure law that grants a +10 bonus to fear and charm effects for you
and your allies within 10 feet for 10 minutes.

• Oath of Truth: Bind a creature to speak only the truth for 1 hour, ensuring honesty in critical moments.
• Blinding Light: Unleash a burst of radiant energy in a 15-foot cone. Each creature in the area must
succeed on a Fortitude DC (10 + Your Wisdom modifier) saving throw or be blinded until the end of your
next turn.

• Divine Retribution: Automatically retaliate against attackers with a burst of radiant energy, dealing
radiant damage equal to your Wisdom modifier to the attacker, three times per day.

• Aura of Justice: Emit an aura that compels honesty and fairness. Creatures within 30 feet have -5 effect
on Charisma (Deception) checks for the next 1 hour.

Lesser Divine Gifts of Justice

• Divine Edict: Issue a command that must be obeyed by those who have committed unjust acts, forcing
them to comply with your righteous will for 1 hour if they fail a Will save DC (10 + Your Wisdom
Modifier + ½ your total level), these effects are simple orders, and cannot be use to harm themselves or
others.

• Retributive Strike: When you or an ally is struck by an enemy, you can immediately respond with a
powerful counterattack infused with divine energy, dealing extra radiant damage equal to your Wisdom
modifier as a free action, three times per day.

• Guardian of the Innocent: Designate a creature to be under your divine protection, once per day. They
gain 20 RD to all damage and immunity for 1 hour, or until they attack or use a spell.

• Divine Arbitration: Serve as an impartial arbiter in disputes. Both parties involved must abide by your
fair and just rulings for 1 hour. You may create a binding magical contract that both sides have to obey,
breaking it causes to a Extraplanar being to come hunt them.

• Righteous Wrath: Enhance your attacks with divine power, dealing extra radiant damage equal to your
Wisdom modifier to those who have harmed the innocent or committed grievous acts in the last 24
hours.

Advanced Divine Gifts of Justice

• Judgment Day: Call upon your god's power to deliver ultimate judgment on a group of enemies. Each
creature within a 30-foot radius must make a Fortitude saving throw DC (10 + Your Wisdom Modifier +
½ your level) , taking 6d10 radiant damage on a failed save, or half as much on a successful one.

• Impenetrable Defense: Create a barrier of divine energy that completely blocks attacks and spells,
protecting you and your allies from harm for 1 minute, similar to wall of force.
• Sanctuary of Justice: Establish a sanctuary where no harm can be done. For 1 hour, creatures of evil
intent cannot enter, and innocent creatures within are protected from harm.

• Divine Verdict: Render a powerful verdict that can imprison, banish, or strip power from those found
guilty of severe crimes. The effect lasts until the guilty party's sentence is fulfilled. The Sentence must
be fair by GM judgement.

• Heavenly Tribunal: Summon celestial beings to form a tribunal, assisting you in delivering fair and just
decisions in critical situations, you may summon 1d4 Celestials Extraplanar of 1/3 your total level. They
remain for 24 hour, once per week.

Greater Divine Gifts of Justice


1. Divine Ascendance: For 1 hour, you achieve a state of near-divine power. You gain a +4 bonus to all
ability scores, +4 to AC, and 10 RD to all damage types. Additionally, your spells and abilities related to
justice and protection are maximized. This can be used once per long rest.

2. Judgment Beam: As an slow action, unleash a 60-foot line and 10-foot wide of divine energy that deals
1d10 per level, to a maximum of 75d10 radiant damage to all creatures in its path. Each creature must
make a Reflex saving throw DC (20 + Your Wisdom Modifier + ½ your total level), taking full damage on
a failed save or half on a successful one. Any magical effects of an evil nature within the beam's path
are dispelled. This can be used once per short rest.

3. Absolute Authority: As an action, command respect and obedience from all who hear your voice within
a 60-foot radius. Each creature must make a Will saving throw DC (20 + Your Wisdom Modifier + ½ your
total level) or be compelled to follow your orders for 24 hours. Orders cannot be self-destructive. This
can be used once per long rest.

4. Eternal Vigilance: You gain a +5 bonus to perception checks and advantage on initiative rolls.
Additionally, you can take a reaction to immediately respond to any threat within 60 feet, allowing you
to take an extra action once per round. This effect lasts for 1 hour and can be used once per long rest.

5. Holy Martyrdom: If you fall in battle, your spirit lingers for 1 hour, granting all allies within a 60-foot
radius a +2 bonus to attack rolls, saving throws, and AC, as well as advantage on all Will saves. Your
allies also gain temporary hit points equal to your level. This ability activates automatically upon your
fall to 0 HP or die and can only occur once per day.

Godly Divine Gifts of Justice


1. Supreme Judgment As an action, deliver a final, irrevocable judgment on a creature within 60 feet. The
creature must make a special S.O.U.L Check, they must roll 1d100 and roll equal or bellow their S.O.U.L
attribute or be subject to your deity's ultimate judgment, which could result in death, banishment, or
another fate determined by your god. This can be used once per month.

2. Divine Intervention: Once per month, call upon your deity to directly intervene in mortal affairs. This
can alter the course of events to ensure justice is served, such as reversing a wrongful death, stopping a
major calamity, or bringing about a significant change in circumstances. The intervention's specifics are
determined by the DM.
3. Beacon of Righteousness: For 24 hours, you become a living embodiment of justice, radiating an aura
with a 120-foot radius that compels all within it to act with honor and integrity. Any creature attempting
to lie, cheat, or perform an evil act must make a Will saving throw DC (20 + Your Wisdom Modifier + ½
your total level) or be compelled to act righteously. Additionally, allies within the aura gain a +2 bonus
to all ability checks, attack rolls, and saving throws. This can be used once per long rest.

4. Eternal Arbiter: Gain the power to mediate and resolve disputes across planes. You can travel to any
plane of existence and enforce justice as needed. Once per week, you can summon a celestial tribunal
to arbitrate any dispute, binding all parties to the verdict. This tribunal can include powerful celestial
beings and lasts for up to 1 hour.

5. Divine Protector: Transform into a celestial guardian for 1 hour, gaining the following benefits: +10 to all
ability scores, 30 RD to all damage types except force, flight speed of 120 feet, and the ability to cast
any protection or healing spell. You also gain a +10 bonus to all saving throws and can perform up a
fourth action per turn. This can be used once per week.

Travel Domain Divine Gifts

Domain Description: Influences journeys, exploration, and movement. Gods of Travel protect travelers,
encourage adventure, and oversee safe passages.

Basic Divine Gifts of Travel

• Pathfinder’s Instinct: Gain an innate sense of direction, never getting lost and always knowing the
quickest route to your destination while in a road

• Endless Stamina: Receive a boost to your endurance, allowing you to travel long distances without
tiring and reducing the need for rest. You can travel the triple as a normal person can per day.

• Safe Passage: Create a temporary safe zone during your travels. You and your Allies gain +3 Passive
perception while resting, that way you may never being catch off-guard.

• Traveler’s Charm: Carry a charm that wards off common travel hazards, such as bad weather, rough
terrain, and minor inconveniences, once a week.

• Fleet Footed: Increase your base movement speed by 10 feet, enabling you to move faster and more
efficiently on any terrain.

Minor Divine Gifts of Travel

• Traveler’s Ward: Cast a protective aura that shields you and your companions from environmental
dangers such as extreme weather, poisonous plants, and wild animals for 1 hour.

• Quick Rest: Gain the ability to take a rest in half the usual time, recovering stamina and health more
quickly.

• Hasty Retreat: When faced with danger, gain a burst of speed that allows you and your allies to escape
quickly without leaving a trail. Once per day, you can bless yourself and your allies for 1 minute, where
you all have double movement.
• Wayfarer’s Blessing: Receive a blessing that ensures good fortune during your travels, granting a +5
bonus on checks related to navigation, foraging, and encounters.

• Mystic Map: Access a magical map that updates in real-time, showing you the safest and most efficient
routes to your destination while on a road.

Lesser Divine Gifts of Travel

• Portal Step: Teleport up to 30 feet to an unoccupied space that you can see, bypassing obstacles and
covering ground quickly in emergencies as a quick action, three times a day.

• Enduring Voyage: Gain +5 to Endurance and Corporal might checks. Now you can survive adverse
travel conditions, allowing you to traverse harsh environments without suffering ill effects.

• Windrider’s Call: Summon a gentle wind that aids your travel, increasing your speed by 20 feet and
reducing the effort needed to move for 1 hour per level, once a day.

• Traveler’s Tongue: Instantly understand and speak any language you encounter, facilitating
communication with diverse peoples during your journeys.

• Guardian Spirits: Summon ethereal spirits to guide and protect you on your travels, warning you of
danger and leading you to safe paths.

Advanced Divine Gifts of Travel

• Path of the Pilgrim: Create a blessed path that others can follow, providing a safe and direct route to a
chosen destination for 24 hours.

• Voyager’s Sanctuary: Establish a temporary sanctuary that offers complete protection from all dangers,
allowing for safe rest and recovery for 8 hours, once a week.

• Teleportation Circle: Create a circle that allows instant travel to a known location within 10 km per
level, enabling rapid movement across vast distances, once a day.

• Journey’s End: Ensure that you and your companions always reach your destination safely, even if the
journey takes unexpected turns, for 1 day, once a Month. This avoid any random encounter for that day.

• Divine Mount: Summon a celestial mount capable of incredible speed and endurance, aiding in your
travels and offering additional protection for 1 hour, once a day. Your mount has 120 feet movement in
air, land and water, AC 30 and 100 HP.

Greater Divine Gifts of Travel

• World Walker: Move effortlessly across the world, ignoring difficult terrain and bypassing natural
barriers, gaining climb speed equal your walking speed.

• Sanctified Expedition: Embark on a journey under divine protection, ensuring that you and your
companions are safe from all harm for the duration of the expedition, up to 1 week, once a Month. This
avoid any random encounter for that Week.

• Dimensional Step: Travel between planes of existence, moving through dimensions to reach otherwise
inaccessible locations, three times a day.
• Heavenly Guide: Be guided by a celestial being that offers wisdom, protection, and aid during your
travels, ensuring that you are never alone for 1 day, once a week. This creature is a Extraplanar of your
choice of level 80% to yours.

• Pilgrim’s Boon: Bless a chosen group of travelers, granting them protection, endurance, and good
fortune for their journey for 1 week, once a day.

Godly Divine Gifts of Travel

• Divine Pathway: Create permanent, sacred pathways that offer safe and swift travel across the land for
all who follow them, once a year. You path must be connect two settlements.

• Omnipresence: Be in multiple places at once, allowing you to oversee and influence journeys
happening simultaneously across the world. Your counterparts are not capable of combat, but can do
anything else.

• Ethereal Pathway: Create and traverse invisible pathways through the Ethereal Plane, allowing
instantaneous travel across vast distances. As an action, create a portal to the Ethereal Plane at your
current location. You and up to 10 willing creatures can step through this portal to another location you
have visited or seen within a 1000-mile radius.
• Transcendental Traveler: Achieve a state of existence that allows you to travel instantly anywhere in the
universe, transcending all physical and magical barriers at will.

• Guardian of Journeys: Become the ultimate protector of all travelers, wielding divine power to ensure
the safety and success of any who embark on a journey under your blessing.

These Divine Gifts under the domain of Travel empower followers to embark on and complete their journeys
with protection, speed, and guidance, ensuring safe and successful adventures.

Water Domain Divine Gifts

Domain Description: Controls bodies of water, weather patterns involving water, and aquatic life. Gods of
Water manage seas, rivers, rain, and the creatures within them.

Basic Divine Gifts of Water

• Aquatic Adaptation: Gain the ability to breathe underwater and swim with ease, moving as naturally in
water as on land. Your swim movement is equal to your walking movement.

• Freshwater Purification: Instantly purify any water source, making it safe to drink and removing all
toxins and impurities.

• Raincaller: Summon a light rain to nourish crops, fill reservoirs, and provide relief from drought.
• Wave Rider: Increase your swimming speed by 20 feet and +5 on Athletics checks made to swim,
allowing you to navigate through water with exceptional grace and speed.

• Hydration Boost: Create a refreshing splash of water that instantly revitalizes and hydrates you and
your companions, restoring 1d6 hit points, three times per day.

Minor Divine Gifts of Water


• Water Shield: Create a protective barrier of swirling water that absorbs damage, absorving the first 20
points of damage that would hit you, once per day.

• Aquatic Communication: Communicate telepathically with aquatic creatures within 60 feet,


understanding and conveying messages to them.

• Tide Manipulation: Control the movement of tides and currents within 300 feet, allowing you to create
safe passages or hinder foes, once a day during 1 hour.

• Misty Veil: Summon a dense mist that obscures vision within a 30-foot radius, providing three-quarters
cover to creatures and objects within the area, once a day.

• Healing Waters: Channel the soothing properties of water to heal wounds and cure ailments, restoring
2d8+your Wisdom modifier hit points.

Lesser Divine Gifts of Water

• Summon Water Elemental: Call forth a water elemental to aid you in battle for up to 1 hour, which
follows your verbal commands to the best of its ability. The elemental is half your level, up to level 40,
once a day.

• Storm Caller: Summon a powerful storm to unleash torrential rain, lightning, and wind upon your
enemies or to alter weather patterns within 1 mile, once a week.

• Ocean's Embrace: Create a protective aura of water that grants 10 RD to fire damage and immunity to
being grappled for you and your allies within 30 feet.

• Waterwalking: Gain the ability to walk on the surface of water as if it were solid ground, moving
effortlessly across lakes, rivers, and seas for up to 1 hour per day.

• Aqua Shape: Manipulate water into various forms, creating barriers, weapons, or tools to assist you in
various tasks, at will.

Advanced Divine Gifts of Water

• Hydrokinesis: Control large bodies of water with your mind, creating waves, whirlpools, and other
powerful water-based effects within 300 feet at will.

• Summon Sea Beasts: Call forth mighty sea creatures to aid you in one combat or to provide
transportation across water for up to 8 hours. You can summon 1/3 your level creatures that are ¼ your
level level, once per week.

• Rain of Restoration: Summon a magical rain that heals and rejuvenates all it touches, restoring
4d8+your level hit points to creatures within a 30-foot radius, once a day.

• Maelstrom: Create a massive whirlpool with a 50-foot radius that can trap and damage enemies,
disrupting their formations and causing chaos for up to 10 minutes, they may do a Reflex saving throw
DC (10 + Your Wisdom modifier + ½ your level) to avoid the trap, and can do another test at the ending
of each of their turns. You can use this once a day.
• Abyssal Command: Command the creatures of the deep sea within 300 feet, summoning them to aid
you or to unleash their fury upon your enemies. While in water areas you may ask assistance of any
creature beast creature with a diplomacy check, also you are able to communicate with them.

Greater Divine Gifts of Water

• Tsunami: Summon a colossal wave to sweep across the land in a 1000-foot cone, dealing 10d10
bludgeoning damage to enemies and altering the landscape.

• Divine Flood: Invoke a flood that cleanses and purifies an area within 1 mile, removing corruption,
toxins, and negative energy while providing clean water for the local environment.

• Elemental Fusion: Merge with a water elemental, gaining its abilities and significantly enhancing your
power and resilience for up to 1 hour. You need a Water elemental for that.

• Ocean's Blessing: Bestow a blessing that grants your allies the ability to breathe underwater, swim
effortlessly, and 40 RD cold damage for up to 24 hours.

• Aquatic Sanctuary: Create a safe haven beneath the water's surface within 300 feet, providing shelter
and protection for you and your companions for up to 8 hours.

Godly Divine Gifts of Water

• Control Weather: Gain the ability to control and alter weather patterns on a massive scale within 10
miles, bringing storms, calm seas, or drought-ending rains as needed.

• Leviathan's Wrath: Summon a colossal sea monster to fight alongside you for up to 24 hour, devastating
enemies with its immense power. You can summon a Leviathan, once per year.

• Eternal Waters: Create a source of magical water that never runs dry, providing endless sustenance and
healing to those who drink from it.

• Oceanic Teleportation: Instantly travel to any body of water in the world, transcending space and
distance with ease.

• God of the Sea: Ascend to a state where you become one with the sea, commanding all its creatures
and controlling its depths and currents with divine authority.

These Divine Gifts under the domain of Water grant followers the ability to harness and control water in various
forms, providing protection, healing, and powerful offensive capabilities while enhancing their connection to
the aquatic world.

Earth Domain Divine Gifts

Domain Description: Represents the ground, mountains, and all subterranean realms. Gods of Earth oversee
agriculture, mining, and the stability of the land.

Basic Divine Gifts of Earth

• Stone Skin: Gain a temporary layer of stone-like skin that increases your natural armor by +2 and
provides 2 RD to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• Earthsense: Develop a heightened sensitivity to vibrations and movements within the ground, giving
your tremorsense of 15 feet.

• Bountiful Harvest: Enhance the fertility of the soil in a 30-foot radius, ensuring abundant crops and
successful agricultural endeavors, once a day.

• Mason’s Touch: Instantly repair small cracks and structural damage in stone or earthen buildings and
constructs within 30 feet, three times a day.

• Pebble Throw: Empower small stones with magical energy, allowing you to throw them with great
force and accuracy up to 30 feet away, dealing 2d4 instead of 1d4.

Minor Divine Gifts of Earth

• Earth Shield: Summon a protective barrier of earth and stone that absorbs damage, granting 5 RD to
bludgeoning, piercing, and slashing damage from nonmagical attacks for up to 1 minute, once a day.

• Burrow: Gain the ability to move through soil and earth with ease, allowing you to create tunnels or
escape underground at a speed of 15 feet per round for up to 1 hour per day.

• Nature's Growth: Accelerate the growth of plants and trees in a 30-foot radius, creating lush vegetation
in a short period, once a week.

• Rock Shaping: Manipulate and shape stone within 30 feet to create tools, weapons, or structures as
needed.

• Earth's Embrace: Surround an ally within 30 feet with protective earthen armor, granting a +5 bonus to
AC for up to 1 hour.

Lesser Divine Gifts of Earth

• Summon Earth Elemental: Call forth an earth elemental to aid you in battle for up to 1 hour, which
follows your verbal commands to the best of its ability. The Elemental is half your level, and up to level
40, once a day.

• Mountain's Strength: Temporarily enhance your physical strength and endurance, gaining +4 on
Strength score and plus +4 on skill rolls for up to 1 hour per day.

• Quake: Create a localized earthquake within 60 feet that disrupts the ground, causing enemies to lose
balance, taking -5 on reflex and attack rolls and creating difficult terrain for up ton that area.

• Stone Walk: Move effortlessly through stone and rock with a 30 feet movement, allowing you to pass
through solid barriers and obstacles for up to 1 hour per day.

• Crystal Healing: Use the natural energy of crystals to heal wounds and cure ailments, restoring
2d8+your level hit points to a creature within 30 feet, once a day.

Advanced Divine Gifts of Earth

• Geomancy: Control large sections of earth and stone within 300 feet with your mind, shaping the
terrain to your will and creating barriers, bridges, or traps at will.
• Summon Golem: Call forth a powerful golem to fight alongside you for up to 1 hour, devastating
enemies with its immense strength. The Elemental is 2/3 level, and up to level 60, once a day.

• Eruption: Cause a violent eruption of earth and stone within a 120 feet area, dealing 6d10 bludgeoning
damage to creatures and objects and altering the landscape significantly for your choosing, once per
day.

• Stone Fortress: Create a temporary fortress of stone within 60 feet that provides three-quarters cover
to creatures and objects within and lasts for up to 8 hours. This Fortress has a size of 40 by 60 feet, and
is 40 feet tall.

• Elemental Fusion: Merge with an earth elemental, gaining its abilities and significantly enhancing your
power and resilience for up to 1 hour.

Greater Divine Gifts of Earth

• Mountain Form: Transform into a massive stone giant for up to 1 hour, gaining 300 Temporary hit
points, and the ability to make two natural attacks per round that deal 4d10 bludgeoning damage.

• Earthquake: Create a massive earthquake that shakes the ground over a wide area within 1 mile,
causing 10d10 bludgeoning damage to creatures and objects and altering the landscape drastically.

• Eternal Stone: Enchant an area of land within 1 mile to remain fertile and stable forever, providing a
permanent source of agriculture and prosperity.

• Earth’s Blessing: Bestow a blessing that grants your allies increased +4 Strength and Constitution, and
10 RD to bludgeoning, piercing, and slashing damage for up to 24 hours, once a week.

• Stone Sanctuary: Create a safe haven within the earth within 300 feet, providing shelter and protection
to creatures and objects within for up to 24 hours. This is big as a fortress or small scale, you may
choose the details.

Godly Divine Gifts of Earth

• Control Terrain: Gain the ability to reshape and alter the landscape on a massive scale within 10 miles,
creating mountains, valleys, and other geological features as needed, once a month.

• Leviathan's Ascent: Summon a colossal earth elemental to fight alongside you for up to 1 hour,
devastating enemies with its immense power. You can summon a Leviathan once a year.

• Eternal Earth: Create a source of magical stone that never depletes, providing endless building material
and strength to those who use it.

• Terramancer’s Path: Instantly travel to any mountainous or earthen location in the world, transcending
space and distance with ease.

• God of the Earth: Ascend to a state where you become one with the earth, controlling its depths and
forms with divine authority.

These Divine Gifts under the domain of Earth grant followers the ability to harness and control the power of the
ground, stone, and nature. They provide protection, healing, and powerful offensive capabilities while
enhancing their connection to the natural world and its stability.
Air
Domain Description: Governs winds, skies, and atmospheric phenomena. Gods of Air influence weather, flight,
and breath.

Basic Divine Gifts of Air


1. Breeze Whisper: Control gentle winds to carry your voice over long distances. Communicate discreetly
or amplify speech. Can project voice within a 500-foot radius for 1 hour, 3 times per day.

2. Featherfall: Instinctively slow your fall, allowing you to descend gently and avoid taking damage from
great heights. When falling, reduce falling speed to 60 feet per round, taking no damage upon landing.
Instantaneous, 3 times per day.

3. Air Bubble: Create a pocket of breathable air around your head. Allows you to breathe in any
environment, including underwater or in toxic areas. Maintains breathable air around the head for 1
hour, 3 times per day.

4. Gust: Summon a powerful gust of wind. Push back enemies 30 feet back, scatter objects, or extinguish
small fires. Targets may try to resist with a Fortitude saving throw DC (10 + 1/3 your level). Creates a
gust of wind in a 30-foot by 10 feet wide line. Instantaneous, 5 times per day.

5. Air Step: Temporarily walk on air as if it were solid ground. Traverse short distances above the ground.
Allows walking on air for 30 feet for 1 minute, 3 times per day.

Minor Divine Gifts of Air


1. Wind Shield: Surround yourself or an ally with a swirling barrier of wind. Effect: Deflects projectiles and
reduces incoming damage. Provides +5 AC against ranged attacks 10 minutes, 2 times per day.

2. Updraft: Generate a strong upward wind. Lifts you or others into the air. Provides temporary flight
equal their movement ability for 1 minute, 2 times per day.

3. Breath of Life: Restore vitality to a weary or unconscious ally by infusing them with revitalizing air.
Effect: Heals minor wounds and removes exhaustion. Heals 1d8 + your level hit points and removes one
level of exhaustion. Instantaneous, 3 times per day.

4. Whirlwind: Create a small cyclone. Disorients and knocks down enemies, clears debris. Creates a 10-
foot radius whirlwind, causing enemies to make a Fortitude saving throw DC (10 + 1/3 your level) or be
knocked prone for 1 minute, 2 times per day.

Lesser Divine Gifts of Air

1. Summon Air Elemental: Call forth an air elemental to assist in battle. Provides swift and powerful
support with control over wind and lightning. Summons an air elemental for 1 hour, once per day. The
elemental is half your level, and can be up to lv 40.
2. Stormcall: Invoke a localized storm. Disrupts enemies and creates advantageous conditions with rain,
thunder, and lightning. Allies heal 2d6 at the starting of their turns, and enemies take 2d6 lightning
damage. Summons a storm within a 60-foot radius for 10 minutes, once per day.
3. Soar: Gain the ability to fly for an extended period. Glide gracefully through the air and maneuver with
ease. Provides flight speed of 60 feet for 10 minutes, twice per day.
4. Wind Blade: Shape the air into sharp, invisible blades. Cuts through enemies and objects with precision
and force. Creates a blade of wind dealing 2d8 slashing damage with a 30-foot range, you can control
those blades and attack as if was a ranged attack. Lasts for 1 minute, 3 times per day.
5. Breath Control: Hold your breath for an extended duration. Resist inhaling harmful substances, project
powerful blasts of air. Hold breath for up to 1 hour, project air blast causing 2d6 damage with a 15-foot
cone with no save as a standard action. Lasts 10 minutes, 3 times per day.

Advanced Divine Gifts of Air


1. Air Mastery: Gain complete control over the air in your vicinity. Manipulate wind, create barriers,
redirect projectiles. Control air within a 30-foot radius for 10 minutes, once per day.
2. Summon Storm: As an action, summon a storm within a 100-foot radius centered on a point you
choose within sight. The storm lasts for 1 hour. The storm produces heavy rain, reducing visibility and
extinguishing unprotected flames. As a standard action, you can summon a lightning strike to hit a
target of your choice within the storm. The lightning deals 1d8 damage per every two levels you have
(rounded down), with a Reflex save DC (10 + ½ your level + Wisdom modifier) to halve the damage.
3. Skyward Ascent: Achieve high-speed flight. Soar with incredible speed and maneuverability, evading
attacks. Provides flight speed of 120 feet for 10 minutes, once per day.
4. Vacuum Sphere: Create an area of nullified air. Suffocates enemies, neutralizes sound, difficult for foes
to breathe or communicate. Creates a 20-foot radius vacuum for 1 minute, once per day.
5. Cyclone: Generate a powerful cyclone that lifts and tosses enemies, causing extensive damage and
chaos. As an action, create a cyclone within a 20-foot radius and 60-foot height centered on a point you
choose within sight. The cyclone lasts for 1 minute. It deals 4d8 damage to all creatures within its area
of effect at the start of each of your turns. Creatures must make a Fortitude saving throw (DC 10 + ½
your level + Wisdom modifier). On a failed save, they take full damage and are tossed 20 feet in a
random direction, landing prone. On a successful save, they take half damage and are not tossed. Once
per day, for 1 minute.

Greater Divine Gifts of Air


1. Storm Avatar: Transform into an avatar of the storm, gaining immense control over wind, rain, and
lightning, which enhances your combat abilities. While transformed, you gain a +4 bonus to Strength
and Dexterity, immunity to lightning and thunder damage, and 20 RD to bludgeoning, piercing, and
slashing damage from non-magical weapons. You can control the weather within a 100-foot radius,
creating torrential rain, gale-force winds, and frequent lightning strikes. As a standard action, you can
summon a lightning bolt to strike a target within range, dealing 1d10 lightning damage per level you
have. The target can make a Reflex save (DC 10 + ½ your level + Wisdom modifier) to take half damage.
Additionally, your melee attacks deal an extra 2d6 lightning damage. Usage: Once per day. Duration: 10
minutes.
2. Hurricane: Summon a massive hurricane that devastates the landscape and overwhelms enemies with
sheer force. Within a 200-foot radius, the hurricane creates gale-force winds, torrential rain, and
frequent lightning strikes. All creatures in the area must make a Strength saving throw (DC 10 + ½ your
level + Wisdom modifier) or be knocked prone and pushed 30 feet away from the center. The winds
impose disadvantage on ranged attacks and all non-magical projectiles are deflected. Each round, you
can summon a lightning bolt as a standard action to strike a target within range, dealing 1d12 lightning
damage per level you have. The target can make a Reflex save (DC 10 + ½ your level + Wisdom modifier)
to take half damage. The hurricane also causes 3d10 bludgeoning damage to structures and objects
each round. Usage: Once per week. Duration: 1 hour.
3. Celestial Wind: Channel divine winds. Effect: Protects and heals allies, dispersing harmful effects.
Restores 4d8+your level hit points and removes one negative condition. Lasts for 1 hour, once per day.
4. Air Domain: Create a permanent area under control. Dictate weather patterns, wind currents,
atmospheric conditions. Control a 1-mile radius area permanently, once per month.
5. Lord of the Sky: Achieve divine connection with the skies. Grant unparalleled flight capabilities, control
over weather, command winds. Permanent ability to control weather and fly 120 feet at will.

Godly Divine Gifts of Air


1. Air Elemental Lord: Summon and command an army of powerful air elementals. Wreak havoc on
enemies, alter the battlefield. Summon 10 air elementals for 1 hour, they are level equal half yours,
once per month.
2. Worldstorm: Unleash a cataclysmic storm that engulfs an entire region with devastating winds,
torrential rains, and relentless lightning strikes. Within a 10-mile radius, the storm creates hurricane-
force winds that tear through the landscape, causing 5d10 bludgeoning damage to structures and trees
each hour. All creatures in the area must make a Strength saving throw (DC 10 + ½ your level + Wisdom
modifier) every hour or be knocked prone and pushed 50 feet away from the center. Ranged attacks are
impossible, and all non-magical projectiles are deflected. You can summon a lightning bolt as a standard
action every minute to strike a target within range, dealing 2d12 lightning damage per level you have.
Targets can make a Reflex save (DC 10 + ½ your level + Wisdom modifier) to take half damage. The
storm also floods the area, making the terrain difficult to traverse and causing additional environmental
hazards. Usage: Once per year. Duration: 24 hours.
3. Breath of the Gods: Restore life to the fallen. Resurrect with full health and vitality. Resurrect up to 10
creatures, once per year.
4. Wind of Eternity: Create an eternal wind guarding a specific area. Provides constant protection, repels
intruders. Protects a 10-mile radius area permanently, once per year.
5. Ascendant Wind: Transcend mortal limitations. Control atmospheric phenomena on a global scale.
Permanent ability to manipulate global weather patterns.

Commerce

Domain Description: Oversees trade, wealth, and economic activities. Gods of Commerce promote prosperity,
fair trade, and the accumulation of resources.

Basic Divine Gifts of Commerce

1. Silver Tongue: Gain +3 on Diplomacy and Deception checks.


2. Wealth Sense: Instinctively sense the value of objects and detect hidden treasures within a 10-foot
radius.
3. Trade Routes: Reduce travel time by 25% and avoid encounters on trade routes by that same chance.
4. Coin Charm: Enchant coins to give a +3 bonus on Use Magical Item and Diplomacy checks during
transactions.
5. Market Insight: Gain +5 on History checks.
Minor Divine Gifts of Commerce
1. Bountiful Harvest: Double the yield of trade goods for one week, enhancing the quality and quantity,
once a year.
2. Fair Trade: Create an aura with a 30-foot radius that promotes honesty, reducing Bluff checks against
you by 3.
3. Prosperity Blessing: Increase profitability by 20% for one business or trade venture.
4. Craftsman's Touch: Enhance crafted goods to provide a +3 bonus on Craft checks and increase the
item's market value by 25%.
5. Resourceful Trader: Increase the chance of finding rare goods by 50% during trade activities.

Lesser Divine Gifts of Commerce


1. Merchant's Favor: Gain +3 bonus on all Charisma-based checks, ensuring support and advantageous
deals.
2. Endless Inventory: Increase your storage capacity by 100%, allowing you to carry and trade more items.
3. Trade Wind: Reduce travel time by 50% and negate adverse weather effects for trade expeditions.
4. Golden Touch: Turn objects into gold, turning objects into their value in coin automatic. This only work
with objects you can carry and own, you cannot turn other people things into gold.
5. Investment Insight: Gain the ability to foresee the success of investments, providing a +10 bonus on
checks for buying and selling items.

Advanced Divine Gifts of Commerce


1. Market Mastery: Influence prices and control supply and demand, allowing you to double your profit
margins for one week, once a year.
2. Wealth Ward: Create a protective aura around your wealth and possessions, granting a +5 DC against
checks to steal from your or your stuff.
3. Economic Boom: Trigger an economic surge in a chosen area, increasing prosperity and trade activity by
50% for one month.
4. Merchant Network: Establish a network of loyal merchants and traders, providing exclusive deals, rare
goods, and valuable information, gaining a +10 bonus on Investigation checks.
5. Resource Conjuration: Summon valuable resources and trade goods worth up to 1,000 gold pieces or
equivalent goods, usable once per month.

Greater Divine Gifts of Commerce


1. Golden Horde: Amass a vast fortune through divine intervention, ensuring an endless supply of wealth
and resources, gaining 10,000 gold pieces or equivalent goods instantly, once a month.
2. Trade Empire: Establish and control a vast network of trade routes and markets, influencing global
commerce and accumulating immense power and wealth, providing a +15 bonus on all trade-related
checks.
3. Prosperity Domain: Create a permanent area under your control where trade and economic activities
flourish, ensuring constant prosperity and growth, doubling all trade income permanently, once.
4. Fortune's Favor: Manipulate luck and chance in your favor, ensuring successful ventures and profitable
outcomes, providing advantage on all commerce-related rolls.
5. Divine Investment: Invest divine power into a business or venture, guaranteeing its long-term success
and profitability, tripling its output and income for one day per week.

Godly Divine Gifts of Commerce


1. Market Sovereign: Achieve supreme control over all commerce and trade, dictating market trends,
prices, and the flow of goods on a global scale, tripling all trade income permanently in one city.
2. Endless Wealth: Attain an infinite source of wealth through divine means, ensuring you and your
followers are never in need of resources or money, providing 100,000 gold pieces instantly or
equivalent goods, once a month.
3. Economic Control: Manipulate the economy of entire regions or nations, ensuring prosperity or
downfall based on your will, providing a +30 bonus on all commerce-related rolls for one year.
4. Transcendent Trade: Conduct trade and commerce on a cosmic level, dealing in goods and resources
beyond the mortal realm, providing exclusive items and resources worth 100,000 gold pieces.
5. God of Prosperity: As the divine embodiment of wealth and commerce, you wield the power to
influence luck and fortune in your favor and that of your followers. Once per day, you can invoke
"Golden Wind," which summons a mystical breeze that blows through a city or settlement. For the next
week, every inhabitant enjoys an extraordinary stroke of good luck. Businesses experience
unprecedented success, crops yield bountiful harvests, and any venture undertaken is significantly more
likely to succeed.

Gods:
In the beginning, when the Great Eye stirred from the endless expanse of nothingness, it found itself in
solitude, accompanied only by its own contemplation. Eons passed in monotony until a spark of creativity
ignited within it. From the depths of its vast consciousness emerged twelve primordial concepts, each with its
own unique essence. The first four concepts, known as the Neutral Ones, emerged closest to the Great Eye.
They embodied the essence of balance, harmony, and neutrality, serving as the foundation upon which all
creation would stand. These four entities were:

Equilibrium: As the epitome of balance and stability, Equilibrium harmonizes the forces of the universe,
preventing any single aspect from overpowering another. It stands as the guardian of equilibrium, maintaining
order amidst the chaos and ensuring that the delicate balance of existence is preserved. Equilibrium:
Harmonius, the Keeper of Balance

Domains: Order, Nature, Light, Darkness and Justice.

Rules:

Must mediate conflicts impartially.

Must protect natural order and ecosystems.

Must intervene in situations where imbalance is causing harm.

Essence (Excence): The vital energy binding all existence, Essence fuels life and encompasses the knowledge
inherent in the universe. It embodies both wisdom and experience, serving as currency for enlightenment and
growth. As the essence of knowledge and EXP, it unlocks the mysteries of the cosmos, empowering beings to
transcend their limitations. Essence (Excence): Lumina, the Essence of Knowledge

Domains: Knowlege, Magic, Travel, Life and Death.

Rules:

Must document and share knowledge freely.

Must guide others in their quests for understanding and growth.

Must dedicate a portion of their life to teaching others.

Soul: The essence of individuality and self-awareness, Soul is the cornerstone of sentient existence. It bridges
the material and spiritual realms, imbuing beings with consciousness and identity. Eternal and immutable, it
evolves through experience and choice, reflecting the complexities of existence. As one of the primordial
concepts, Soul shapes and is shaped by the cosmic interplay of creation. Soul: Eterna, the Eternal
Consciousness

Domains: Life, Water, Earth, Air and Fire.

Rules:

Must protect sentient beings from non-sientent creatures.

Must engage in rituals that honor the cycle of life and death.

Must not damage your own S.O.U.L or Others.

Chronotranscendence: This concept embodies the journey of beings to surpass the limitations of time and
space, ascending to higher dimensions of existence. Chronotranscendence is the path towards enlightenment
and liberation from the constraints imposed by the linear progression of time and the finite boundaries of
space. It represents the quest for a deeper understanding of the cosmic forces that govern the fabric of reality.
Chronotranscendence: Aeonis, the Ascendant of Time

Domains: Time, Sun, Technology, Commerce and Moon.

Rules:

Must keep a detailed journal of significant events and insights.

Respect the Rules of the land you are on.

Must practice patience and foresight in all actions.

With the foundation laid by the Neutral Ones, the Great Eye sought to introduce diversity and complexity into
the tapestry of creation. To achieve this, it birthed eight additional concepts, each designed to challenge the
equilibrium established by their predecessors and to introduce conflict and contrast into the universe. These
opposing forces were:

The four Good Ones:


Purity: Purity represents the untainted essence of goodness and virtue, unblemished by corruption or
malevolence. It is the shining beacon of righteousness that illuminates the darkest corners of existence, guiding
beings towards the path of moral integrity and spiritual clarity. Purity: Claritas, the Pure Light

Domains: Light, Life, Nature, Order and Harvest.

Rules:

Must engage in acts of kindness and righteousness.


Must protect and nurture the environment.
Must oppose corruption and malevolence wherever found.

Harmony: Harmony embodies unity and cooperation among all beings, fostering peace and understanding
across the cosmos. It is the symphony of existence, where disparate voices come together in perfect accord,
creating a tapestry of interconnectedness and mutual respect. Harmony: Concordia, the Unity's Voice

Domains: Life, Order, Community, Nature and Protection.

Rules:
Must foster community and collective well-being.
Must protect the weak and vulnerable.
Must work to restore harmony in times of discord.

Hope: Hope is the spark of optimism that flickers even in the darkest of times, inspiring beings to persevere in
the face of adversity. It is the beacon of light that guides the lost and weary, reminding them that even in the
depths of despair, there is always the possibility of redemption and renewal. Hope: Spero, the Beacon of Hope

Domains: Protection, Light, Fire, Travel and Water.

Rules:
Must engage in acts of charity and support for those in need.
Must spread hope and positivity.
Must oppose despair and hopelessness.

Justice: Justice embodies the impartial enforcement of fairness and equity, ensuring that all beings are treated
with dignity and respect. It is the guardian of righteousness, holding accountable those who seek to sow
discord and injustice, and upholding the principles of truth and integrity. Justice: Veritas, the Guardian of Truth

Domains: Justice, Strength, Protection, Earth and War.

Rules:
Must uphold and defend the law impartially.
Must protect the innocent and punish the guilty.
Must uphold and defend truth and justice.

The Four Evil Ones:

Entropy: As the embodiment of chaos and decay, Entropy is the primal force that opposes the harmonious
balance maintained by Equilibrium. It is the relentless agent of disorder, seeking to unravel the intricate fabric
of reality and plunge the cosmos back into nothingless. Entropy: Chaosius, the Primordial Disruptor

Domains: Darkness, Time, Chaos, War and Dreams.


Rules:
Must engage in acts that sow chaos and confusion.
Must encourage rebellion against authority.

Must embrace unpredictability and change.

Corruption: This concept embodies the insidious influence that twists and perverts the purity of existence.
Corruption festers within the hearts and minds of beings, spreading like a disease and tainting all that it
touches. It is the whisper of temptation, leading individuals astray from the path of righteousness and
ensnaring them in its dark embrace. Corruption: Malum, the Tainted Whisper

Domains: Trickery, Dreams, Darkness, Knowlege and Magic.

Rules:
Must engage in acts of deceit and treachery.
Must tempt others away from moral paths.
Must oppose purity and righteousness.

Malevolence: Malevolence is the embodiment of malicious intent and cruelty. It revels in the suffering of others
and delights in the chaos and destruction it causes. Malevolence seeks not only to harm but to inflict pain and
torment upon all who oppose it, feeding off the anguish and despair of its victims. Malevolence: Cruentus, the
Malevolent Shadow

Domains: Darkness, Storms, Death, Chaos, Strength.

Rules:
Must engage in acts of cruelty and violence.
Must cause and revel in chaos and destruction.
Must encourage others to embrace their darker impulses.

Enthrallment: Within the shadowed corners of existence, Enthrallment lurks as a dark specter, embodying the
vile practice of enslavement and subjugation. It is the sinister art of bending the wills and destinies of others to
serve the whims of the powerful, weaving chains of bondage that shackle both body and soul. Enthrallment:
Dominus, the Master of Chains With the actions of the twelve entities, the cosmos was set into motion, each
playing a vital role in the creation and evolution of existence.

Domains: Order, Strength, War, Justice, fire.

Rules:
Must engage in acts of domination and subjugation.
Must enforce their will upon others.
Must oppose Chaos and Chaotic Creatures.

Harmonius, With a gentle touch, Harmonius crafted the planes of existence, weaving together realms of matter
and spirit, light and shadow. Within these planes, the laws of balance and harmony reigned supreme, ensuring
that no force overpowered another, and that equilibrium prevailed throughout the cosmos. Aeonis, Drawing
upon the fabric of reality itself, Aeonis breathed life into the planets, shaping their landscapes and seeding
them with the elements of creation. From the swirling mists of primordial chaos emerged the celestial bodies,
each a testament to the passage of time and the infinite possibilities of existence. Eterna, With a whisper of
primordial energy, Eterna sparked the flame of life, igniting the evolutionary journey that would unfold across
the cosmos. From the depths of the oceans to the soaring heights of the mountains, life flourished in all its
myriad forms, guided by the eternal cycle of birth and death. Lumina, Infusing the universe with the gift of
magic, Lumina ignited the minds of beings with the spark of enlightenment. From the arcane depths of ancient
tomes to the soaring heights of dragonkind, magic flowed through the veins of existence, shaping the very
fabric of reality and unlocking the mysteries of the cosmos.

Together, these four entities laid the foundation for the grand tapestry of creation, setting in motion the cosmic
dance of life and death, order and chaos, light and darkness. With each passing moment, the universe
expanded and evolved, driven by the eternal interplay of the primordial concepts and the guiding hand of the
Greater Gods.

With the actions of the Good Gods, the tapestry of creation expanded further, filling the cosmos with the
radiance of their benevolent deeds:

Claritas, With a radiant smile, Claritas fashioned the heavens, adorning the higher planes with beings of pure
life and divine essence. Among these celestial entities were the first angels, ethereal beings of grace and purity,
whose presence illuminated the cosmos with their celestial radiance. Concordia, Embracing the beauty of
nature, Concordia breathed life into the Fey, guardians of the forests and stewards of the natural world. With
their connection to the primal energies of the earth, the Fey watched over the woodlands with care and
devotion, ensuring the balance and harmony of the natural order. Spero, With boundless optimism, Spero
created the first Race, whose name has been lost to the sands of time. Though forgotten by history, these
ancient beings were the progenitors of all mortal races, their legacy shaping the destiny of the world and
inspiring hope in the hearts of all who followed. Veritas, In the halls of justice, Veritas forged the Magini and the
Crystals, instruments of divine judgment and redemption. The Crystals, imbued with the essence of purity,
served to fill the void left in the beasts born without a soul. Meanwhile, the Magini, fueled by the power of the
Crystals, presided over the courts of the afterlife, ensuring that all souls were judged with fairness and
impartiality.

With the creation of these divine beings and artifacts, the influence of the Good Gods spread throughout the
cosmos, bringing light and justice to all who dwelt within its embrace. With the malevolent actions of the Evil
Ones, darkness seeped into the fabric of creation, corrupting and twisting the world in its wake:

Chaosius: Driven by an insatiable desire to unravel the very fabric of reality, Chaosius unleashed the Kori upon
the cosmos. These beings, devoid of life and soul, wandered the void between dimensions and the empty
spaces of the universe, spreading death and decay wherever they roamed, leaving naught but desolation in
their wake.

Malum: With a wicked grin, Malum crafted the first Daemon, a foul creature born of darkness and corruption.
Sent forth to sow discord and chaos among the mortal races, the Daemon whispered lies and deceit, tempting
beings with promises of power and glory while leading them down the path of ruin and despair.

Cruentus: Casting a pall of darkness over the lower planes, Cruentus forged the Hell, a realm of torment and
suffering where the damned souls of the universe were condemned to eternal anguish. In the fiery depths of
this infernal realm, the cries of the tormented echoed endlessly, a grim reminder of the consequences of
embracing malevolence and wickedness, from where every corrupted would be turned into something even
worse.

Dominus: With cruel glee, Dominus created the Sin, dark energies that bound mortals to their basest desires
and impulses, forever chaining them to the whims of their darkest impulses. Through the temptations of sin,
Dominus ensnared the souls of mortals, condemning them to lives of suffering and servitude beneath the
weight of their own vices.

As the influence of the Evil Ones spread throughout the cosmos, the world trembled beneath their malevolent
gaze, and the forces of darkness threatened to engulf all of creation in an eternal night of despair and torment.

As the Great Eye observed the unfolding drama of creation, the stage was set for an epic saga that would span
the ages. With the forces of good and evil, order and chaos, light and darkness locked in an eternal struggle for
supremacy, the universe became a battleground where the fate of all existence hung in the balance. From the
celestial realms to the deepest depths of the underworld, beings of immense power clashed in titanic battles,
their actions shaping the destiny of worlds and the course of history. Heroes and villains rose and fell, their
deeds echoing throughout the cosmos as legends and myths. Yet, amidst the chaos and turmoil, there
remained a glimmer of hope – the promise of balance and harmony, upheld by the Neutral Ones who watched
over creation with vigilant eyes. With their unwavering resolve, they sought to maintain the delicate
equilibrium of the universe, ensuring that neither light nor darkness would gain dominion over all. And so, the
cosmic dance of creation continued, an eternal cycle of birth and death, growth and decay, with the Great Eye
as the silent witness to it all, ever vigilant, ever watchful, as the universe unfolded before its unfathomable
gaze.

Author: Suchiro

Assistant: Drakar_O_Terrivel.

You might also like