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

17

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

The Core System.................................................................................................................................................................18


Rounding Fractions..........................................................................................................................................................18
Opposed Checks...............................................................................................................................................................18
Comparison Checks .........................................................................................................................................................18
Trying Again ....................................................................................................................................................................18
Circumstance Modifiers ..................................................................................................................................................18
Tools .................................................................................................................................................................................18
Checks without Rolls .......................................................................................................................................................19
Taking 1........................................................................................................................................................................19
Taking 10......................................................................................................................................................................19
Taking 20......................................................................................................................................................................19
Types of Checks...............................................................................................................................................................19
Saving Throws..................................................................................................................................................................19
Staged Saving Throws .................................................................................................................................................20

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


Extra Effort.......................................................................................................................................................................20
Conviction ........................................................................................................................................................................20
Activate Core Ability...................................................................................................................................................20
Re-roll a check or a save .............................................................................................................................................21
Re-roll Damage ............................................................................................................................................................21
Cancel Fatigue..............................................................................................................................................................21
Heroic Feat ...................................................................................................................................................................21
Recover.........................................................................................................................................................................21
Willpower.....................................................................................................................................................................21
Awaken.........................................................................................................................................................................21
Nature&Regaining Conviction........................................................................................................................................21
Nature ...........................................................................................................................................................................21
Changing Nature ..........................................................................................................................................................21
Regaining Conviction ..................................................................................................................................................22
Possession, Mind Control, Conviction and Extra Effort. ..............................................................................................22

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

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

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

Creating Characters ..........................................................................................................................................................25


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

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

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

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

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


Athletics ............................................................................................................................................................................32

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

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

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


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

Acquiring Skills ..................................................................................................................................................................36


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

Skill Descriptions................................................................................................................................................................38
Skill Description Format .................................................................................................................................................38
Acrobatics (Dexterity, Armor Penalty)...........................................................................................................................38
Bluff (Cha; Interaction) ...................................................................................................................................................39
Climb (Str, Armor Penalty) .............................................................................................................................................40
Craft (Int, Trained Only) .................................................................................................................................................41
Diplomacy (Cha; Interaction)..........................................................................................................................................42
Disable Device (Dex; Trained Only; Requires Tools) ..................................................................................................44
Disguise (Cha; Requires Tools) ......................................................................................................................................45
Escape Artist (Dex)..........................................................................................................................................................46
Forgery (Int, Untrained, Requires Tools) .......................................................................................................................47
Handle Animal (Cha).......................................................................................................................................................47
Intimidate (Cha; Interaction) ...........................................................................................................................................49
Knowledge (Int) ...............................................................................................................................................................51
Knowledge (Bardic).....................................................................................................................................................51
Knowledge (Engineering) ...........................................................................................................................................52
Knowledge (History) ...................................................................................................................................................52
Knowledge (Arcana)....................................................................................................................................................52
Knowledge (Local) ......................................................................................................................................................53
Medicine (Wis; Trained Only; Requires Tools).............................................................................................................53
Notice (Wis) .....................................................................................................................................................................54
Perform (Cha; Requires Specialization) .........................................................................................................................54
Ride ...................................................................................................................................................................................54
Search (Int) .......................................................................................................................................................................55
Sense Motive (Wis)..........................................................................................................................................................56
Sleight of Hand (Dex; Trained Only) .............................................................................................................................57
Stealth (Dex).....................................................................................................................................................................57
Survival (Wis) ..................................................................................................................................................................57
Swim (Str, Trained Only) ................................................................................................................................................59

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

Combat Feats ......................................................................................................................................................................61


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

Combat Style Feats ............................................................................................................................................................65


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

Combat Maneuver Feats...................................................................................................................................................67


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

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

Role Feats ............................................................................................................................................................................69


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

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

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

Feats for Monsters and NPCs...........................................................................................................................................72


Chokehold.........................................................................................................................................................................72
Constrict............................................................................................................................................................................72
Elusive Target ..................................................................................................................................................................72
Endurance.........................................................................................................................................................................72
Ferocity.............................................................................................................................................................................72
Improved Grab .................................................................................................................................................................72
Improved Pin ....................................................................................................................................................................72
Improved Trip ..................................................................................................................................................................72
Multiattack........................................................................................................................................................................72
Rake ..................................................................................................................................................................................72
Tireless..............................................................................................................................................................................73
Two-Weapon Defense .....................................................................................................................................................73
CHAPTER V SPECIAL ABILITIES AND CONDITIONS ............................................... 74

Special Abilities and Traits...............................................................................................................................................74


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

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

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

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


Disease..............................................................................................................................................................................83
Disease Descriptions....................................................................................................................................................83
Healing a Disease.........................................................................................................................................................84
Poison................................................................................................................................................................................84
Poison on Weapons......................................................................................................................................................85
Poison Immunities .......................................................................................................................................................85

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


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

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

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

The Combat Round............................................................................................................................................................91


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

Action Descriptions ............................................................................................................................................................92


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

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


Big and Small creatures in Combat ................................................................................................................................97
Area Attack.......................................................................................................................................................................97
Situational modifiers........................................................................................................................................................98
Flanking ............................................................................................................................................................................98
Surrounded .......................................................................................................................................................................98
Unarmed opponents .........................................................................................................................................................99
Cover.................................................................................................................................................................................99
Partial Cover.................................................................................................................................................................99
Total Cover...................................................................................................................................................................99
Improved Cover ...........................................................................................................................................................99
Striking Cover ..............................................................................................................................................................99
Concealment.....................................................................................................................................................................99
Concealment Miss Chance ..........................................................................................................................................99
Concealment and Stealth Checks..............................................................................................................................100
Total Concealment.....................................................................................................................................................100
Table: Concealment ...................................................................................................................................................100
Damaged by opportunity attacks or readied attacks ....................................................................................................100
Ganging Up ....................................................................................................................................................................100
Helpless Defenders ........................................................................................................................................................100
Coup de Grace............................................................................................................................................................100

Special Attacks..................................................................................................................................................................101
All-out Attack.................................................................................................................................................................101
Accurate Attack..............................................................................................................................................................101
Finesse Attack ................................................................................................................................................................101
Two-Weapon Fighting...................................................................................................................................................101
Poisoned Weapons.........................................................................................................................................................102
Grenade-like (splash) weapon.......................................................................................................................................102
Disarm.............................................................................................................................................................................102
Sunder Shield .................................................................................................................................................................103
Overrun...........................................................................................................................................................................103
Feinting ...........................................................................................................................................................................104
Feinting when Mounted.............................................................................................................................................104
Feinting while swimming..........................................................................................................................................104
Climbing on gigantic monsters .....................................................................................................................................104

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

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

Mounted Combat .............................................................................................................................................................114


Training Mounts.............................................................................................................................................................114
Controlling a Mount.......................................................................................................................................................114
Directing a Mount ..........................................................................................................................................................114
Mounted Movement.......................................................................................................................................................114
Actions in Mounted Combat .........................................................................................................................................115
Melee Attacks.............................................................................................................................................................115
Ranged Attacks ..........................................................................................................................................................115
Feinting when Mounted.............................................................................................................................................115
Casting Spells while Mounted ..................................................................................................................................115
Suffering Damage ..........................................................................................................................................................116
Grappling in Mounted Combat .....................................................................................................................................116

Damaging Objects ............................................................................................................................................................117


Energy Attacks:..........................................................................................................................................................117
Ranged Weapon Damage: .........................................................................................................................................117
Attacking objects during combat or with powers ........................................................................................................117

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

Social Interaction .............................................................................................................................................................120


Attitudes of Non-Player Character................................................................................................................................120
Out of combat attitudes. ............................................................................................................................................120
Hostile.........................................................................................................................................................................120
Unfriendly ..................................................................................................................................................................120
Indifferent...................................................................................................................................................................120
Friendly.......................................................................................................................................................................120
Helpful ........................................................................................................................................................................120
Neutral ........................................................................................................................................................................120
Enemy.........................................................................................................................................................................120
Follower......................................................................................................................................................................120
Ally .............................................................................................................................................................................120
Reaction roll ...............................................................................................................................................................120
Gaining attention of important personages ..............................................................................................................121
Interaction Skills ...........................................................................................................................................................121

Movement ..........................................................................................................................................................................123
Athletics ..........................................................................................................................................................................123
Movement.......................................................................................................................................................................123
Movement Pace..........................................................................................................................................................123
Normal........................................................................................................................................................................123
Accelerated .................................................................................................................................................................123
All Out ........................................................................................................................................................................123
Hampered Movement ................................................................................................................................................124
Balancing ........................................................................................................................................................................124
Overland Movement ......................................................................................................................................................124
Jumping ..........................................................................................................................................................................125

Special Movement Modes ...............................................................................................................................................126


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

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

Sense Categories ...............................................................................................................................................................130


Acute...........................................................................................................................................................................130
Precise.........................................................................................................................................................................130
Imprecise ....................................................................................................................................................................130
Inaccurate ...................................................................................................................................................................130
Sense Types....................................................................................................................................................................130
Nightvision .................................................................................................................................................................130
Darkvision (infravision) ............................................................................................................................................130
Ethereal Sight (See Invisible)....................................................................................................................................130
Second Sight...............................................................................................................................................................130
True Seeing.................................................................................................................................................................131
Tremorsense ...............................................................................................................................................................131
Hearing .......................................................................................................................................................................131
Scent (Sense of Smell)...............................................................................................................................................131

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

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

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

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

Planes .................................................................................................................................................................................142
Ideal Realm.....................................................................................................................................................................142
Astral Plane ....................................................................................................................................................................142
The High Astral..............................................................................................................................................................143
Good and Evil on the Planes .........................................................................................................................................144
Nexus City......................................................................................................................................................................145
The Elemental Planes.....................................................................................................................................................145
The Elemental Plane of Air ...........................................................................................................................................146
The Elemental Plane of Earth........................................................................................................................................146
The Elemental Plane of Fire..........................................................................................................................................146
The Elemental Plane of Water ......................................................................................................................................147
The Negative Energy Plane ...........................................................................................................................................147
The Positive Energy Plane.............................................................................................................................................147
The Low Astral ..............................................................................................................................................................148
The Ethereal Plane .........................................................................................................................................................148
CHAPTER IX: MAGIC................................................................................................. 150

Basic rules..........................................................................................................................................................................150
Key Ability.................................................................................................................................................................150
Caster level .................................................................................................................................................................150
Power Bonus ..............................................................................................................................................................150
Power Save Difficulty ...............................................................................................................................................150
Using Powers..................................................................................................................................................................151
Action .........................................................................................................................................................................151
Full Action Spells ......................................................................................................................................................151
Power Checks.............................................................................................................................................................151
Opposed power checks ..............................................................................................................................................151
Taking 10 and Taking 20...........................................................................................................................................151
Fatigue Roll ....................................................................................................................................................................151
Will save to avoid fatigue..........................................................................................................................................151
Empowering powers ..................................................................................................................................................152
Weaponlike powers........................................................................................................................................................152
Powers requiring melee attack rolls..........................................................................................................................152
Power Descriptions ........................................................................................................................................................152
Fatiguing.....................................................................................................................................................................152
Maintenance ...............................................................................................................................................................152
Concentration .............................................................................................................................................................152
Dispellable..................................................................................................................................................................153
Prerequisites ...............................................................................................................................................................153
Can be Widened .........................................................................................................................................................153
Distractions.....................................................................................................................................................................153
Categories of powers .................................................................................................................................................153
Situations and penalties .............................................................................................................................................153
Familiarity ......................................................................................................................................................................154
Scrying – Common rules ...............................................................................................................................................155
Teleportation-Common Rules .......................................................................................................................................155
Illusions ..........................................................................................................................................................................155
Figments .....................................................................................................................................................................155
Converting D&D spells: ................................................................................................................................................158

Power source feats............................................................................................................................................................159


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

CHAPTER X: SUPERNATURAL POWERS ............................................................... 162


Acid Conjuration............................................................................................................................................................162
Acid Sphere ....................................................................................................................................................................162
Arcane Sight...................................................................................................................................................................162
Beast Link.......................................................................................................................................................................162
Black Tentacles ..............................................................................................................................................................163
Blindness/Deafness ........................................................................................................................................................163
Blink................................................................................................................................................................................163
Body Control ..................................................................................................................................................................164
Calm................................................................................................................................................................................164
Cantrips...........................................................................................................................................................................165
Charm..............................................................................................................................................................................166
Cloudkill .........................................................................................................................................................................167
Cloud Minds ...................................................................................................................................................................167
Cold Shaping ..................................................................................................................................................................168
Combat Sense.................................................................................................................................................................168
Confusion .......................................................................................................................................................................169
Conjuration .....................................................................................................................................................................169
Cure Disease...................................................................................................................................................................171
Deflect Arrows ...............................................................................................................................................................171
Disintegrate ....................................................................................................................................................................172
Dominate ........................................................................................................................................................................172
Earth Shaping .................................................................................................................................................................172
Elemental Attack (energy type) ...................................................................................................................................173
Elemental Resistance (energy type)..............................................................................................................................174
Enhance Ability..............................................................................................................................................................174
Enhance Senses ..............................................................................................................................................................175
Fire Shaping ...................................................................................................................................................................176
Fireball............................................................................................................................................................................176
Fog Shaping....................................................................................................................................................................177
Force Shaping.................................................................................................................................................................177
Force Structures .............................................................................................................................................................179
Freezing Sphere..............................................................................................................................................................180
Heart Reading.................................................................................................................................................................180
Heart Shaping................................................................................................................................................................180
Imbue Life ......................................................................................................................................................................181
Invisibility.......................................................................................................................................................................182
Iron Hands ......................................................................................................................................................................182
Light Shaping .................................................................................................................................................................182
Mage Armor ...................................................................................................................................................................183
Major Image ...................................................................................................................................................................183
Manipulate Object..........................................................................................................................................................183
Mind Touch ....................................................................................................................................................................184
Move Object...................................................................................................................................................................185
Negative Energy Shaping..............................................................................................................................................186
Paralyze...........................................................................................................................................................................187
Phase ...............................................................................................................................................................................187
Positive Energy Shaping................................................................................................................................................188
Plant Shaping..................................................................................................................................................................188
Project Image..................................................................................................................................................................189
Psychic Shield ................................................................................................................................................................189
Psychic Weapon.............................................................................................................................................................190
Second Sight...................................................................................................................................................................190
Self-Shaping ...................................................................................................................................................................191
Sense Minds ...................................................................................................................................................................192
Shadow Shaping.............................................................................................................................................................192
Sleep................................................................................................................................................................................192
Sound Burst ....................................................................................................................................................................193
Sound Shaping................................................................................................................................................................193
Stoneskin ........................................................................................................................................................................194
Suggestion ......................................................................................................................................................................194
Summon Servitor ...........................................................................................................................................................194
Supernatural Attack .......................................................................................................................................................195
Supernatural Health .......................................................................................................................................................195
Supernatural Speed ........................................................................................................................................................195
Teleport...........................................................................................................................................................................195
Time Shaping .................................................................................................................................................................196
Time Stop .......................................................................................................................................................................197
True Seeing.....................................................................................................................................................................197
Vampiric Touch .............................................................................................................................................................197
Water Shaping................................................................................................................................................................198
Ward................................................................................................................................................................................199
Wind Shaping.................................................................................................................................................................200
Wind Walk......................................................................................................................................................................201

CHAPTER XI: MAGIC RITUALS ................................................................................ 203


Basic Rules .....................................................................................................................................................................203
Performing rituals ..........................................................................................................................................................203
Typical cost to perform a ritual per level .....................................................................................................................204

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

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


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

Nonmagical Weapons ......................................................................................................................................................233


Ahlspiess or awl pike.................................................................................................................................................237
Arming sword.............................................................................................................................................................237
Bastard Sword, Warsword.........................................................................................................................................237
Dagger ........................................................................................................................................................................238
Falchion ......................................................................................................................................................................238
Falx .............................................................................................................................................................................238
Flexible Sword or Coiled Sword (Urumi)................................................................................................................238
Greatsword .................................................................................................................................................................239
Pommels .....................................................................................................................................................................239
Rapier or sidesword ...................................................................................................................................................239
Poison Dagger ............................................................................................................................................................239
Ranged Weapons............................................................................................................................................................240
Size and projectile weapons ......................................................................................................................................241
Size and thrown weapons..........................................................................................................................................242
Improvised Weapons .....................................................................................................................................................242
Special Weapons ............................................................................................................................................................242

Nonmagical Armor ..........................................................................................................................................................244


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

Magical Weapons .............................................................................................................................................................246


Magic Weapon Special Ability Descriptions ...............................................................................................................248
Adamantine ................................................................................................................................................................248
Bane ............................................................................................................................................................................248
Cold Iron.....................................................................................................................................................................248
Dancing.......................................................................................................................................................................248
Defending ...................................................................................................................................................................248
Disruption...................................................................................................................................................................248
Distance ......................................................................................................................................................................248
Flaming.......................................................................................................................................................................249
Force ...........................................................................................................................................................................249
Frost ............................................................................................................................................................................249
Ghost Touch ...............................................................................................................................................................249
Holy ............................................................................................................................................................................249
Irresistible...................................................................................................................................................................249
Merciful ......................................................................................................................................................................249
Returning ....................................................................................................................................................................250
Seeking .......................................................................................................................................................................250
Shining........................................................................................................................................................................250
Shock ..........................................................................................................................................................................250
Silvered.......................................................................................................................................................................250
Sonic ...........................................................................................................................................................................250
Speed...........................................................................................................................................................................250
Spell Storing...............................................................................................................................................................250
Throwing ....................................................................................................................................................................250
Thundering .................................................................................................................................................................250
Undead Striking .........................................................................................................................................................251
Unholy ........................................................................................................................................................................251
Vorpal .........................................................................................................................................................................251
Artifact Weapons ...........................................................................................................................................................252
Magical Armor and Shields............................................................................................................................................254
Acid Resistance..........................................................................................................................................................256
Acid Resistance, Greater ...........................................................................................................................................256
Adamantine ................................................................................................................................................................256
Agile ...........................................................................................................................................................................256
Agile, Improved .........................................................................................................................................................256
Animated ....................................................................................................................................................................256
Arrow Catching..........................................................................................................................................................256
Arrow Deflection .......................................................................................................................................................256
Bashing .......................................................................................................................................................................256
Blinding ......................................................................................................................................................................256
Blur .............................................................................................................................................................................257
Comfortable................................................................................................................................................................257
Cold Resistance..........................................................................................................................................................257
Cold Resistance, Improved........................................................................................................................................257
Cold Resistance, Greater ...........................................................................................................................................257
Dimension Door.........................................................................................................................................................257
Electricity Resistance.................................................................................................................................................257
Electricity Resistance, Improved ..............................................................................................................................257
Electricity Resistance, Greater..................................................................................................................................257
Elemental Aura (energy type) ...................................................................................................................................258
Elemental Immunity (energy type) ...........................................................................................................................258
Etherealness................................................................................................................................................................258
Fire Resistance ...........................................................................................................................................................258
Fortification................................................................................................................................................................258
Ghost...........................................................................................................................................................................258
Glamered ....................................................................................................................................................................258
Impenetrable...............................................................................................................................................................259
Mithril .........................................................................................................................................................................259
Shadow .......................................................................................................................................................................259
Slick ............................................................................................................................................................................259
Slick, Improved..........................................................................................................................................................259
Sonic Resistance ........................................................................................................................................................259
Sonic Resistance, Improved ......................................................................................................................................259
Sonic Resistance, Greater..........................................................................................................................................259
Spell Resistance .........................................................................................................................................................259
Variable ......................................................................................................................................................................259

Wondrous Items ...............................................................................................................................................................260


Amulet of Attunement (universal) ............................................................................................................................260
Amulet of Attunement (single plane) .......................................................................................................................260
Amulet of Mighty Fists..............................................................................................................................................260
Amulet of Supernatural Armor .................................................................................................................................261
Belt of Giant Strength................................................................................................................................................261
Boots of Elvenkind ....................................................................................................................................................261
Boots of Striding and Springing................................................................................................................................261
Boots, Winged............................................................................................................................................................262
Bracers of Armor .......................................................................................................................................................262
Broom of Flying.........................................................................................................................................................262
Cape of the Mountebank ...........................................................................................................................................262
Cloak or Vest of Resistance ......................................................................................................................................262
Gloves of Dexterity....................................................................................................................................................262
Gauntlets of Ogre Power ...........................................................................................................................................263
Efficient Quiver..........................................................................................................................................................263
Eversmoking Bottle ...................................................................................................................................................263
Gem of Seeing............................................................................................................................................................263
Goggles of Minute Seeing.........................................................................................................................................263
Goggles of Night........................................................................................................................................................263
Goggles of Night, Greater .........................................................................................................................................264
Hand of Glory ............................................................................................................................................................264
Hat of Disguise...........................................................................................................................................................264
Lantern of Revealing .................................................................................................................................................264
Potion of Healing .......................................................................................................................................................264
Ring of Blinking.........................................................................................................................................................264
Ring of Energy Resistance ........................................................................................................................................265
Ring of Freedom of Movement.................................................................................................................................265
Ring of Invisibility.....................................................................................................................................................265
Ring of Jumping.........................................................................................................................................................265
Ring, Master’s ............................................................................................................................................................265
Ring or Amulet of Mind Shielding ...........................................................................................................................265
Ring of Protection ......................................................................................................................................................266
Ring of Three Wishes ................................................................................................................................................266
Robe of Blending .......................................................................................................................................................266
Robe of the Archmagi................................................................................................................................................266
Robe of Eyes ..............................................................................................................................................................266
Silversheen .................................................................................................................................................................267
Shining jewel..............................................................................................................................................................267
Wings of Flying .........................................................................................................................................................267
Thieves’ Tools, Superior ...........................................................................................................................................267

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


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

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

Encounter Difficulty ........................................................................................................................................................271


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

Monster Types ..................................................................................................................................................................273


Aberration.......................................................................................................................................................................273
Animal ............................................................................................................................................................................273
Construct.........................................................................................................................................................................274
Dragon ............................................................................................................................................................................274
Elemental........................................................................................................................................................................274
Fey...................................................................................................................................................................................274
Humanoid .......................................................................................................................................................................274
Magical Beast .................................................................................................................................................................274
Monstrous Humanoid ....................................................................................................................................................275
Ooze ................................................................................................................................................................................275
Outsider...........................................................................................................................................................................275
Plant ................................................................................................................................................................................275
Vermin ............................................................................................................................................................................275
Undead............................................................................................................................................................................276
Dark Minded (subtype)..............................................................................................................................................276
Mindless (subtype).....................................................................................................................................................276
Unliving (subtype) .....................................................................................................................................................276
True Undead(subtype) ...............................................................................................................................................276
Special Rules .....................................................................................................................................................................277
Swarms ...........................................................................................................................................................................277
Monsters with multiple attacks or natural weapons.....................................................................................................277
Breath Weapons .............................................................................................................................................................277

Simplified Monster Creation..........................................................................................................................................278


Calculating other characteristics: ..................................................................................................................................279
Size adjustment ..............................................................................................................................................................280

Equipment .........................................................................................................................................................................281
Chapter I-Basics
Common Terms

Abilities
All heroes have certain basic abilities that define what they are capable of doing. These abilities are Strength,
Dexterity, Constitution, Intelligence, Wisdom, and Charisma. They each have a numeric ability score, averaging 0
for a normally capable human. Higher ability scores are bonuses (+1 to +5 or more), while lower ability scores are
penalties (as low as –5). As part of creating your hero, you decide how strong, smart, and tough your hero is by
choosing the appropriate ability scores.

Feats
Feats are special abilities, representing talents or special training. They allow your hero to do things others can’t or
give your hero some other advantage. You select your hero’s feats based on what you want your hero to be able to
do. Heroes acquire new feats as they improve.

Level&Challenge Rating
A player character's level represents his overall ability and power. Character level is the sum of all of the levels
possessed by a character in all of his roles. For NPCs and monsters, the equivalent number is the Challenge Rating.
A monster with a given challenge rating should have about an equal chance to defeat a character of that character
level.
In addition, some types of opponents who are created similarly to player characters have both levels and
challenge ratings. The level of such an opponent can be different from his Challenge Rating. In that case, the overall
power of the opponent is determined by his Challenge Rating. When the difficulty of the check depends on the
opponent’s level or Challenger Rating, always use his Challenge Rating when it is different from his level.
The level in case of such an opponent does not represent his power level, but the amount of training he
possesses. His challenge rating can different because he possesses higher or lower basic abilities compared to a PC of
the same level. It can be also higher because of powerful special powers.
Whenever the rules determine the effects of a power or a feat depending on the character level, always use the
level, even if the character possesses different Challenger Rating.
In addition, there are less important type of levels. Role level is the number of levels of a specific role
possessed by a character. Caster level represents a creature's power and ability when casting spells. When a creature
casts a spell or uses a supernatural power, it often contains a number of variables, such as range or damage, that are
based on the caster's level.

Nonplayer Character (NPC)


These are characters controlled by the GM. If they oppose you, they are opponents or adversaries. If they are clearly
non-human creatures, they are monsters.

Player Character (Character, Hero, PC)


These are the characters portrayed by the players.

Role
Heroes fall into one of three roles that define the part they play in the story. Adepts are intellectual and
knowledgeable heroes focused on supernatural powers. Experts are heroes specializing in various skills. Warriors are
heroes specializing in fighting and combat. Your hero’s role determines things like fighting ability and available
feats.

Skills
Skills represent training in a particular sort of task or knowledge, everything from acrobatic maneuvers to
negotiation, riding a horse, and ancient lore. Someone trained in climbing is able to climb faster and with more
confidence than someone who isn’t, for example. You choose the skills your hero knows from a list of available
skills.
The Core System
The game uses a core or central game system to resolve actions. Whenever your character attempts any action with a
chance of failure, do the following:

1. Roll a twenty-sided die (abbreviated d20).


2. Add any relevant modifiers (for things like abilities, skills, and circumstances).
3. Compare the total to a number called the action’s Difficulty (set by the Narrator based on the circumstances). If
the result equals or exceeds the Difficulty, the action succeeds. If the result is lower than the Difficulty, the action
fails.

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

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

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

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

Circumstance Modifiers
Some circumstances make a check easier or harder, resulting in a bonus or penalty to the modifier for the check or a
change to the check’s Difficulty.

The Narrator can alter the odds of success in four ways:

• Grant a +2 bonus to represent circumstances improving performance.


• Grant a –2 penalty to represent circumstances hampering performance.
• Reduce the Difficulty by 2 to represent circumstances making the task easier.
• Increase the Difficulty by 2 to represent circumstances making the task harder.

Bonuses to your check modifier and reduction to the check’s Difficulty have the same result: they create a better
chance of success. But they represent different circumstances, and sometimes that difference is important.

Tools
Some tasks require tools. If tools are needed, the specific items are mentioned in the description of the task or skill. If
you don’t have the appropriate tools, you can still attempt the task but at a –4 penalty on your check. Some tasks
cannot be attempted without tools at all.
A character may be able to put together impromptu tools to make the check. If the Narrator allows this, reduce
the penalty to –2 (instead of –4). It usually takes some time (several minutes to an hour or more) to collect or create a
set of impromptu tools, and it may require an additional check as well.
Checks without Rolls
A check represents performing a task under a certain amount of pressure, with uncertain results. When the situation
is less demanding, you can perform with more reliable results. Applying these rules can speed up checks under
routine circumstances, cutting down the number of die rolls players need to make during play.

Taking 1
If your total bonus on a check is equal to or greater than the Difficulty, you will succeed regardless of what you roll
on the die. In this case, the Narrator might not require you to roll at all and just assume you succeed, since it’s a
trivial effort for someone of your capability. If the check has varying levels of success, you’re assumed to achieve
the minimum possible (as if you’d rolled a 1). You can choose to make a roll to achieve a greater level of success, or
the Narrator may assume a greater level of success, depending on the circumstances.

Taking 10
When you are not in a rush and not threatened or distracted, you can choose to take 10. Instead of rolling for the
check, calculate your result as if you had rolled a 10. For average (Difficulty 10) tasks, taking 10 allows you to
succeed automatically, assuming a base modifier of +0. Unlike taking 1 or 5, you cannot take 10 if distracted or
under pressure (such as in a combat or action situation). The Narrator decides when this is the case.

Taking 20
When you have plenty of time, and when the task carries no penalty for failure, you can take 20. Instead of rolling
the check, calculate your result as if you had rolled a 20. Taking 20 means you keep trying until you get it right.
Taking 20 takes about twenty times as long as making a single check, or about 2 minutes for a task requiring a round
or less. If there are potential consequences for failing the check, such as setting off an alarm or slipping and falling,
you cannot take 20 on it.

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

Skill Checks
A skill check determines what you can accomplish with a particular skill (sometimes whether you’re trained in that
skill or not). It is a roll of d20 + your skill and the skill’s key ability score against a Difficulty. Unlike attack rolls, a
natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.
Ability Checks
An ability check is like a skill check, but measures raw ability, like strength, endurance, or intellect. It is a roll of d20
+ your ability modifier against a Difficulty. Ability checks tend to be all or nothing (you can either accomplish the
task or you can’t), although there are sometimes gradations of success or failure.
Attack Rolls and Checks
An attack roll determines whether or not you hit an opponent in combat. It is a d20 roll + your attack bonus. The
Difficulty is your target’s Defense, which measures their ability to avoid attacks. If you equal or exceed your target’s
Defense, your attack hits. Otherwise, you miss.
A roll of 1 on the die (a natural 1) means the attack automatically misses. A roll of 20 on the die (called a
natural 20) means the attack hits automatically.
In some circumstances, you can make attack checks instead of skill checks. You always use the attack bonus
of a wielded melee weapon or unarmed attack (whichever is higher). You cannot use options which increase attack
bonus at the cost of defense or damage.

Saving Throws
When a creature is the subject of a dangerous spell or is threatened by a hazard such as injury, poison, falling, it often
receives a saving throw to avoid it or mitigate the result. Saving throws are reactions, meaning that a character does
not need to take an action to make a saving throw—they are made automatically. There are three types of saving
throws: Fortitude, Reflex and Will. A successful saving throw is one that meets or exceeds the hazard's Difficulty.
You can't ever take 10 or 20 on a saving throw. You can't apply Challenges to a saving throw. Saving throws
cannot benefit from another's aid. A natural 1 is not an automatic failure on a saving throw, nor is a natural 20 an
automatic success.
Your saving throw bonus is:
Base save bonus + class bonus+ability +other bonuses
The three different kinds of saving throws are:
Fortitude: These saves measure the character's ability to stand up to massive physical punishment or attacks against
his or her vitality and health such as poison and paralysis. The character's Constitution is a part of his Fortitude
saving throws.
Reflex: These saves test the character's ability to dodge massive attacks such as explosions or collapsing pits. (Often,
when damage is inevitable, the character gets to make a Reflex save to take only Damage - 4.) Apply the character's
Dexterity to his Reflex saving throws.
Will: These saves reflect the character's resistance to mental influence and domination as well as to many magical
effects. Apply the character's Wisdom modifier to his Will saving throws.

Staged Saving Throws


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

Extra Effort and Conviction

Extra Effort
Heroes are often called upon to perform feats beyond their normal limits. This calls for extra effort. Players can use
extra effort to improve a hero’s abilities in exchange for the hero suffering some fatigue from the effort. Only a
heroic characters (a character who can use Conviction) can use extra effort when he is exhausted. Minions cannot
benefit from extra effort at all.

Extra effort is a free action and can be performed at any time during a hero’s turn. A hero using extra effort can gain
one of the following benefits:

Re-roll a check or a save: You can re-roll any check or save based on Dexterity or Strength and take the better of two
rolls. You must use the extra effort to re-roll it before the Narrator announces the result of your roll. One roll can be
re-rolled only once. You cannot re-roll a damage roll made by yourself.

Increase carrying capacity: The hero’s carrying capacity doubles for one round. Obviously, you can use this ability
only once per round.

Surge: Gain an additional standard or move action, before or after your normal actions for the round (your choice).
Using this extra action does not change your place in the initiative order. You can use a standard action gained from
a surge to start or complete a full round action in conjunction with your normal actions for the round. You can use
surge only once per round. You cannot use the gained move action to make more than 2 moves per round.

At the beginning of the round immediately after extra effort, the hero suffers a level of fatigue (see Fatigue).
A winded hero becomes fatigued, fatigued hero becomes exhausted, and an exhausted hero becomes unconscious,
the round after using extra effort. You can spend a Conviction point instead of suffering fatigue.
Other specific uses of extra effort (usually involving supernatural powers) are specified in the text.

Conviction
Whether it’s luck, talent, or sheer determination, heroes have something setting them apart from everyone else,
allowing them to perform amazing deeds under the most difficult circumstances. In this game, this something is
Conviction. Spending a Conviction point can make the difference between success and failure.
Characters have Conviction based on their level. As heroes improve in level, their maximum Conviction
increases.
Unless otherwise noted, spending a Conviction point is not an action, takes no time, and can be done at any
time. You may spend as many points in a turn as you have available. You can spend Conviction for any of the
following:

Activate Core Ability


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

Re-roll a check or a save


One Conviction point spent allows you to re-roll any check or save you make, and take the better of two rolls.
Differently from Extra Effort, the roll need not be based on Dexterity or Strength. You must spend the Conviction
point to re-roll it before the Narrator announces the result of your roll. One roll can be re-rolled only once. You
cannot re-roll a damage roll made by yourself.

Re-roll Damage
When your opponent rolls damage, you can spend a Conviction point to force him to re-roll, and take the better (for
you) of two rolls. You must spend the Conviction point to re-roll it before the Narrator announces the result of the
roll. One roll can be re-rolled only once.

Cancel Fatigue
Any time you would suffer fatigue (including the effects of using powers and extra effort), you can spend Conviction
points and reduce the amount of fatigue you suffer by one level for each point spent. You can also spend Conviction
points to remove fatigue you accrued earlier.

Heroic Feat
You can spend a Conviction point to gain the benefits of a feat your hero doesn’t already have for one round or the
stated duration of the feat (if any), whichever is greater. You must be capable of acquiring the feat normally,
meaning it must be a feat available to your role(s) and you must meet all the prerequisites. For feats that can be
acquired multiple times, you gain the benefit of one acquisition of the feat by spending a Conviction point. You can
use that ability only once per turn.

Recover
You can spend a Conviction point to recover faster from damage. See the description of recovery from damage for
particulars. In particular, spending a Conviction point automatically stabilizes a dying character (you or someone you
are assisting) although this doesn’t protect the character from further damage.

Willpower
Whenever you make a saving throw against an effect that causes fear (including supernatural powers like Heart
Shaping), or try to oppose the Intimidate skill, you can succeed automatically, without the need for a roll, by
spending a Conviction point. You must spend the point before rolling to use this option.

Awaken
If you are sleeping, distracted or for some other reason unaware of an approaching foe, spending a Conviction point
allows you to awaken and grab your weapons as a reaction. You can still be surprised and reduced to base defense.
However, you are not helpless and cannot be coup-de-graced.

Nature&Regaining Conviction

Nature
Each player character has a nature, which represents the most important parts of his or her character. The nature
consists always of two aspects. Each of the aspects is a short description of a factor motivating the player character.
An aspect can be a vice (Miserly, Greedy, Selfish, Lazy, Petty, Prideful, Envious, Hateful), a virtue (Generous,
Hopeful, Daring, Prudent, Compassionate, Industrious, Honest, Fair, Determined), some other character trait
(Gregarious, Stubborn, Manipulative, Insensitive, Hidebound, Impulsive, Arrogant, Capricious, Kind), a code of
honour, an allegiance to a cause, a person, a belief, or a deity, or a moral attitude (Lawful Good “Crusader”,
Neutral Good, “Benefactor”, Chaotic Good, “Rebel”, Lawful Neutral, “Judge”, Chaotic Neutral, “Free Spirit”,
Lawful Evil, “Dominator”, Neutral Evil, “Malefactor”, Chaotic Evil, “Destroyer”).
Players should consult each other and Narrator when choosing natures. An aspect should not be a detriment to
game. For example chosing a vice “Cowardly” for a combat game should be done with the agreement of remaining
players. On the other hand, an aspect which in effect says “Determined to Win” is entirely superfluous; all PCs are
considered that by default.

Changing Nature
Generally speaking, a person’s nature is fixed. You may change one aspects of the nature of your PC at the cost of a
point of Conviction, which cannot be regained until the hero gains a new level. This should not be arbitrary, but
represent the development of character and have some in-game justification. Changing both aspects of nature
requires two Conviction points.
Certain major events in a character’s life can lead to a change in nature without this price. Only player can
change the nature of their character, but Narrator decides whether the circumstances justify doing this without the
penalty.

Regaining Conviction
Heroes regain expended Conviction points in four ways:
First, heroes regain one point of Conviction each day, generally in the morning. If a player character
flagrantly flouted his nature during the past day, he may not regain Conviction. Behaviour in agreement with one
aspect of nature, and opposed by another, is always treated as behaviour according to nature, and grants all benefits
for such a behaviour.
Second, a player character regains one point of Conviction when he behaves contrary to his interests,
avoids a potentially remunerative course of action or suffers setbacks because of his nature; the detriment must be
serious enough to materially disadvantage him. (For example, a player character with a Lawful Good aspect can
receive Conviction when he refrains from using rescued orphans to detect traps in an underground complex he
explores. He is not entitled to extra Conviction, however, if there are witnesses to his behaviour – in that case
sacrificing the orphans has its own penalties).
Players should not receive Conviction for behaviour disrupting play; even if offending the king in the middle
of his army is entirely in accordance with the Nature of a player character, it does not give him any Conviction –
quite the contrary – if it leads to party being executed. The difference between interesting roleplaying and disruptive
behaviour depends, of course, on the particular group.
Similarly, player characters regain Conviction when they take unnecessary risks because of their nature. It is
immaterial whether the risk pays off or leads to disaster; if a character voluntarily decides to run a meaningful and
unnecessary risk because of his nature, he regains conviction. It should be noted that this game does not use
experience points, and unnecessary combats do not cause automatically faster character advancement. For that
reason, an avoidable combat can be the cause of regaining Conviction.
Third, the Narrator awards the heroes Conviction for a particularly impressive success or achievement in the
adventure that renews confidence and faith. Overcoming a very dangerous challenge or solving a complex puzzle
might give the heroes a burst of inspiration in the form of renewed Conviction – one point per PC. Generally, this
will be a single encounter with Challenge Rating of their level +3, or several encounters with Challenge Rating of
their level +2.
Fourth, whenever the characters suffer an arbitrary disaster: they are shipwrecked, the army they are part of
is defeated, and they are taken prisoner etc., they regain maximum Conviction.

Possession, Mind Control, Conviction and Extra Effort.


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

Stacking bonuses
There are four basic kinds of bonuses: Supernatural bonuses, Item bonuses, Feat bonuses and Situational
bonuses. Situational bonuses eg for surprise attack, for attacking from higher position etc usually stack. However,
some conditions etc essentially presume other conditions; bonuses and penalties granted by such conditions do not
stack. Eg when attacking a pinned creature, you use only the penalty for being pinned; you don’t add the penalty for
being grappled, and for being surprise attacked. Some feats can provide situational bonuses.
You can get only one of each of remaining bonuses: only one Supernatural bonus, one Item bonus and one
Feat bonus. Supernatural bonuses come from supernatural power and magic enhancements on magic items (all
“enhancement” bonuses are supernatural bonuses). In addition, some feats can give supernatural bonuses. This is
always explicitly stated, and applies particularly to feats that give “enhancement” bonuses, eg Rage. It should be
mentioned that the fact that a given attack receives supernatural bonus to damage does not have to mean by itself that
that attack counts as magical for purposes of damage reduction.
Item bonuses are granted generally by Items, and Feat bonuses by feats. Any exception to those rules are
always noted.
In particular, supernatural bonuses to armor are always supernatural bonuses, no matter whether they come
from a magic power, an item or a feat. Bonuses to toughness given by armor are always Item bonuses, even if they
come from a magical power such as Magic Armor.
Some feats allow to lower one characteristic in order to increase another. Eg the All-out Attack feat allows to
lower defense in order to increase attack. Such feats provide situational bonuses which stack with everything.
Penalties follow a bit different rules. Generally, penalties always stack. Each situation when penalties do not
stack must be explicitly mentioned in the rules. On the other hand, a character can be affected only once by one
condition. If a character suffers unguarded condition from multiple sources, he still receives only one penalty for
being unguarded.
Miss chance – chance that the attack misses target in general, based on factors such as concealment,
invisibility, blindness or darkness – never stack. Roll only once for the highest miss chance that applies.

Those rules obviously resemble the rules from D&D 4ed. This is not an accident – I modelled them on 4ed rules,
because I have the same goal. It is, as I called it earlier, “staying on the Random Number Generator”. When it is
possible to stack bonuses, there is an obvious path to “winning” the game: it is to gather up as much bonuses as
possible, until in the end some of your characterists will become so high that you will be either invulnerable, or able
to destroy your enemy in one action. This is both boring (the gathering bonuses part) and obviously unbalanced.
Chapter II: Hero Creation
This chapter tells you everything you need to know to create your own True20 heroes, ready to embark on exciting
adventures.
It covers basic abilities, backgrounds, roles, and the various details for describing your hero. It also looks at
the trait of Conviction and the benefits it grants in the game.

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

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

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

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

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

Wisdom (Wis)
While Intelligence measures reasoning, Wisdom is a measure of awareness, common sense, intuition, and strength of
will. Your Wisdom score applies to the following:
* Will saving throws, for resisting attempts to influence you, whether by mundane or supernatural means.
* Medicine, Notice, Sense Motive, and Survival checks.
* Wisdom checks to resolve matters of intuition when a specific skill doesn't apply.
Charisma (Cha)
Charisma is a measure of persuasiveness, force of personality, leadership ability, and attractiveness (not necessarily
physical). Your Charisma score applies to the following:
* Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, and Perform checks.
* Charisma checks to use force of personality when a specific skill doesn't apply.

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

Nonexistent Abilities
Some beings actually lack a basic ability (having no score in it at all, which is not the same as having a debilitated
ability). The effect of lacking a particular ability is as follows:

Strength
Any creature capable of physically manipulating other objects has a Strength score. A creature with no Strength is
incapable of exerting any physical force, either because it has no physical form (like an incorporeal ghost) or simply
can't move (like a tree). The creature automatically fails Strength-based checks.

Dexterity
Any creature capable of movement has a Dexterity score. A creature with no Dexterity cannot move (like most
plants) or take physical actions and automatically fails Dexterity-based checks.

Constitution
Any living creature has a Constitution score. A creature with no Constitution has no physical body (like a ghost) or
no living metabolism (like an animated statue or other construct). It is immune to effects requiring Fortitude saving
throws unless they work on inanimate objects. The creature always fails Constitution-based checks. Creatures with
no Constitution do not recover from damage (since they can't make recovery checks). They must be repaired in some
fashion. The same is true of objects.

Intelligence
Any creature that can think, learn, or remember has an Intelligence score. A creature with no Intelligence is an
automaton, operating on simple instinct or pre-programmed instructions. It is immune to all mental effects and
automatically fails Intelligence-based checks. Note that animals have low Intelligence scores (usually -4), but they do
have Intelligence.

Wisdom
Any creature aware of its environment has a Wisdom score. Anything with no Wisdom also has no Charisma. It is an
inanimate object, not a creature. Objects are immune to mind-influencing effects and automatically fail Wisdom-
based checks.

Charisma
Any creature capable of interacting with others has a Charisma score. Creatures without Charisma cannot interact,
are immune to interaction checks, and automatically fail Charisma-based checks.

Creating Characters

Random rolling of abilities:


Roll d20. In the corresponding row on the table below you can find ability scores. Assign the numbers to abilities as
desired.
D20 A B C D E F
1 4 2 1 0 0 0
2 4 3 0 0 -1 -1
3 4 2 0 0 0 0
4 4 2 1 0 -1 -1
5 3 3 2 0 -1 -1
6 3 2 2 1 0 -1
7 3 3 1 0 0 -1
8 4 2 1 0 -1 -1
9 3 2 2 0 0 0
10 4 1 0 0 0 0
11 4 1 0 0 0 -1
12 3 2 1 1 0 -1
13 3 2 1 0 0 0
14 3 1 1 1 0 0
15 2 2 2 2 0 0
16 2 2 2 2 0 -1
17 2 1 1 1 1 1
18 3 2 1 0 0 -1
19 3 1 1 1 0 -1
20 2 2 1 1 0 0

Point-buy system:

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

Point Cost Ability


0 0
1 1
2 2
4 3
7 4
Racial Backgrounds

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

Dwarves
Dwarves have the following background traits:
• Dwarf base land speed is 30 feet. Due to their stocky build, Dwarves can never gain ranks in the Swim skill and do
not add their combat bonus to the Athletics modifier. For that reason they can never be good at swimming, running
or jumping. On the other hand, they can move very fast overland, even with heavy loads. Dwarves can double move
for a a number of hours equal to their Constitution +4.
• Ability Adjustments: +1 Constitution, –1 Charisma
• Bonus Feats: Great Fortitude, Night Vision (or Darkvision).
• Bonus Skills: The hero gains Craft and Search as bonus known skills at 1st level (4 ranks), in addition to those
gained for the hero’s role and Intelligence score, and 2 extra skill point at each additional level, which must be spent
on Craft and Search.

Elves
Elves have the following background traits:
• Ability Adjustments: +1 Dexterity, –1 Constitution
• Bonus Feats: Night Vision, Weapon Training, Psychic Shield
• Favored Power: Psychic Shield. When using it treat character level as caster level. Characters with no Caster level
and no prerequisite feat use Charisma as the key ability. Adepts can use their key ability, but in that case have to use
their actual Caster level, not total Character level.

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

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

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

Halflings
• Small: As a Small creature, a halfling gains a +1 to Combat bonus, and a +4 bonus to Stealth checks, but he suffers
–1 penalty to Toughness, uses smaller weapons than humans use (-1 to damage), and his lifting and carrying limits
are a half of those of a Medium character.
• Base land speed is 20 feet.
• Ability Adjustments: +1 Dexterity, –1 Strength
• Bonus Feats: Iron Will, Skill Focus (Notice or Stealth)
• Bonus Skills: The hero gains Notice and Stealth as bonus known skills at 1st level (4 ranks), in addition to those
gained for the hero’s role and Intelligence score, and 2 extra skill point at each additional level, which must be spent
on Notice and Stealth.

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

Roles
The roles correspond loosely to classes in other D20 games; they are however much more generic, and have nearly
no class abilities, which are replaced by feats. This way, the roles are more customisable than classes. There are three
roles in True20, in addition to heroes with mixed, or multiple, roles. The roles are:
• Adept: Someone able to wield supernatural powers.
• Expert: Someone experienced in a wide range of skills.
• Warrior: Someone with training in many forms of combat.

Mixed-Role Heroes: Heroes start out with only one role at 1st level. However, as your hero advances in level, you
may choose levels in other roles, creating a mixed-role hero. This mixing of roles gives a hero a wider range of
abilities at the cost of slowing advancement in any one role. For example, a 1st-level warrior attaining 2nd level
might choose to take the 1st level in adept instead of a 2nd level in warrior. The hero is now a 1st-level warrior/1st-
level adept, but still a 2nd-level character. The character’s combat abilities are less than those of a 2nd-level warrior,
but the character now has the abilities of a 1st-level adept. The key diference for mixed-role heroes is that each
role has a core ability, obtained only when a character starts out at 1st-level in that role. A mixed-role hero taking
on a new role does not gain the new role’s core ability, but does gain all of its other traits. Guidelines for creating
mixed-role heroes can be found at the end of this chapter.

Level-Dependent Benefits

Heroes improve in experience and power by advancing in level. This represents the progress of a hero's career during
a long series, from novice to seasoned expert. As heroes advance in level, they gain additional bonuses and access to
more skills and feats, improving and expanding their capabilities. After 1st level, heroes also get the opportunity to
begin mixing roles to further expand their options and capabilities.
Certain benefits are based on a hero's overall level, regardless of role. The Level-Dependent Benefits table
summarizes these. See each role description for the benefits specific to each.
The maximum rank a hero can have in any known skill is equal to the hero's level + 3. See Skills for details.
Level Maximum Number of Conviction Base
Skill Rank increased Save
abilities Bonus
1st 4 3 +0
2nd 5 3 +1
3rd 6 4 +1
4th 7 4 +2
5th 8 5 +2
6th 9 5 +3
7th 10 6 +3
8th 11 6 +4
9th 12 +1 to 2 abilities 7 +4
10th 13 7 +5
11th 14 8 +5
12th 15 8 +6
13th 16 9 +6
14th 17 9 +7
15th 18 +1 to 4 abilities 10 +8
16th 19 10 +9
17th 20 11 +10
18th 21 +1 to all abilities 11 +11
19th 22 12 +12
20th 23 +1 to all abilities 12 +13

Ability Increases:

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

Level Number of increased


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

Conviction: Heroes start out with 3 points of Conviction at 1st level and gain a point of Conviction every two levels
thereafter (3rd, 5th, and so on). The number indicated at each level is a hero's maximum Conviction points at that
level. See Conviction for details.

Feats: Your hero gets 5 starting feats at 1st level, in addition to bonus feats provided by his background, plus an
additional feat for each level beyond 1st. You choose feats from among those available to your hero's role. If you
have a power source feat, you can take powers instead of feats. Depending on the power source feat, you may be able
to take powers only when gaining a level in the Adept role, or independently from role.

Retraining: You can retrain one feat or power each level. You remove one of your feats or powers and gain a
different one, in addition to the feat you take when gaining a level. You cannot retrain a power or feat which servers
as a prerequisite for another feat or power you possess.

Saves: All save rolls equal


d20+base save bonus+ability+role bonus
Base save bonus equals ½ character level, rounding down. Additionally, at character level 15 all characters receive
one-time +1 bonus to all saves. At level 17 this increases to +2, and at 19 to +3. The total base save bonus is given in
the level-dependent benefits table .
Each role gives a +2 starting bonus to one save when taken at 1 st character level. Warrior role gives this bonus
to Fortitude save, Adept to Will save, Expert can choose the save. Taking subsequent levels in a different role does
not give that bonus again; it can be gained only once, at 1 st level.
There are new save feats, which can be taken only by the appropriate role: Warrior Fortitude(Warrior), Will
of the Adept (Adept), Expert Reflexes(Expert). They give +2 bonus to the save but cannot be taken for saves in
which you have the starting bonus.
Accordingly, you generally can take those feats only if you multiclass. For example, if you start as an Adept
and later take a level in Warrior, you can take Warrior Fortitude to improve your fortitude save.

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

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

Adepts

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

Experts

Experts do not receive a core ability.


Skills: At character creation, choose any 8 + Intelligence score starting skills (all starting skills come at 4 ranks).
Experts gain 8+ Int skill ranks per additional level.
Feats: At character creation, you must take Sneak Attack feat. In addition, choose any 4 feats from Expert or
General. Experts get another feat from those lists each level.
Saving Throws: At character creation, an expert gains a +2 bonus on the Reflex save.

This game is designed to be balanced in combat. The original True20 Expert sacrificed his combat ability in order to
improve skills; such an option does not fit this version. Because of this, Sneak Attack feat has been designed to make
Expert as dangerous as other classes in combat. For this reason, it is obligatory. If a player wants to play a
character with substandard combat abilities, he is free not to take this feat, or to handicap his character in any way
he desires.

Warriors

Determination (Core Ability): A warrior can spend a point of Conviction to immediately erase all bruised damage
conditions.
Skills: At character creation, choose any 4 + Intelligence score starting skills (- all starting skills come at 4 ranks).
Warriors gain 4 + Int skill ranks per additional level. Important skills for warriors tend to be physical, such as Climb,
Jump and Swim, but with rules such as Feint and Stunts, interaction skills such as Bluff or Intimidate can be potent
weapons.
Feats: At character creation, a warrior receives 5 feats from General or Warrior lists. Warriors gain another feat from
those lists each level.
Saving Throws: Warriors gain a +2 bonus at character creation on their Fortitude saves.

Combat bonuses of roles


Level Adept Expert Warrior
1st +0 +0 +1
2nd +1 +1 +2
3rd +1 +2 +3
4th +2 +3 +4
5th +2 +3 +5
6th +3 +4 +6
7th +3 +5 +7
8th +4 +6 +8
9th +4 +6 +9
10th +5 +7 +10
11th +5 +8 +11
12th +6 +9 +12
13th +6 +9 +13
14th +7 +10 +14
15th +7 +11 +15
16th +8 +12 +16
17th +8 +12 +17
18th +9 +13 +18
19th +9 +14 +19
20 th +10 +15 +20
Size
Size of creature influences many of its capabilities. For the influence of size on stealth, look in the chapter on Stealth.

Table 1: Creature Size and Scale


Creature Attack Toughness Dimension Weight Carrying Space Natural
Size &Defense &Damage Capacity Reach
Fine –8 +8 3-6 in. 1/64-1/8 ×1/16 1/2 ft. 0
lb.
Diminutive –4 +4 6-12 in. 1/8-1 lb. ×1/8 1 ft. 0
Tiny –2 +2 1-2 ft. 1-8 ×1/4 2-1/2 0
ft.
Small –1 +1 2-4 ft. 8-60 ×1/2 5 ft. 5 ft.
Medium +0 +0 4-8 ft. 60-500 ×1 5 ft. 5 ft.
Large +1 –1 8-16 ft. 500-4000 ×2 10 ft. 10 ft.
Huge +2 –2 16-32 ft. 4K –32K ×4 15 ft. 15 ft.
lbs.
Gargantuan +4 –4 32-64 ft. 32K –250K ×8 30 ft. 20 ft.
lbs.
Colossal +8 –8 64-128 ft. 250K- 2 ×16 60 ft. 30 ft.
mil lbs

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

Carrying Capacity: Larger creatures can lift and carry more, while smaller creatures can lift and carry less. Larger
creatures gain a doubling in capacity per size category. Smaller creatures' carrying capacities are multiplied by the
value in this column. So a tiny creature with Strength +0 has a heavy load of (100 x 1/2) or 50 lbs.

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

Athletics

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

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

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

Table 2: Carrying Capacity

Strength Light Load Medium Load Heavy Load Maximum Load Push/Drag
-5 3 lb. 6 lb. 10 lb. 20 lb. 50 lb.
-4 6 lb. 13 lb. 20 lb. 40 lb. 100 lb.
-3 13 lb. 26 lb. 40 lb. 80 lb. 200 lb.
-2 20 lb. 40 lb. 60 lb. 120 lb. 300 lb.
-1 26 lb. 53 lb. 80 lb. 160 lb. 400 lb.
0 33 lb. 66 lb. 100 lb. 200 lb. 500 lb.
+1 43 lb. 86 lb. 130 lb. 260 lb. 650 lb.
+2 58 lb. 116 lb. 175 lb. 350 lb. 875 lb.
+3 76 lb. 153 lb. 230 lb. 450 lb. 1,150 lb.
+4 100 lb. 200 lb. 300 lb. 600 lb. 1,500 lb.
+5 133 lb. 266 lb. 400 lb. 800 lb. 2,000 lb.
+6 173 lb. 346 lb. 520 lb. 1,040 lb. 2,600 lb.
+7 233 lb. 466 lb. 700 lb. 1,400 lb. 3,500 lb.
+8 306 lb. 613 lb. 920 lb. 1,840 lb. 4,600 lb.
+9 400 lb. 800 lb. 1,200 lb. 2,400 lb. 6,000 lb.
+10 532 lb. 1,064 lb. 1,600 lb. 3,200 lb. 8,000 lb.
+11 692 lb. 1384 lb. 2080 lb. 4160 lb. 10400 lb.
+12 932 lb. 1864 lb. 2800 lb. 5600 lb. 14000 lb.
+13 1224 lb. 2452 lb. 3680 lb. 7360 lb. 18400 lb.
+14 1600 lb. 3200 lb. 4800 lb. 9600 lb. 24000 lb.
+15 2128 lb. 4256 lb. 6400 lb. 12800 lb. 32000 lb.

These carrying capacity rules determine how much a character's equipment slows him down. Encumbrance comes in
two parts: encumbrance by armor and encumbrance by total weight.
Encumbrance by Armor: A character's armor determines his armor check penalty. If your character is weak or
carrying a lot of gear, however, then you'll need to calculate encumbrance by weight. Doing so is most important
when your character is trying to carry some heavy object. Use the worse figure from armor or from load for armor
check penalty. Do not stack the penalties.
Encumbrance by Weight: If you want to determine whether your character's gear is heavy enough to slow him
down more than his armor already does, total the weight of all the character's items, including armor, weapons, and
gear. Compare this total to the character's Strength on Table: Carrying Capacity. Depending on the character's
carrying capacity, he or she may be carrying a light, medium, or heavy load. A medium or heavy load counts as
medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does
not encumber a character. Carrying more than a light load imposes armor check penalty to Acrobatics, Climb,
Escape Artist, Sleight of Hand, Stealth, and Swim checks. The penalty is doubled for Swim checks. +
If your character is wearing armor, use the worse figure (from armor or from load) for armor check penalty.
Do not stack the penalties.

Light Load
Characters can lift and carry up to a light load without any penalties or difficulties.
Medium Load
Characters carrying a medium load have a -3 check penalty. If their Dexterity is higher than their Strength+3, they
treat it as equal to their Strength+3 for purposes of Attack and Defense.
Heavy Load
Characters can lift up to a heavy load overhead. They have a -5 check penalty. If their Dexterity is higher than their
Strength, they treat it as equal to their Strength for purposes of Attack and Defense. They cannot run – they can at
most make a double move.

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

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

Bigger and Smaller Creatures


The figures on Table: Carrying Capacity are for Medium bipedal creatures. A larger bipedal creature can carry more
weight depending on its size category, as follows: Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. A smaller
creature can carry less weight depending on its size category, as follows: Small ×3/4, Tiny ×1/2, Diminutive ×1/4,
Fine ×1/8.
Quadrupeds can carry heavier loads than bipeds can. Multiply the values corresponding to the creature's
Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine ×1/4, Diminutive ×1/2,
Tiny ×3/4, Small ×1, Medium ×1.5 , Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24.

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

Throwing
Characters can throw any object they can lift, up to a heavy load. (You cannot throw your maximum load; only drop
it adjacent to you.) Throwing something is a standard action. Picking up an object is a move action. It is however
possible to combine throwing an object with either picking it up or moving up to Move distance towards target (but
not both) in one full action.
The distance you can throw an object is based on its weight and your Strength. You can throw your heavy
load 10 feet, medium load up to 25 feet and light load up to 50 feet. If you attempt to hit a specific character or point
in space, treat them as improvised throwing weapons. Because such objects are not designed for this use, any
creature that uses one in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made
with that object.
In addition, heavy load objects cause an additional -4 penalty to attack rolls (-8 in total) if the target is not
directly underneath you. They cannot cause damage greater than 4+Size Bonus+Strength. Such a damage is caused
by heavy stones and other hard objects. Softer objects cause much lower damage.
Objects weighting up to medium load have a 5 feet range increment. They cannot cause damage greater than
2+Size Bonus+Strength.
Objects weighting up to light load have a range increment of 10 feet. They cannot cause damage greater than
1+Size Bonus+Strength.
Chapter III: Skills
Skills are learned abilities acquired through a combination of training (skill ranks) and natural talent (an ability).
Additionately, many uses of skills are available only to a character trained in them. Some skills cannot be used
untrained.

Using skills

How Skills Work


When you use a skill, make a skill check to see how well you do. The higher the result, the better the outcome. Based
on the circumstances, your check result must equal or beat a particular Difficulty number. The harder the task, the
higher the number you need to roll. See Checks in the Introduction for more information.
Skill check=d20 + skill modifier (Ability + skill ranks + miscellaneous modifiers)

Skill Ranks
Your rank in a skill indicates how well trained you are with it. You assign ranks from your role and level to
skills, and the maximum rank you can have in any skill is your level +3. Many skills can be used even if the
character has no ranks in them; doing this is called making an untrained skill check.
Ability
Each skill has a key ability, applied to the skill’s checks. Each skill’s key ability is noted in its description.
Modifiers
Miscellaneous modifiers to skill checks include favorable or unfavorable conditions, bonuses from feats, and
penalties for not having proper tools, among others.

Skill Check Results


If your skill check at least equals Difficulty (also called Difficulty Class – DC), you successfully use your skill.
Unlike attack rolls, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an
automatic failure. Skill checks sometimes have gradations of success and failure based on how much your total roll is
above or below the Difficulty. For example, if you fail a Climb check, you don’t make any progress. If you fail by 5
or more, you fall. By “failing a check by 5 points” these rules mean that the d20 roll+modifier is equal to or lower
than Difficulty-5.
Often, when using skill against another character, Difficulty equals his total skill modifier + 10.

Difficulty (DC) Example (Skill Used)


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

Table 3: Difficulty Class Examples

Opposed Checks and Passive Skills


In some cases, you make opposed rolls. An opposed check is a check whose success or failure is determined by
comparing the check result to another character’s check result. In an opposed check, the higher result succeeds, while
the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break
the tie.
Some skills are opposed by passive skills. In that case the difficulty of skill check is set by the opponent’s
skill modifier+10. This is not a opposed check; if you skill check equals the difficulty it is successful.
Challenges
Challenges reflect a capable character’s ability to perform some tasks with superior panache and efficiency. They
allow heroes to achieve greater results by making already difficult checks harder. Each skill defines the challenges it
is possible to take with it.
To take a challenge, increase a check’s Difficulty by 5 or suffer a –5 penalty to the check result. In return, you
gain an extra benefit in addition to the normal effects of a successful check. If you fail due to the penalty or increased
Difficulty, however, you suffer the normal results of failure. Note that, if failing by more than a certain margin
imposes a particular outcome, you suffer that outcome as normal if you fail to meet your newly increased Difficulty
You can accept more than one challenge to a check. In some cases, you can take a challenge more than once
to gain its benefits multiple times. These are noted in the challenge descriptions.

Aid
Sometimes characters work together and help each other out. In this case, one character (usually the one with the
highest bonus) is considered the leader of the effort and makes the check normally. Helpers do not make any checks,
but must still be trained to a level comparable with the leader. The bonus of each of them cannot be lower by more
than 5 than the leader’s.
Each additional helper gives +2 bonus to the leader. In many cases, outside help isn’t beneficial, or only a
limited number of helpers can aid someone at once. The Narrator limits aid as appropriate for the task and
conditions.

Acquiring Skills
You choose a certain number of skills your character knows at 1st level, based on your role, race and Intelligence
score. For example, a warrior knows four skills at 1st level, and humans get one bonus skill, so a human warrior is
trained in five skills at 1st level. These starting skills begin at four ranks, the maximum rank for 1st level.
You must have at least intelligence 0 to gain ranks in Bluff, Craft, Diplomacy, Disable Device, Disguise,
Escape Artist, Knowledge, Medicine, Sail and Search skills. For each point of Intelligence above 0, you gain an
additional skill known; it must be one of the above-mentioned skills.

Improving Skills
As your hero advances in level, you gain additional ranks to assign to skills. The number of ranks you gain is equal
to the number of skills known at the first level. You can assign these ranks to existing skills your hero knows,
improving them up to the maximum rank of (level +3).
You can assign earned skill ranks to entirely new skills. You must spend at least 4 ranks on a new skill. This
makes your hero trained, with four ranks in that skill.
You gain bonus skill ranks for intelligence above 0. In addition, when your Intelligence increases, you gain
retroactively additional skill ranks, as if it was that high from the beginning. All skill ranks gained because of
intelligence must be spend on the Bluff, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge,
Medicine, Sail and Search skills.

Untrained Skills
Characters can perform some tasks without any training in a skill, using only raw talent (as defined by their ability
scores), but trained characters tend to be better at such things. If a skill description doesn’t include “Trained Only,”
you can attempt tasks involving that skill even if you have no training in it.
Generally, if your character attempts to use a skill he or she does not possess, you make a skill check as
normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any
other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check. Skills that cannot
be used untrained are designated as “Trained Only” in their descriptions. Attempts to use these skills untrained
automatically fail.
D20 skill Skill
Appraise (Int) Craft
Knowledge (Local) Knowledge (Geography)
Knowledge (Arcana) Knowledge (Arcana)
Knowledge (Psionics) Knowledge (Arcana)
Knowledge (Nobility and Knowledge (Bardic)
royalty)
Knowledge Knowledge (Caverns)
(dungeoneering)
Knowledge (Architecture) Knowledge (Engineering)
Knowledge (The Planes) Knowledge (Science&Planes)
Bardic Knowledge Knowledge (Bardic)
Decipher Script Knowledge (History)
Spellcraft Knowledge (Arcana)
Use Magic Device Knowledge (engineering) for larger
machines; otherwise power source feats
Skill Descriptions

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

Skill Description Format

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

Acrobatics (Dexterity, Armor Penalty)


You can flip, dive, roll and perform other acrobatic maneuvers.

Slow Fall: You can make an Acrobatics check (Difficulty 15) to lessen the damage from a fall. A success allows you
to ignore the first 10 feet fallen, A fall reduced to 0 feet does no damage. This cannot be combined with using
Athletics to lower the falling damage.
If you are falling within arm’s reach of a wall, a tree or something similar, you can try to slow down your fall
by catching hold of it. Make an Acrobatics check (Difficulty 15) and multiply the amount your roll exceeds the
Difficulty by 5. Subtract the result from the distance of a fall (in feet) before determining damage. If your Acrobatics
roll equals 35 or more, you can use a nearby surface to slow your descent and fall any distance without harm.
Slip Through: You can make an Acrobatics check (Difficulty 25) to move through a space occupied by an opponent
or obstacle (moving over, under, or around). A failed roll means you don't get past the obstacle.
Balancing: You can walk on a narrow surface, less than 12 inches wide. A successful check lets you move half
your speed along the surface as a move action. A failure indicates you spends your move action just keeping your
balance and do not move. A failure by 5 or more indicates you fall. The Difficulty is based on the surface.
Balancing checks to move along difficult or slippery, but not narrow surfaces generally should not be necessary. If
the surface is extraordinarily slippery, an check may be necessary to move. In such a situation you may make either
Acrobatics or attack bonus check.

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

If the surface you are on is less than 12 inches wide, you are treated as Unguarded. You use your base defense
and take -2 penalty to Reflex saves. If you are trained in Acrobatics, you can declare at the beginning of your turn
that you are dodging attacks. You must immediately make Acrobatics check with – 5 penalty. If you succeed you
lose the unguarded condition until the beginning of your next turn and can move, as after any other Balancing check.
Feint: You can make an Acrobatics check to feint in combat.
Performance: You can use Acrobatics as if it were the Perform skill to impress an audience.
Acrobatic Charge: You can turn, tumble or swing from ropes as part of a charge action with a successful Acrobatics
check (Difficulty 15).

Challenges: You can take the following challenges with Acrobatics:


Accelerated Acrobatics: You can try to cross a precarious surface faster than normal. If you increase the Difficulty
by 5, you can move your full speed as a move action. Moving twice your speed in a round requires the penalty plus
two skill checks, one for each move action. You can also accept this penalty to charge across a precarious surface;
this requires one skill check per multiple of your speed (or fraction thereof) that you charge.
Perilous Balance: You can shake or disturb the surface on which you are balancing (e.g., swaying on a tightrope). If
your check succeeds after increasing the Difficulty by 5, you keep your balance and impose a +5 modifier on the
Difficulty of all Acrobatics checks others must make on the surface until the next round.

Try Again: No.


Action: You can try to reduce damage from a fall as a reaction once per fall. Balancing while moving one-half your
speed is a move action. Accelerated movement, allowing you to balance while moving your full speed, is also a
move action.

Bluff (Cha; Interaction)

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

Fast-Talk
The basic use of Bluff is lying and getting away with it. Make a check against the base difficulty, to see if someone
gets caught in a lie. If the liar succceeds, then the story is believable. Heroes or non-players characters who
successfully fast-talk other non-player characters can then try to convince them to do things using their Diplomacy
skill (the successful Bluff will generally adjust the Risk/Reward modifier for the Diplomacy check).
The difficulty of the check is set by the modified level Difficulty. Modified level DC equals
Level+Wisdom+9. Opponents who have Challenge Rating use it instead of level. The target can make an opposed
Bluff or Sense Motive check instead. In both cases, the DC or roll is influenced by modifiers.
Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can
work against you: the bluff is hard to believe, or the listener is asked to believe things he does not wish to believe.
When the bluff requires the target to take an action, the penalty applies if the action goes against its self-interest,
nature, or orders. In addition, the modifiers for the target’s relationship to you apply, exactly as when using the
Diplomacy skill. Similarly as in Diplomacy, your personal reputation can overweight the relationship modifiers. Eg a
character known to be a compulsive bluffer will receive -10 penalty even against friends. For that reason it is good to
use bluff when disguised.

Example Circumstances Sense Motive Modifer


The target wants to believe the character –5
The bluff is believable and doesn't affect the target +0
much one way or the other.
The bluff is a little hard to believe or undesirable, or +5
puts the target at some kind of risk.
The bluff is hard to believe or very undesirable, or +10
entails a large risk for the target.
The bluff is way out there; it's almost too incredible to +20
consider.
Modifier Relationship
-10 Hostile
-5 Unfriendly
+0 Indifferent
+5 Friendly
+10 Helpful

In addition, Narrator can add special modifiers, or simply decide that certain characters will not believe
certain things, no matter what proof he is shown. Note that such a character will not believe even in true
information, if it is contrary to his prejudice.
A successful Bluff check indicates the target believes something you want him to believe. This can cause him
to react as you wish, if the imagined circumstances warrant it, or you may have to make Diplomacy check to
persuade him. Eg is you are disguised as a high-ranking officer of the enemy army, and you managed to Bluff the
sentry that his new orders require him to move to a different spot, stop observing anything and do not inform his
superior officer of the whole affair, you do not have to make any Diplomacy checks– orders by their nature are not
negotiable. On the other hand, if you bluff a group of foes in a well-defended tower that they are surrounded by
superior forces, and they will be burned down if the do not surrender, you must still use Diplomacy to make them
surrender in fact.
Haggling
Haggling for a price or a similar deal is likewise an opposed check to see who bluffs best. There are no rules as to
which wares can be haggled upon, how much the haggling can change the price, etc – such things depend on the
circumstances. When haggling one person sets the price and rolls Bluff. Another opposes with modified level
difficulty, Bluff or Sense Motive; if he fails he assumes that the price is final and must either buy/sell or resign from
transaction. If the check is successful, he senses whether it is the final price, or whether the seller is ready to lower it
(or buyer raise it), and approximately how much.

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

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

Climb (Str, Armor Penalty)


You're skilled in scaling angled and uneven surfaces.

Check: With each successful Climb check, you can move up, down, or across a slope, wall, or other steep incline at
one-quarter your normal speed. The Difficulty of the check depends on the conditions of the climb. If the climb is
less than 10 feet, reduce the Difficulty by 5.
A failed Climb check means you make no progress, and a check that fails by 5 or more means you fall from
whatever height you attained (unless you are secured with some kind of harness or other equipment). If you fall,
make a Climb check (Difficulty equal to climb's Difficulty + 20). Success means you arrest your fall about halfway
and suffer no damage.
It's somewhat easier to catch someone else who falls, assuming they are within arm's reach. Make a Climb
check (Difficulty equal to climb's Difficulty +10) to do so. If you fail the check, you do not catch the other person. If
you fail by 5 or more, you fall as well.

Difficulty Example Wall or Surface or Task


0 A slope too steep to walk up.
5 A knotted rope with a wall to brace against.
10 A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and
stand on, such as a rugged cliff face.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock
surface, a tree, or an unknotted rope. Pulling yourself up when dangling by your hands.
20 An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a
sheer cliff face with a few crevices and small toeholds.
25 A rough surface with no real handholds or footholds, such as a brick wall
25 Overhang or ceiling with handholds but no footholds.
— A perfectly smooth, flat, vertical surface can't be climbed.
–10 Climbing inside an air duct or other location where one can brace against two opposite walls (reduces
normal Difficulty by 10).
–5 Climbing a corner where a character can brace against perpendicular walls (reduces normal Difficulty
by 5).
+5 Surface is slippery (increases normal Difficulty by 5).

Fighting While Climbing: Since you can't easily avoid attacks, you are flat-footed while climbing (losing your
dodge bonus to Defense). Any time you take damage while climbing, make a Climb check against the Difficulty of
the climb. Failure means you fall.

Challenges: You can take the following challenges with Climb:


Accelerated Climb: You can try to climb more quickly than normal. By accepting a +5 Difficulty modifier to your
check, you can move half your speed instead of one-quarter your speed while climbing. You can accept this
challenge twice, for a total Difficulty modifier of +10, to move at your normal speed while climbing.
Fighting Climb: You can accept a +5 Difficulty modifier to a Climb check to use your Dodge while climbing.
Secured Climb: If you take a +5 Difficulty modifier to your Climb check, you do not have to make a Climb check to
maintain your position if you take damage. You climb in such a way as to brace yourself for any attacks.

Action: Climbing is a move action.


Special: Someone using a rope can haul a character up (or lower a character down) by sheer strength. Use a
character's carrying capacity to determine how much weight he can lift in this way.

Craft (Int, Trained Only)


Unlike D&D, this skill is not broken into separate categories– all craftsmanship falls under the same skill. NPCs,
however, may possess only some categories of Craft.
You can practice a trade and make a decent living, earning about half your check result in gold pieces per
week of dedicated work. You know how to use the tools of the trade, how to perform the craft’s daily tasks, how to
supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an
average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make items. The Difficulty and the time
necessary to make the item depends on the complexity of the item to be created. The item’s finished price determines
the cost of raw materials.
All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is
made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance
bonus on the check.
Making Items: The Difficulty, time, and resources required to make an item depend on its complexity. The
necessary raw materials cost half of the item’s price. If your Craft check succeeds, you make the item. If the Craft
check fails, you do not produce a usable end result, but any raw materials are not wasted and you can try again. If
you fail by 5 or more, you ruin half the raw materials and have to pay half of the original raw material cost again.
Repairing Items: Generally, you can repair an item by making checks against the same Difficulty that it took to
make the item in the first place. The cost of repairing an item is one-fifth of the item’s price; it takes one-fifth of the
time needed to make it.
Appraising items: You can appraise common or well-known objects with a Difficulty 12 Craft check. Appraising a
rare or exotic item requires a successful check against Difficulty 15 (good quality item), 20 (rare item), 25 (exotic
item) or 30 (unique item). If the check is successful, you estimate the value correctly; failure means you cannot
estimate the item’s value. An appraisal takes about 1 minute. You can accept a challenge (+5 to Difficulty) in order
to shorten the time to one round.
A magnifying glass gives you a +2 circumstance bonus on Appraise checks involving any item that is small or highly
detailed, such as a gem. A merchant’s scale gives you a +2 circumstance bonus on Appraise checks involving any
items that are valued by weight, including anything made of precious metals. These bonuses stack.
The appraisal of an item doesn’t take into account any enchantment which may be put on it. Enchanted items are
appraised as masterwork items or items made of special materials.

Challenges: You can take the following challenges with Craft:


Fast Craft: You may add +5 or +10 to the indicated Difficulty to craft an item. This increase allows you to make the
item faster than usual, reducing the time to half or one-quarter normal, respectively.
Masterwork: By increasing Difficulty by +5, you can make a masterwork item. These items are especially well made
and provide a bonus when used. This increases the cost of materials proportionately to the increased price of a
finished item and doubles the time needed to make the item.
When you use the Craft skill to make a particular sort of item, the Difficulties for checks involving the
creation of that item are typically as given on the following table.

Item Craft DC Time:


Armor, light 10 + Armor bonus 7 days
Armor, medium 10 + Armor bonus 14 days
Armor, heavy 10 + Armor bonus 1 month
Shield 13 7 days
Longbow or shortbow 12 7 days
Composite bow 15 14 days
Composite bow or longbow with 15 + rating 1 month
high strength rating
Crossbow 15 7 days
Simple melee or thrown weapon 12 1 day
Martial melee or thrown weapon 15 7 days
Exotic melee or thrown weapon 18 14 days
Mechanical trap Varies 1 hr. – 7 days
Very simple item (wooden spoon) 5 1 hr.
Typical item (iron pot) 10 12 hrs.
High-quality item (bell) 15 7 days - 1 month.

Diplomacy (Cha; Interaction)


Diplomacy is the gentle art of persuasion, debate, discussion, and etiquette. It is the premier interaction skill for those
interested in dealing with others in social situations. Use this skill to make a good impression, negotiate, and win
people over.
Reaction roll
The relevant rules are to be found in the subchapter on social interaction.

Negotiation
Negotiating an agreement with another party is the basic Diplomacy check. The difficulty of the check is set by the
modified level Difficulty. Modified level DC equals Level+Wisdom+9. Opponents who have Challenge Rating use
it instead of level. The target can make an opposed Sense Motive or Diplomacy check instead. In both cases, your
roll is influenced by modifiers.
The base difficulty is modified by one's relationship with the target and by the risk or reward the deal presents
to the target. The risk/reward is always calculated according to the opinion of the target. Eg if you try to persuade a
religious character to do something clearly against his religion, he will treat your proposition as Unfavourable or
Horrible. Note that if you are lying about the risk or the reward, you will need to make a Bluff check to convince the
target that what you are saying is true.
The base Difficulty for any Diplomacy check against a group of NPCs is based on the highest modified level
difficulty for characters in that group. For this purpose, a number of characters is only a "group" if they are
committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus.
If each member is going to make up their mind on their own, roll separate Diplomacy checks against each.
The Difficulty of the Diplomacy check is modified by the character's relationship with the other party.
Narrator can change that modifier based on the reputation of the character making the check. Eg an especially honest
and trustworthy character can make Diplomacy attempt without penalty even against foes.
If the Diplomacy check beats the Difficulty, you persuade the subject that the deal is favourable to him.
Generally this means that the subject agrees to the proposal, with no changes or with minor (mostly idiosyncratic)
changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a
counter-offer. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and
may become hostile or take other steps to end the conversation. Depeding on the character of the subject, he can
agree to your proposition even if you fail the check, if it is in his interest, but will generally demand most favourable
terms possible.

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

Modifier Risk/Reward Description


+5 Favorable The reward is good, and the risk is tolerable. If all goes according to plan, the
deal will end up benefiting the subject. Example: A request to aid the party in
battle against a weak goblin tribe in return for a cut of the money and first pick
of the magic items.
+0 Even The reward and risk are more or less even, or the deal involves neither reward
nor risk. Example: A request for directions to someplace that is not a secret.
-10 Unfavorable The reward is not enough compared to the risk involved; even if all goes
according to plan, chances are it will end up badly for the subject. Example: A
request to free a prisoner the subject is guarding (for which he or she will
probably be fired) in return for a small amount of money.
check always Horrible There is no conceivable way the proposed plan could end up with the subject
fails ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to
trade a bit of dirty string for a castle.

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

Foreign Customs
When your hero is dealing with unusual or foreign customs, the Narrator may ask for a Diplomacy check for you to
avoid making any faux pas. The Difficulty is based on how obscure the custom is: Difficulty 10 for slightly obscure
customs, Difficulty 15 for moderately obscure ones, and Difficulty 20 to 30 for very obscure ones. A failed check
means a potentially embarrassing social blunder, which may worsen the attitude of your hosts, apply a penalty to
further interaction checks, or both.
Assessing Social Situations
You can make a a Sense Motive or Diplomacy check to get a feel for any social situation. It's Difficulty 15 to get a
general idea of the mood of a situation, as well as the prevailing attitude (so you have an idea of the Difficulty of
using other interaction skills). Picking up on subtle undercurrents may require a higher check result, at the Narrator's
discretion.

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

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

Type of Difficulty
Information
General 10
Specific 15
Restricted 20
Protected 25

General information concerns local happenings, rumors, gossip, and the like. Specific information usually relates to a
particular question. Restricted information includes facts that aren't generally known and require you to locate
someone who has access to such information. Protected information is even harder to come by and might involve
some danger, either for the one asking the questions or the one providing the answers.
There's a chance someone takes note of anyone asking about restricted or protected information. The Narrator
decides when this is the case. In some situations, you can make a Bluff check opposed by opponent’s Diplomacy to
disguise your inquiries.

Try Again: Generally, trying again doesn't work. Even if the initial check succeeds, the other character can only be
persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his
position, and trying again is futile. At the Narrator's discretion, you can try again when the situation changes in some
way: you find a new approach to your argument, new evidence appears, and so forth. You can repeat attempts to
gather information, but it takes additional time for each check, and you may draw attention to yourself if you
repeatedly pursue a certain type of information.

Action: A Diplomacy check requires generally about a minute. During combat, you need at least a full action. To
gather information takes at least an hour, possibly several, at the Narrator's discretion.

Disable Device (Dex; Trained Only; Requires Tools)

You are skilled at working with mechanical devices, including locks and traps.

Open Lock: You can pick locks. You must have thieves' tools. The Difficulty depends on the quality of the lock.

Lock Quality Difficulty

Simple 20
Average 25
Good 30
Amazing 40

Traps and Sabotage: Disabling a simple mechanical device has a Difficulty of 10. More intricate and complex
devices have higher Difficulties. The Narrator rolls the check. If the check succeeds, you disable the device. If the
check fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If it's a
trap, you set if off. If it's some sort of sabotage, you think that the device is disabled, but it's not. You can rig simple
devices to work normally for a while and then fail later, if you choose.

Improvise Traps: You can use Disable Device to set up quick deadfalls or breakaway items, if your Narrator agrees.
As a full-round action, you can make a Disable Device check to set up an improvised trap out of nearby materials. If
you are being observed, you must make a Bluff check to conceal your intentions. When an enemy enters the location
of the trap, you can trigger it, dealing damage according to your Disable Device check. A check result of at least 20
is required for the trap to deal any damage at all. A check that exceeds 20 deals +2 damage, with the damage rising
by +1 for every 5 points by which the check exceeds 20. The victim of the trap is allowed a Reflex save against a DC
equal to 10 + half your Disable Device ranks to halve the damage. You do not need tools for this use of Disable
Device.

Challenges: You can take the following challenges with Disable Device:

Hide Tampering: If you add +5 to your Difficulty, you can conceal any tampering with a device. Anyone who
inspects the device must make a Notice check against your Disable Device check result to notice your tampering. On
a failed check, it goes unnoticed.

Try Again: Yes, though you must be aware you have failed in order to try again.

Action: Disabling a simple device is a full-round action. Intricate or complex devices require multiple rounds at the
Narrator's discretion.

Special: You can take 10 when making a Disable Device check. You can take 20 to open a lock or to disable a
device, unless trying to prevent your tampering from being noticed, but if there is a consequence for failure (such as
setting off a trap), you automatically suffer it.

If you do not have the proper tools, you take a -4 penalty on your check. Without any tools at all, you may not
attempt it at all, depending on Narrator’s judgement.

Disguise (Cha; Requires Tools)

You can use makeup, costumes, and other props to change your appearance.

Check: Your Disguise check determines the effectiveness of your disguise. It is opposed by others' Notice checks.
Make one Disguise check even if several people make Notice checks. The Narrator makes the Disguise check
secretly so you are not sure exactly how well your disguise will hold up under scrutiny.

If you don't draw any attention to yourself, however, others don't get to make Notice checks. If you come to the
attention of people who are suspicious, they get to make a Notice check. (The Narrator can assume suspicious
observers take 10 on their Notice checks.)

The effectiveness of your disguise depends in part on how much you attempt to change your appearance.

Disguise Modifier
Minor details only 5
Appropriate uniform or costume 2
Disguised as different sex -2
Disguised as different age category -2

If you are impersonating a particular individual, those who know the subject automatically get to make Notice
checks. Furthermore, they get a bonus on the check.
Familiarity Bonus
Recognizes on sight 4
Friend or associate 6
Close friend 8
Intimate 1

Usually, an individual makes a Notice check to detect a disguise immediately upon meeting you and each hour
thereafter. If you casually meet many different people, each for a short time, the Narrator checks once per day or
hour using an average Notice modifier for the group (assuming they take 10).

Challenges: You can take the following challenges with Disguise:

Face in the Crowd: With a -5 penalty to your check result, you can craft a disguise that is less likely to draw
attention. Only people who specifically single you out and try to notice your deception receive Notice checks to do
so. Guards and other passive observers take no special notice of you unless you draw attention to yourself or interact
directly with them.

Quick Change: You can adopt a disguise as a full-round action by taking a -5 penalty to your check. However,
anyone who comes within one visual range increment of you (usually 10 feet) automatically sees through your
disguise due to its makeshift nature.

Try Again: No, though you can assume the same disguise again at a later time. If others saw through the previous
disguise, they are automatically treated as suspicious if you assume the same disguise again.

Action: A disguise requires at least 10 minutes of preparation. The Narrator makes Notice checks for those who
encounter you immediately upon meeting you and again each hour or day thereafter, depending on circumstances.

Special: If you don't have any makeup, costumes, or props, you take a -4 penalty on Disguise checks.

Escape Artist (Dex)

You're trained in escaping from bonds and other restraints.

Check: Make a check to escape from restraints or to squeeze through a tight space.

Restraint Escape Artist DC


Ropes Opponent's Dexterity +20
Tight space: 20
Manacles 25
Masterwork manacles 30

Tight Spaces: For a tight space, a check is only called for if your head fits but your shoulders don't. If the space is
longer than your height, such as a chimney, the Narrator may call for multiple checks. You can't fit through a space
your head doesn't fit through. You can also reach through a tight space that your hand fits through but your arm
normally does not by making an Escape Artist check.

Escaping Grapples: You can use Escape Artist skill in grapples. On particulars, see the grapple rules.
Challenges: You can take the following challenges with Escape Artist:

Conceal Efforts: In exchange for a +5 to the Difficulty, you can conceal your efforts to escape. Anyone who inspects
your bindings must make a Notice check with a Difficulty equal to your Escape Artist check result. If the Notice
check fails, they do not notice your efforts to escape. So, for example, you could leave your bonds apparently in
place so a villain doesn't realize that you're actually free.
Try Again: You can make another check after a failed check if you are squeezing through a tight space. If the
situation permits, you can make additional checks as long as you are not being actively opposed.

Action: Making a check to escape from being bound by ropes or other restraints requires 1 minute. Squeezing or
reaching through a tight space takes at least 1 minute, maybe longer, depending on the distance.

Forgery (Int, Untrained, Requires Tools)


Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity
to see the details of what you’re writing, wax for seals (if appropriate), and some time. To forge a document on
which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the
like), you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a
signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer
document written in the hand of some particular person, a large sample of that person’s handwriting is needed.
The check is made secretly, so that you’re not sure how good your forgery is. You don’t even need to make a
check until someone examines the work. Your Forgery check is opposed by the Notice or Forgery check of the
person who examines the document to check its authenticity. The examiner gains modifiers on his or her check if any
of the conditions on the table below exist.

Condition Reader’s Check


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

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

Handle Animal (Cha)

You know how to handle, care for, and train various types of animals.

You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or
even domesticate them.
Check: The DC depends on what you are trying to do.
Task Handle Animal DC
Handle an animal 10
“Push” an animal 25
Teach an animal a trick 15 or 20*
Train an animal for a general purpose 15 or 20*
Rear a wild animal 15 + CR of animal
* See the specific trick or purpose below.

Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. It is generally
a move action. If the animal's condition is something other than normal (it's fatigued or injured, for example), the
Difficulty increases by +2. If your check succeeds, the animal performs the task or trick on its next action.
“Push” an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically
capable of performing. This takes generally a full action. This category also covers making an animal perform a
forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal's condition is something
other than normal (it's fatigued or injured, for example), the Difficulty increases by +2. If your check succeeds, the
animal performs the task or trick on its next action.
Teach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Handle
Animal check against the indicated DC. An animal with an Intelligence score of -5 can learn a maximum of three
tricks, while an animal with an Intelligence score of -4 can learn a maximum of six tricks. Possible tricks (and their
associated DCs) include, but are not necessarily limited to, the following.
• Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish
the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous
humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural
creatures as undead and aberrations) counts as two tricks.
• Come (DC 15): The animal comes to you, even if it normally would not do so.
• Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without
any command being given. Alternatively, you can command the animal to defend another specific character.
• Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know
this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is
defeated.
• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal
fetches a random object.
• Guard (DC 20): The animal stays in place and prevents others from approaching.
• Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.
• Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or
barking, and so on.
• Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or
animate.
• Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that
come by, though it still defends itself if it needs to.
• Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent
ability.)
• Work (DC 15): The animal pulls or pushes a medium or heavy load.
Obey Master Only: You can teach an animal to obey only you. Teaching an animal to only obey you counts as a trick
(in terms of how many tricks the animal can learn). It does not require a check; however, it increases the Difficulty of
all tricks you teach the animal by +5. Any person other than you who attempts to make the animal perform a trick
takes a -5 penalty on his Handle Animal check. If the animal already knows any tricks, you must retrain it (with the
+5 Difficulty) in order to gain this benefit. If you increase the Difficulty of the tricks you teach animal by 10, you
increase the penalty others take on their Handle Animal checks to -10.

Train an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply train it for
a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a
common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks
included in the training package. If the package includes more than three tricks, the animal must have an Intelligence
score of -4 or higher.
An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks
(above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires
fewer checks than teaching individual tricks does, but no less time.
• Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come,
defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also
“upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a
successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the
animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
• Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training
an animal for fighting takes 3 weeks.
• Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training
an animal for guarding takes 4 weeks.
• Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an
animal for heavy labor takes 2 weeks.
• Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track.
Training an animal for hunting takes 6 weeks.
• Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and
stay. Training an animal for performance takes 5 weeks.
• Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal
for riding takes 3 weeks.
Rear a Wild Animal: To rear an animal means to raise a wild creature from infancy so that it becomes domesticated.
A handler can rear as many as three creatures of the same kind at once.
A successfully domesticated animal can be taught tricks at the same time it's being raised, or it can be taught as a
domesticated animal later.
Action: Varies. Handling an animal is a move action, while “pushing” an animal is a full-round action. (Characters
with an animal companion can handle it as a free action or push it as a move action.) For tasks with specific time
frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working
toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach,
rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds,
you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or
the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.
Try Again: Yes, except for rearing an animal.
Special: You can use this skill on a creature with an Intelligence score of -5 or -4 that is not an animal, but the DC of
any such check increases by 5. Such creatures have the same limit on tricks known as animals do.
Untrained: If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic
animals, but you can't teach, rear, or train animals.
Try Again: Yes.
Action: See above.
Special: An untrained character uses Charisma checks to handle and push animals, but can't teach or train animals.

Intimidate (Cha; Interaction)

Although intimidation is not the approach for polite society, sometimes a forceful approach is called for, and the
Intimidate skill covers all sorts of forceful social interactions, not just threats. The difficulty depends on the level or
Challenge Rating of the target, Wisdom and save modifiers against fear, on the situation and on the action you want
the target to take. Narrator can give an especially brave target special bonuses against Intimidate. Intimidate is in
certain respect more reliable than Diplomacy – if you succeed on the check, a target will always obey you.
DC=9+level+Wisdom+save modifiers against fear
Characters with the Iron Will feat receive +2 bonus to DC and can use Wisdom, Charisma or Intelligence,
whichever is higher.
The risk/reward is always calculated according to the opinion of the target. Eg if you try to persuade a
religious character to do something clearly against his religion, he will treat your proposition as Unfavourable or
Horrible. Note that if you are lying about the risk or the reward, you will need to make a Bluff check to convince the
target that what you are saying is true.

Situation Modifier to Intimidate


Target completely at your mercy +10
Target clearly outmatched +5
Target equally matched with you 0
You are clearly outmatched -20
You are completely at your target’s mercy check always fails
Modifier Risk/Rewar Description
d
-5 Favorable Obeying you is either beneficial to the target, is his duty or agrees with its
morality/convictions.
+0 Even Obeying you has no effect on the target, or the risk is the same as reward. (Eg when
parleying with reluctant mercenaries, you promise them that if they surrender you will
let them go with all their gear).
+10 Unfavorable The action is clearly against the convictions of the target or disadvantageous to it (eg
you want your determined enemy to surrender, promising that you will not harm
him).
+20 Horrible You want the target to behave suicidally, or to break his most deeply held convictions.
The check may fail automatically if you are not able to actually torture your target.

You generally cannot intimidate your enemies during combat, although you can you use intimidate to feint.
You can use Intimidate during parley, eg talking through walls, through closed doors etc.

Browbeat
If your check succeeds, you may treat the target as friendly for as long as you are able to threaten it. The target will
talk, advise, offer limited help, or advocate on your behalf while intimidated. Your target will only cooperate so
much, and won’t necessarily obey your every command or do anything that would directly endanger himself. If you
browbeat a character hostile to you, he will try to harm you in situations when you cannot detect it.
A creature you attempt to Intimidate becomes usually at least one level more hostile to you. If your check
succeeds this happens when you no longer can threaten it. If you are socially justified in intimidating your target,
they may not resent it – depending on your behaviour.
Command
Make an Intimidate check when you bark a command or issue an order to someone and want it obeyed now. The
social situation must give you some, even if completely tenuous, justification to give orders. Eg you can take control
when some emergency is going on, or if you are wearing an official uniform, or when you are an armed criminal and
want an unarmed shopkeeper to give you his cash, etc. You cannot give orders to your enemies in combat. If the
character issuing an order has a legal right to do so, the Narrator grants bonuses as if the target was outmatched. A
noble issuing a command to a commoner has a clear advantage (+5 bonus), while a king making the same command
has a major one (+10 bonus). A check is only necessary in cases where there's some question about whether or not
the subject will obey the order. A loyal subject or retainer, for example, will carry out routine orders without need for
a check, but a command to leave a comrade behind on the battlefield may require one, for example.
Interrogation
To get information out of someone by exerting pressure, make an Intimidate check. You must have the target
completely at your mercy – that is, unable to defend against you, and you do not receive the corresponding bonus to
check. Remember that the target will be able to consider the impact of giving up the information (or, consequently,
NOT giving it up). A successful Intimidate check gets the information. Making such a check may require some time.
Modifiers may apply for the use of especially effective interrogation techniques ranging from sleep deprivation to
torture.
If the target can make an opposed Sense Motive check; roll Intimidate without adding modifiers. If he
succeeds, he learns what answer you expect and what do you know about situation. This allows him to suit the
answer to your desires.
Action: An Intimidate check is a full-round action. Interrogation usually takes some hours.
Feint: You can make an Intimidate check to feint in combat. See the rules of Feinting for particulars.
Challenges: You can take the following challenge with Intimidate:
Mass Intimidate: You can attempt to intimidate more than one subject at a time. You suffer a -2 penalty to your
check per opponent beyond the first. When calculating the Difficulty of the Intimidate check, use the highest level of
the character in the group.
Try Again: No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying
again doesn't help. If the initial check fails, the other character has become more firmly resolved to resist, and trying
again is futile. You can make Intimidate checks to feint in combat until you fail, after which the target is no longer
intimidated by you.
Action: An Intimidate check is a full-round action. Feinting in combat is a standard action.
Knowledge (Int)
Intelligence, Trained Only, Requires Specialization
This skill encompasses several specialties, each of them treated as a separate skill. These specialties are defined
below.

Check: Make a Knowledge check to see if you know something. The Difficulty for answering a question is 10 for
easy questions, 15 for basic questions, and 20 to 30 for difficult questions. The Narrator sets the difficulty for a
particular question.

Identifying monsters: You can often use this skill to identify monsters and their special powers or vulnerabilities.
You must use the correct specialty of the skill. In general, the Difficulty of a check to identify a monster equals
10 + the monster’s challenge rating or level (if the monster lacks the challenge rating). A successful check allows
you to indentify a monster and to remember a bit of useful information about it.
The difficulty to gain a general knowledge of the special powers and vulnerabilities of a monster equals
15 + the monster’s challenge rating or level. For every 5 points by which your check result exceeds that difficulty,
you recall an additional piece of useful information (if any remains). This represents scholarly knowledge.
A character can identify or remember something about a well-know monster even without possessing a relevant
knowledge skill, but such popular knowledge is not infallible and can represent only a superstition.

Special: An untrained Knowledge check: Without actual training, a character can only answer easy or basic
questions about a topic - Difficulty 10 or lower.
Try Again: Usually no. The check represents what a character knows; thinking about a topic a second time doesn’t
let you know something you didn’t know before. The Narrator may allow another Knowledge check if a character
gets access to a better source of information. For example, a hero who doesn’t know the answer to a particular
question on his own might get another check with access to a library (and could take 20 on that check, depending on
the circumstances).
Action: Taking 20 on a Knowledge check requires at least an hour, longer if the Narrator decides the information
you’re looking for is particularly obscure or otherwise restricted. You can take 10 when making a Knowledge check
only if you have training. You can take 20 only if you have access to the appropriate research materials (such as a
library).

Knowledge specialties, and the topics each one encompasses, are as follows:

• Arcana (psionic monsters, ancient mysteries, magic traditions, arcane symbols, cryptic phrases) Includes
Spellcraft and Psionics - Body of lore dealing with the phenomena of psionics in all its many manifestations.
Psionics covers ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, and
psionic races.
• Engineering (constructs, architecture, buildings, aqueducts, bridges, fortifications, technics). It includes
knowledge about larger magical machines (but not smaller portable items as wands etc).
• Geography (humanoids, lands, terrain, climate, people, legends, personalities, inhabitants, laws, customs,
traditions) includes Knowledge(local)
• History (wars, colonies, migrations, founding of cities, ancient languages) Includes Decipher Script
• Nature (animals, magical beasts, monstrous humanoids, plants, seasons and cycles, weather)
• Caverns (vermin, oozes, aberrations, caves, caverns, dungeons, spelunking, archeology, prehistory,
underdark, forbidden dark gods, K’n-yan)
• Religion, including philosophy (undead, gods and goddesses, mythic history, ecclesiastic tradition, holy
symbols, philosophy, mysticism)
• Science&Planes (outsiders, elementals, the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal
Plane, magic related to the planes, astronomy, astrology, physics)
• Bardic (dragons, fey, giants, information about notable people, legendary items, or noteworthy places,
royalty, lineages, heraldry, family trees, mottoes, personalities) Includes Knowledge (Nobility and royalty)

Knowledge (Bardic)
Legendary knowledge, often learned by druids, bards, storytellers, minstrels and the like. It includes information
about dragons, fey, giants, notable people, legendary items, or noteworthy places, also nobility and royalty, their
lineages, heraldry, family trees, mottoes and personalities.
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its
general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Difficulty Type of Knowledge


10 Common, known by at least a substantial minority; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known
only by those who don’t understand the significance of the knowledge.

Knowledge (Engineering)
Knowledge about engineering: constructs, architecture, buildings, aqueducts, bridges, fortifications, also about
greater magical items.

Use Magic Engine: Use this skill to activate larger, non-portable magic devices. The difficulty is set by Narrator
separately for each engine. This represents the difficulty to research and deduct the proper method of operating the
engine.

Activate Blindly: Some magic devices are activated by special words, thoughts, or actions. You can activate such an
item guessing the activation word, thought, or action, even if you don’t know and has no basis to deduct it. This
requires a Knowledge (Engineering) test with Difficulty 25 (or other set by Narrator). You must speak or otherwise
attempt to get it to activate. If you fail by 9 or less, you can’t activate the device. If you fail by 10 or more, you suffer
a mishap. A natural rolls of 2-5 always mean you failed to activate it, and natural roll of 1 is always a mishap.
A mishap means that magical energy gets released but it doesn’t do what you wanted it to do. The default
mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 4 points of
damage to you. If you activate item blindly often enough, you learn gradually how to control it. You get a special
+1 bonus on your Use Magic Device check for each time you have activated the device before. After you activated it
at least 5 times, the natural rolls of 1-5 no longer automatically fail.

Knowledge (History)
Knowledge about history: royalty, wars, colonies, migrations, founding of cities,
Decipher Script
Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form.
The base Difficulty is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or
very old writing.
If the check succeeds, you understand the general content of a piece of writing about one page long (or the
equivalent). If the check fails, make a Difficulty 5 Wisdom check to see if you avoid drawing a false conclusion
about the text. (Success means that you do not draw a false conclusion; failure means that you do.) Both the
Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can’t tell whether the
conclusion you draw is true or false.
Action: Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).
Try Again: No.

Knowledge (Arcana)
knowledge about Arcana: ancient mysteries, magic traditions, arcane symbols, cryptic phrases, dragons, Constructs,
magical beasts. Includes knowledge about psionics.

Spellcraft Use this skill to identify spells as they are cast or spells already in place.
Difficulty 10 + caster level
Identify a spell or power being cast. (You must see or hear the spell’s verbal or somatic components or be able to
detect arcane energies.) No action required. No retry.

Difficulty 15 + caster level


Identify a spell or power that’s already in place and in effect. You must be able to see or detect the effects of the
spell. No action required. No retry.
When you use Second Sight power to detect auras, if the items or creatures bearing the auras are in line of sight, you
can make Knowledge(supernatural) skill checks to determine the magic involved in each. (Make one check per aura;
Difficulty 10 + caster level. If you exceeds Difficulty on Knowledge(Supernatural) test by 5 or more, you magically
divine the item’s function, its means of activation and the number of charges remaining.
By tasting a potion, you can make Knowledge(Supernatural) test with Difficulty 25 to identify it. It takes
1 minute and cannot be retried.
Knowledge(supernatural) test with Difficulty 30 allows to remember an item or similar ones from studies.
Most appropriate to legendary items or items in customary shape. Success gives a hint or even reveals every detail
about the item.

Knowledge (Local)
A variant of Knowledge (Geography) used only by NPC. Player characters, who travel widely, use Knowledge
(Geography) for information about both the local situation and the affairs in the far areas; DM can impose suitable
penalty to reflect the difficulty of gaining current information about far-off continents, or about places PCs only
recently arrived to. NPCs who remain only in one location can possess Knowledge (Local) instead. It works exactly
as Knowledge (Geography), but gives information only about the local area. Both skills include informations about:
humanoids, legends, personalities, inhabitants, laws, customs, traditions, lands, terrain, climate, people.

Medicine (Wis; Trained Only; Requires Tools)


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

Challenges: You can take the following challenges with Medicine:


Heal Thyself: Taking a -5 penalty on your check, you can use the Medicine skill on yourself to diagnose, provide
care, or treat disease or poison.
Try Again: Generally speaking, you can’t try a Medicine check again without proof of the original check’s failure.
you can always try again to revive dazed, stunned, or unconscious characters, and stabilize dying characters.
Action: Medicine checks take different amounts of time based on the task at hand, as described above.
Special: You can take 10 when making a Medicine check. You can take 20 only when attempting to revive dazed,
stunned, or unconscious characters.
If you do not have the appropriate medical equipment – medical kit, you take a -4 penalty on your skill check, and in
certain circumstances may be unable to attempt checks at all.

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

Perform (Cha; Requires Specialization)

This skill encompasses several types of performance, each treated as a separate skill.
Check: You are accomplished in some type of artistic expression and know how to put on a performance. The
quality of your performance depends on your check result.

The Perform specialties are as follows:


* Acting: You can perform drama, comedy, or action-oriented roles with some level of skill.
* Dance: You are a dancer, capable of performing rhythmic and patterned movements to music.
* Oratory: You can deliver dramatic and effective speeches and monologues.
* Music: You can play instruments, sing and make lovely noises.

To determine the result of a performance, make a Perform check and consult the following table:
Check Result Performance
10 Amateur performance. Audience appreciates your performance, but isn't impressed.
15 Routine performance. Audience enjoys your performance, but it isn't exceptional.
20 Great performance. Audience impressed.
25 Memorable performance. Audience enthusiastic.
30 Masterful performance. Audience awed.

Try Again: Not for the same performance and audience.


Action: A Perform check usually requires at least several minutes to an hour or more.

Ride
(Dex; Trained Only)
You are skilled at riding a creature, usually a horse, but possibly something more exotic, like a hippogriff or
pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks.

Check: Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount
without a problem.The following tasks do require checks.

Task Ride DC
Guide with knees 5
Stay in saddle 5
Fight with warhorse 10
Cover 15
Soft fall 15
Leap 15
Spur mount 15
Control mount in battle 20
Fast mount or dismount 20*
Handle Mount 10
“Push” Mount 25

* Armor check penalty applies


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

Search (Int)
You can search an area looking for clues, hidden items, traps, and other such details. The Notice skill allows you to
notice things immediately, while Search allows you to pick up on details with some effort.

Check: You generally must be within 10 feet of the area to be examined. You can examine up to a 5-foot-by-5-foot
area or a volume of goods 5 feet on a side with a single check.
A Search check can turn up individual footprints, but does not allow you to follow tracks or tell you which
direction the creature or creatures went or came from (see the Survival skill).
Difficulty Task
10 Ransack an area to find a certain object.
20 Notice a typical secret compartment, a simple trap, or an obscure clue.
25+ Find a complex or well-hidden secret compartment or trap. Notice an extremely obscure clue.

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

Sense Motive (Wis)

You can tell someone's true intentions by paying attention to body language, inflection, and intuition. Sense Motive
is the catchall skill for resisting social interactions. While each interaction skill typically opposes itself (it's harder to
trick someone who's skilled in Bluff, for example), Sense Motive covers a general social shrewdness and awareness
of the ins and outs of interaction. Sense Motive checks are made usually to resist other interactions.

Check: A successful Sense Motive check allows you to avoid the effects of some interaction skills. You can also use
the skill to tell when someone is behaving oddly or assess their trustworthiness.
Assessing Social Situations
You can make a Sense Motive or Diplomacy check to get a feel for any social situation. It's Difficulty 15 to get a
general idea of the mood of a situation, as well as the prevailing attitude (so you have an idea of the Difficulty of
using other interaction skills). Picking up on subtle undercurrents may require a higher check result, at the Narrator's
discretion.
Read Intentions
You can detect someone’s true aims, and whether he or she is trustworthy and honorable. Use the modified level
difficulty.
Modified Level Difficulty= 9 + Level+Wisdom
The target can make an opposed Bluff check instead.
Notice Influence
You can make a Sense Motive check to notice someone acting under supernatural influence. The Difficulty is 5 + the
power's bonus.
Notice Innuendo
You can use Sense Motive to detect a hidden message transmitted via the Bluff skill (Difficulty equal to the Bluff
check result). If your check result beats the Difficulty, you understand the secret message. If your check fails by 5 or
more, you misinterpret the message in some fashion. If you are not the intended recipient of the message, your
Difficulty increases by 5.
Resist Interaction
You can make an opposed Sense Motive check to resist or ignore the effects of certain interaction skills, such as
Bluff or Diplomacy. You declare that you wish to make an opposed check before the opponent rolls. Both you and
the opponents add the normal situational modifiers to his check. If the result of your check exceeds your opponent's
check result, you understands his true aims and situation.

Challenges: You can take the following challenges with Sense Motive:

Read Situation: For every +5 you increase the Difficulty of your Sense Motive check, you learn one fact about the
situation at hand when evaluating a situation or individual. The Narrator may tell you things like someone's apparent
goal(s), the nature of an interaction, and so forth.

Try Again: No, though you can make a Sense Motive check for each interaction attempt against you.
Action: A Sense Motive check may be made as a reaction to notice or resist something. (When that's the case, the
Narrator may roll the Sense Motive check in secret, so you don't know if there's something to notice or not.) Using
Sense Motive to evaluate a person or situation takes at least 1 minute.

Sleight of Hand (Dex; Trained Only)

You can perform feats of legerdemain such as picking pockets, palming small objects (making them seem to
disappear), and so forth.

Palming: With a DC 10 Sleight of Hand check, you can palm an object at least two size categories smaller than
yourself that you have in your possession: for instance, make a coin ”disappear.” If someone observes you
while you do this, they may make a Notice check to notice you doing it, but this doesn’t prevent you from
performing the action.

Feint: You may make a Sleight of Hand check to feint in combat.

Thievery: When you try to take something from another person, which does not actively observe you. The difficulty
equals to their Defense. If you succeed, you obtain the object. Regardless whether you succeed, your opponent
makes an opposed Notice check to detect the attempt. The opponent detects the attempt if his check result beats your
character's check result, whether you take the object or not.
If the target is actiely observing you, you suffer -10 penalty to your Sleight of Hand checks. If the target is
fighting you, you suffer -20 penalty.
You can only take an item that’s two or small size categories smaller than you, and generally only an item that
they aren’t paying active attention to (i.e.,not a wielded weapon or something similar). With -20 cumulative penalty
for each size category, you can handle objects of larger size than normally allowed for Sleight of Hand.
You can use Sleight of Hand to entertain an audience as if using the Perform skill.

Planting: You can make a Sleight of Hand check to plant a small object on a person, slip something into their
pocket, drop something into their drink, and so forth. This has the same Difficulty and Notice check as thievery.

Concealment: You can hide on object at least two size categories smaller than yourself on your person, making your
check result the Difficulty of a check to find the object. Anyone attempting to find the hidden object rolls Notice, if
observing you, or Search, if frisking you. When using Search, the opponent gains +4 bonus to their check. Daggers
and similar weapons designed to be hidden give you a +2 bonus on the check, items three or more size categories
smaller than you give you a +4 bonus, and wearing heavy or baggy clothing gives you a +2 bonus in any event.
With a DC 20 Sleight of Hand check, you can draw a hidden weapon as if it was openly displayed; the exact
action depends on your Combat Bonus.

Try Again: Yes, but you are observed if the first attempt was noticed.

Action: A Sleight of Hand check is a standard action.

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

Survival (Wis)

You use this skill to survive in the wilderness, finding food and shelter and safely guiding others.

Check: You can keep yourself and others safe and fed in the wild.
Difficulty Task
10 Get along in the wild. Move up to half the character's overland speed while hunting and foraging (no
food or water supplies needed). The character can provide food and water for one other person for every
2 points by which the character's check result exceeds 10.
15 Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the
character's overland speed, or gain a +4 circumstance bonus if stationary. The character may grant the
same bonus to one other character for every 1 point by which the character's check result exceeds 15.
18 Avoid getting lost and avoid natural hazards, such as quicksand.

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

Trailblazing
You can use this skill to cut a trail through the toughest terrain and allow you and your allies to increase your
overland movement. When you travel over terrain that hampers your movement, you may make a Survival check at
Difficulty 15. If you succeed, you increase your movement by 1/4. If you fail, you suffer the normal movement
penalty. You cannot go faster than your normal unhampered speed.
You can blaze a trail for up to five people (including yourself) without a penalty. You cannot use the
trailblazing ability in combat.

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

Surface Difficulty
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20

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

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

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

Swim (Str, Trained Only)

You can swim and maneuver underwater.

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

Water Difficulty
Calm water 10
Rough water 15
Stormy water 20

Each hour you swim, make a Swim check (Difficulty 20). If the check fails, you suffer from fatigue. Unconscious
characters go underwater and immediately begin to drown.
You also make Swim tests when attempting unusual maneuvers, in the situations when on dry land you would
need to make Acrobatics, Climb or Jump tests. Aquatic creatures need to make Swim checks only when attempting
such maneuvers.
Challenges: You can take the following challenges with Swim:
Accelerated Swim: For a +5 Difficulty increase, you increase your swimming speed by one-quarter your normal
speed. You can take this challenge up to three times to increase your swimming speed up to your normal speed. You
suffer the normal effects of failing your Swim check. You can move at double this speed as a full action, but this
counts as an all-out movement.
Rescuing: Rescuing another character who cannot swim (for whatever reason) increases the Difficulty of your Swim
checks by +5, but allows both of you to remain afloat.
Action: A Swim check is either a move action or a full-round action, as described above.
Chapter IV: Feats
Starting characters receive 5 feats.
Some feats are designated as Combat Style feats. You can use only one Combat Style feat or power at the
same time. If you possess multiple such feats or powers, you must select one you want to use, although you can
freely change that selection at any moment.

Combat Feats

Blind-fight (Warrior, Expert)


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

Blindsense (Warrior, Expert)


Prerequisite: Notice 8 ranks
It is an improved version of the Blindfight feat, and replaces it for characters who gain the prerequisite. In addition to
the ability granted by it, it provides all the benefits of previous feat.
Using non-visual senses, such as acute hearing, you notice things you cannot see within 30 feet. You usually
do not need to make Notice checks to pinpoint the location of a creature within range of your blindsense ability,
provided the creature does not have total cover. Any opponent you cannot see normally still has total concealment,
and you still have miss chance when attacking foes that have concealment. Visibility still affects your movement.
You are still treated as surprised by attacks from creatures you cannot see.

Blindsight (Warrior, Expert)


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

Bypass Damage Reduction (Warrior, Expert)


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

level Bonus
6 ignores damage reduction due to a specific kind of damage (piercing, slashing,
bludgeoning).
11 Adaptable (ignores damage reduction due to material or kind of damage)
14 Irresistible (ignores damage reduction)
16 Ghost Touch

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

Exotic Weapon Training (General)


You're trained in the use of a particular exotic weapon. Each exotic weapon requires a separate feat.
Far Shot (General)
When you use a projectile weapon, such as a bow or firearm, its range increment increases by half (multiply by 1.5).
When you use a thrown weapon, its range increment doubles (multiply by 2).

Heavy Armor Training (General)


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

Improved Initiative (General)


You get a +4 bonus on initiative checks.

Improved Strike (General)


You can inflict lethal damage with your unarmed strikes. Normally, unarmed attacks only inflict non-lethal
damage. If you have a free hand, you can use it. You can also attack with your feet, elbows etc. You do not gain
additional attacks – such attacks must be made instead of your normal attacks. Your unarmed attacks count as small
bludgeoning weapons and can be used to two-weapon attack; if you have at least one hand free, you can benefit from
Two Weapon Fighting. You can also inflict lethal damage during grappling. Finally, you always count as armed, as
long as you are free (not bound). You never suffer penalties to defense for being unarmed.
In addition, when you make an unarmed attack or an attack with a bludgeoning weapon, you can try to knock
out your opponent. You make an unarmed attack with a – 2 penalty, or an attack with a bludgeoning weapon with a –
4 penalty. If you manage to disable your opponent, he falls prone, drops held items, and is stunned.
At the end of each turn he can make a Fortitude save against a Difficulty of 10 plus your damage bonus. A
successful save means he can act again (starting from the next turn). Regardless of the saves, the condition ends after
10 minutes. Minions do not get to make a save and are always knocked out for 10 minutes.

Light Armor Training (General)


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

Martial Weapon Training (General)


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

Mounted Combat (General)


Prerequisite: Ride 4 ranks
You know how to maneuver a mount in combat. Once each round, if your mount would be hit by an attack, you can
make a check using Ride skill as a reaction to negate the hit. The Ride check result must exceed the result of the
opponent’s attack roll. You can also make a Ride check as a full-round action, in which case the skill result becomes
the mount’s effective Defense for the entire round against all attacks.
In addition, you can use ranged weapons while your mount is taking a double move without a penalty. While
your mount is moving all out you make attacks at–4 penalty. In either case, you make the attack roll when your
mount has completed half its movement.
Normal: You make ranged attacks when the mount is taking a double move at -4 penalty, and while it is moving all
out at -8 penalty.
Move-by Action (General)
When taking a standard action you can move both before and after the action, provided your total distance isn’t
greater than your movement speed. In particular, when you are fighting mounted, you and your mount can make
attacks in the middle of move.
When charging, you must move at least 10 feet in a straight line, with no backing up allowed. You must
attack when you within striking range of your target with your selected weapon - you can't run past the target and
attack from another direction. You can continue your movement after attacking the target, but still only in a straight
line.

Precise Shot (General)


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

Precise Shot, Improved (General)


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

Prone Fighting (General)


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

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

Seize Initiative (Warrior)


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

Shield Training (General)


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

Sneak Attack (Expert)


When you make a surprise attack (that is attack against an opponent who can use only base defense) or damage
opponent during a grapple, you do +1 damage. You can sneak attack with a ranged weapon, a melee precision
weapon or an unarmed attack. You cannot sneak attack with power weapons. You can also make sneak attacks with
weapon-like supernatural powers, that is powers which require an attack roll.
You cannot make sneak attacks with grenade-like weapons and with any weapons with area effect.
Ranged attacks can count as sneak attacks only if the target is helpless or unmoving – eg because not
expecting an attack. If you have the Precise Shot feat, you can use sneak attack with ranged attacks, so long as your
target is within one range increment.
You cannot sneak attack an opponent you cannot perceive at all (due to total concealment or some other
effect). Opponents immune to critical hits are still affected by Sneak Attack. Opponents who cannot be surprise
attacked are immune to sneak attack. When you gain levels in the Expert role, your sneak damage increases, as
indicated in the table below.
In order to use sneak attack, you must be able to reach vulnerable points of your target. This is assumed to be
possible if the enemy is no more than one size category larger than you. You can sneak attack larger enemies if they
are lying down etc, or when you are climbing on them.

Expert level Sneak Damage


1-3 +1
4-6 +2
7-9 +3
10-12 +4
13-15 +5
16-18 +6
19-20 +7

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

Two-Weapon Fighting (General)


Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens
by 2 and the one for your off hand lessens by 6. In effect, the penalties are lowered to –4 for both hands. If the off-
hand weapon is natural or Small, the penalties are lowered to -2 for both hands. Unarmed attacks count as small
weapons. If you have the Improved Strike feat, you can treat an empty hand as a second small weapon.
You gain also the Two-weapon Defense ability. When you wield two weapons and use only one of them to
make an attack, you gain a +3 parry bonus to your Defense against melee attacks. This bonus lasts until the
beginning of your next turn and is lost when you are surprise attacked.
You do not benefit from this feat while unarmed or with a weapon in only one hand. When you have the
Improved Strike feat or your unarmed attacks cause lethal damage for some other reason, you can use Two-Weapon
Defense when fighting unarmed, or with one hand empty.
You can use the Two Weapon Fighting feat only with melee weapons suited to that purpose. An incomplete
list of such weapons follows. Narrator can allow other weapons to be used.
- hands, for characters who have the Improved Strike feat, or gauntlets
- a weapon and gauntlet or hand, when possessing Improved Strike
- any two small or smaller weapons,
- rapier and maine-gauche,
- sword and mace or club,
- two rapiers,
- two butterfly swords,
- a torch in off-hand.

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

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

Versatility (Warrior)
You suffer no penalty when using improvised weapons and throwing melee weapons which cannot usually be
thrown. Your penalty for using weapons with which you are not proficient, of incorrect size, etc is reduced to -2.
You can pick up and throw any reasonably-sized object at hand as a dangerous weapon. Such items count as
Simple weapons and have a range increment of 10 feet. You deal your normal unarmed damage with such items
(including any bonuses you may have).

Combat Style Feats

Attack Specialization (General)


Combat Style feat
You have unusual prowess in one particular kind of attack. Choose one attack: unarmed, a type of weapon or
supernatural powers. If you have the Two-Weapons Fighting feat, you can also chose a set of two weapons; in that
case you receive bonuses for attacks with both weapons, but only if you wield both at the same time. Each time you
make the selected attack, you receive bonuses indicated in the table below. You can gain this feat multiple times.
Each time, it applies to a new attack.
You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or
powers, you must select one you want to use, although you can freely change that selection at any moment.

Character Level Bonus to Attack Bonus to Damage


1 1 0
6 1 1
12 2 1
18 2 2

Favored Opponent (General)


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

Rage (Warrior)
Combat Style feat
You can fly into a berserk rage as a free action, gaining +2 bonus to Strength and to Will saves, and a –2 penalty to
Defense. The −2 penalty to defense does not stack with the penalty caused by the Unguarded condition, caused eg
by being wounded. While raging, you can’t use skills or powers requiring concentration or patience, and you can’t
take 10 or take 20 on checks. Your rage lasts 30 rounds. When the duration runs out, you must make a Difficulty 17
Fortitude saving throw or suffer a level of fatigue (this counts as a Fatigue save for using supernatural powers, with
penalties for multiple fatigue saves).
At character level 8 and higher you gain a +3 bonus to Strength and Will saves. The penalty to Defense
remains –2. Fortitude Save difficulty equals 19. At character level 14 you gain a +4 bonus to Strength and Will
Saves, with Fortitude Save Difficulty 21; and at character level 16 you gain +5 to Strength and Will saves, with
Fortitude Save Difficulty 23. At character level 18 you no longer suffer – 2 penalty to defense when raging.
When raging, you cannot benefit from powers: Enhance Self or Enhance Other, from magic items which
imitate those powers, or any others ability bonuses. The bonuses from Rage are supernatural bonuses.
You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or
powers, you must select one you want to use, although you can freely change that selection at any moment.
In additon, Rage cannot be used together with Sneak Attack feat. Rage can be used normally with surprise
attacks, but you do not gain the damage bonus from Sneak Attack. The furious strikes of enraged warrior cannot be
used to strike precisely at a vulnerable point of a foe.
The bonuses from Rage and Fortitude save difficulties are summarized in the following table:
Character Level Bonus Fortitude save Difficulty
1-7 +2 17
8-13 +3 19
14-15 +4 21
16-17 +5 23
18-20 no penalty to defense when raging

Rapid Shot (General)


Combat Style feat
You can get one extra attack per round with a ranged or thrown weapon. The ranged weapon cannot require
reloading, or you must be able to reload it as a free action. You must use the full round action to use this feat. Each
attack you make in that round (the extra one and the normal one) takes a –2 penalty. When you reach character level
10, you have two additional attacks (three attacks per round in total). When you gain character level 15, you gain
three additional attacks (four attacks per round in total).
You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or
powers, you must select one you want to use, although you can freely change that selection at any moment.

Smite (Warrior)
Combat Style feat
Prerequisite: Charisma +1 or greater
You can charge a melee attack with the power of your determination. You cannot use this feat together with ranged
attacks.
You can designate an enemy as the target of your Smite. You can have only one such enemy at a time. You
can designate only an opponent which arouses your enmity or hate. You cannot designate an opponent in friendly
sparring, or unwilling, coerced or mistaken enemies, and similar.
When attacking a designated enemy, add your Charisma to your damage. You can add that bonus to all melee
attacks against the designated enemy until you kill him or designate another target.
At character levels 1-5 you can designate only one enemy per one encounter, as a free action. If you spend 15
minutes without fighting, you can use Smite again. Starting from character level 6 you can designate enemies as
often as you like, and always as a free action.
You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or
powers, you must select one you want to use, although you can freely change that selection at any moment.
In additon, Smite cannot be used together with Sneak Attack feat. Smite can be used normally with surprise
attacks, but you do not gain the damage bonus from Sneak Attack. The furious strikes of smiting warrior cannot be
used to strike precisely at a vulnerable point of a foe.

Spirited Charge (Warrior)


Combat Style feat
When using the charge action, you deal +3 damage with a melee weapon. When you reach character level 10, you do
not suffer -2 defense penalty after charging. When you reach character level 15, attack bonus given by charging
increases to +4, but only if you are mounted (this is a situational bonus).
You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or
powers, you must select one you want to use, although you can freely change that selection at any moment.

Whirlwind Attack (Warrior)


Combat Style feat
Prerequisite: Character level 4
As a full action, you can give up your regular attacks and instead make one melee attack against each opponent
within reach. Each attack you make in that round takes a –2 penalty. When you reach character level 10, you can use
this feat without penalty to attack. When you gain character level 15, you gain +2 bonus to attacks when using this
feat.
You can use only one Combat Style feat or power at the same time. If you possess multiple such feats or
powers, you must select one you want to use, although you can freely change that selection at any moment. When
using Whirlwind Attack, you cannot gain additional attacks from any other supernatural power, weapon property or
feat.
Combat Maneuver Feats

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

Grappling Finesse (General)


You retain your normal defense against all opponents while wrestling, but not while pinned. You still suffer -2
penalty to Reflex saves when you are wrestling. Remember that you are still subject to Sneak Attack damage when
you are damaged by the opponents you are wrestling with.
In addition, you receive +4 bonus to your Grapple Defense. This cannot be combined with the bonus for being
a creature which has more than two legs or is otherwise more stable than a normal humanoid (eg snake-shaped), or
being mounted or larger than your opponent. This bonus does not apply when you use the Escape Artist skill as your
Grapple Defense.
You also gain the Improved Trip ability. When you trip an opponent, you can make an immediate attack
against him. This counts as a part of the standard action used to initiate grapple.

Grapple Mastery (General)


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

Improved Disarm (General)


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

Protection Feats

Bathed in Styx (General)


Prerequisites: character level 3.
You have bathed in the lethal waters of Styx, and survived. Your flesh has become hard and cold like iron, and
gained undead toughness.
You gain supernatural bonus to toughness indicated on the table below. This is a supernatural armor bonus
(treated as magical bonus to Toughness) and it stacks with feat bonuses. You can benefit from this feat when using
an armor, or even a magical armor, if the supernatural bonus of the armor is lower than the bonus indicated in the
table. In that case you gain supernatural bonus to toughness from this feat instead of the bonus provided by the
armor. All other abilities of the magic armor work as normal.
Level Supernatural Bonus to Toughness
3-8 +1
9-11 +2
12-14 +3
15-16 +4
17-20 +5

Death Ward (General)


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

Diehard (General)
When your condition is reduced to dying, you automatically succeed on the Constitution check to stabilize on the
following round. Further damage can still kill you.
In addition, you gain the Tactical Withdrawal ability. When disabled, spending a Conviction point allows you,
for three minutes, to make two move actions per turn and to defend yourself normally. When using this option, you
retain your normal defense and cannot be a target of sneak attacks or surprise attacks.

Defense Focus (General)


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

Character Level Bonus


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

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

Great Fortitude (General)


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

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

Iron Will (General)


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

Lightning Reflexes (General)


You get a +2 bonus on all Reflex saving throws. In addition, you gain the Elusive Target ability. You are expert at
dodging and weaving around your foes, making you an elusive target while you're engaged in a melee. When you are
fighting in melee combat, others attempting to target you with ranged attacks are at a -8 penalty rather than the usual
-4 penalty for shooting into melee combat.
Mind Blank (General)
Prerequisite: character level 15
You gain this feat by being the beneficient of a powerful arcane ritual. The subject of this ritual is protected from all
devices, powers, effect and spells that detect, influence, or read emotions or thoughts. The subject is immune to to
magically caused fear and rage, cannot be possessed, dominated, charmed or fascinated; Heart Shaping, Heart
Reading, Illusion (but not Light Shaping), Mind Touch, Necromancy or Suggestion do not work in respect to him.
This feat does not protect against powers which merely damage mind, such as Psychic Blast.
In addition, the feat prevents discovery or information gathering by crystal balls or other scrying devices or
powers, augury, clairaudience, clairvoyance, communing, contacting other planes. In the case of scrying that scans
an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts
that are targeted specifically at the subject do not work at all. Mind blank even foils miracle and wish spells when
they are used in such a way as to affect the subject’s mind or to gain information about it.
Mind Blank does not protect you against powers or items allowing to see invisible or ethereal creatures,
darkvision, tremorsense etc. It does not stop Second Sense (when used directly, not through scrying object or power)
from detecting magic auras on you or your items and the effects of already used powers, but makes it impossible to
determine your caster level.
While the Mind Blank feat is active, the subject cannot use any scrying abilities, Heart Reading, Mind
Touch or Necromancy powers or communicate by telepathy. The subject can use the Heart Shaping power. The
subject can turn this feat off as a standard action. Turning it on again requires a five minutes meditation.

Mind Over Body (General)


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

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

Uncanny Dodge (General)


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

Role Feats

Expert Reflexes (Expert).


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

Warrior Fortitude (Warrior)


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

Will of the Adept (Adept)


You get a +2 role bonus to the Will saving throw. You cannot take this feat if you have a role bonus to Will. In
addition you gain the Gathering Power core ability.
Social Feats
Animal Empathy (General)
You have a special connection with animals. You can use the Handle Animal skill like Diplomacy to change the
attitude of an animal by interacting with it. Unlike a normal use of Diplomacy, you do not have to speak a language
the animal understands, and Animal Empathy affects creatures with Intelligence -4 or less normally. You can also
use the Bluff skill normally on animals. You don't actually need to speak to the animals; you communicate your
intent through gestures and body language and learn things by studying animal behavior.

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

Mass Suggestion (General)


Prerequisite: Suggestion
You can make the same suggestion simultaneously to any number of subjects you have already fascinated (see the
Suggestion feat). You must make the same suggestion to everyone.

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

Other Feats

Athletic Training (General)


Prerequisites: Dwarves cannot take this feat
Your Athletics Modifier (which determines running speed and skill at jumping) equals:
character level plus Strength or Dexterity (whichever is higher) plus 3 minus Armor Check penalty
You automatically succeed at checks to grasp the edge, if you failed to reach it when jumping, and to pull yourself up
when hanging from the edge.
In additon, you can use either Strength or Dexterity, whichever is higher, for Climb and Swim skills.

Darkvision (General)
You can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise nearly like normal sight.
It does not equal normal sight, however. You treat everything as being in dim light – you do not gain the bonus to
Notice checks for observing things in bright light. The presence of light does not spoil darkvision.
Eidetic Memory (General)
You have perfect recall of everything you've experienced. You have a +4 bonus on checks to remember things,
including saving throws against effects that alter or erase memories. You can make any Knowledge skill check
untrained, meaning you can answer questions involving difficult or obscure knowledge without ranks in a skill.
When you take this feat, you gain a skill rank per level +3; in other words a maximum number of skill ranks
for your level. The skill ranks must be used for a Knowledge skill. After you take this feat, whenever you gain a new
level, you gain a skill rank which must be spend on a Knowledge skill.

Hide in Plain Sight (General)


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

Night Vision (General)


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

Quarterstaff Mastery (General)


You receive +3 bonus to defense against melee attacks when wielding a quarterstaff.

Sense Teleports (General)


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

Skill Focus (General)


Choose a known skill. When making skill checks etc you treat the key ability of that skill as if it were equal to 6. At
character level 5 this value increases to 7, at level 10 to 8, at level 15 to 9 and at level 20 to 10. If the key ability is 0
or less, you receive – 1 penalty to skill. If it is 3 or more, you receive +1 bonus.
You can acquire this feat multiple times. Each time you do, it applies to a different known skill. This feat
cannot be applied to Climb, Swim or Acrobatics skills.

In addition to the changes in Skill Focus, the Talented feat is removed. This change has three purposes: to allow low-
level characters to know a skill well, to allow characters to become competent in a skill without having high key ability,
and finally to limit the maximum value of skill bonuses.

Still Spell (Adept)


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

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

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

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

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

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

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

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

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

Multiattack
Prerequisites: Two or more natural weapons.
This monster feat allows the creature to make multiple natural weapon attacks with the attack penalty -2 on all
attacks. It can attack one target with no more than two natural weapons.
Normal: If a monster has multiple natural weapon, it can attack with all of them. Each attack must be against
a separate target, and all attacks suffer -5 penalty to hit.

Rake
A creature with this special attack gains one extra natural attack when it uses the grapple maneuver to damage its
opponent. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with
the rake ability gains an additional attack that it can use only against a grappled foe. As a part of the Damage
opponent grapple maneuver, you roll the grapple check twice, and if both checks succeed, you roll damage twice.
Tireless
You have tremendous energy reserves. You suffer no penalties from being winded or fatigued, although you still
gain fatigue levels normally. This feat has no effect on exhaustion or unconsciousness due to fatigue.

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

Damage Reduction
A creature with this special quality receives a bonus to its Toughness against damage from most weapons and natural
attacks. The creature takes normal damage from energy attacks (acid, cold, electricity, fire, and sonic), powers (with
the exception of powers explicitly causing material damage, eg Move Object), and supernatural special abilities.
Damage Reduction does not affect poisons or diseases delivered by inhalation, ingestion, or contact. Characters can
always see that their attacks are weakened because of Damage Reduction.
The entry indicates the bonus (usually 2 to 6 points) and the type of attack that negates the ability. This
information is separated from the damage reduction number by a slash. The creature always, with the exception of
DR/area, takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and
supernatural abilities.
For purposes of harming other creatures with damage reduction, a creature’s natural weapons (but not
their attacks with weapons) count as the type that ignores its own damage reduction. For example, a vampire
has DR 4/silver and magical. This means a vampire can bypass the damage reduction of other creatures that are
vulnerable to silver and/or magical weapons, including other vampires. DR/- and DR/slashing, piercing or
bludgeoning cannot be overcome that way.
When converting from D&D, a creature receives 2 points Damage Reduction in for every 5 points of damage
reduction in D&D.

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

Damage Type
Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Natural weapons count as piercing,
bludgeoning, or slashing, depending on the kind of weapon in question. Bites inflict piercing, bludgeoning and
slashing damage at the same time, bypassing any kind of the above-mentioned damage reduction. Claws and talons
cause piercing and slashing damage. Slams, slaps and tentacles cause bludgeoning damage. Gorings (with horn or
antlers) and stings cause piercing damage. Unarmed attacks cause bludgeoning damage.

Special Material
Some monsters are vulnerable to certain materials: silver, adamantine, cold iron, stone or wood. Attacks from
weapons that are not made of the correct material have their damage reduced. Natural Weapons and Unarmed attacks
are equivalent to Wood for purposes of damage reduction.
There are only five possible types of special materials:

Adamantine. The following materials count as adamantine


– Alchemical Gold
– Black Steel
– Orichalcum
– N Metal
– Thinaun
– Urdrukar

Cold Iron. Any steel or iron weapon which is not made of adamantine or silvered counts as Cold Iron. In addition,
the following materials count as cold iron:
– Blood Steel
– Green Steel
– Morghuth Iron
– Trusteel
Silver:
– Pandemonic Silver
– Astral Driftmetal
– Entropium
– Nerra Mirrorblade
– Ysgardian Heartwire
– Mithril

Stone:
– Tainted Obsidian
– Blended Quartz
– Elukian Clay
– Kaorti Resin

Wood:
– Bronzewood
– Chitin
– Darkwood
– Iron wood
– Boneblade
– Dragon Bone

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

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

Nothing
When a damage reduction entry has a dash (–) after the slash, the creature takes normal damage only from energy
attacks (acid, cold, electricity, fire, and sonic), powers, and supernatural special abilities.

Area
Damage Reduction/area can be bypassed only by area attacks. Even energy attacks, powers and supernatural special
abilities which are not area attacks are subject to that reduction.

A few creatures are harmed by more than one kind of weapon. This kind of DR is indicated by the word “or”
between qualities, such as DR 2/cold iron or virtue. A weapon of either type overcomes this damage reduction.
A few other creatures require combinations of different types of attacks to overcome their damage reduction.
This kind of DR is denoted by the word “and” between qualities, such as DR 2/silver and holy. A weapon that falls
into one category but not the other is of no help in overcoming such damage reduction—the weapon must be both
types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic
weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with
an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Whenever damage reduction completely negates the damage from an attack, it also negates most special
effects that accompany the attack, such as injury type poison, a stunning, and injury type disease. Damage reduction
does not negate energy damage dealt along with an attack or ability drain. It also does not affect poisons or diseases
delivered by inhalation, ingestion, or contact. Attacks that deal no damage because of the target’s damage reduction
do not disrupt spells.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not
stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
Elemental Damage
All energy attacks and supernatural powers bypass all kinds of Damage Reduction, except for Damage
Reduction/area (which is bypassed only by area powers).
Some weapon qualities and power also cause weapons to inflict energy damage. In that case you add the
bonus damage (if any) of one of the elemental types to the weapon damage and treat the total damage as elemental.
Total elemental damage, which includes the basic damage of the weapons, bypasses Damage Reduction. If a creature
has Resistance or Immunity to the weapon’s elemental damage, you can use the weapon as if it didn’t cause the
elemental damage. In that case weapon causes normal damage, and the bonus damage (if any) is not added to the
total.

Energy Drain

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

Some spells and a number of undead creatures have the ability to bestow energy drain. For each level of energy
drain a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, grapple checks, damage rolls,
power checks, skill checks, and saving throws. For every level of energy drain, DC of saves against the creature’s
powers is lowered by 1.
The creature is treated as belonging to its normal level for purpose of bonuses from feats and powers,
maximum skill ranks etc. If a creature’s levels of energy drain equals or exceeds 5, it dies. The creature may rise as
an undead, often as a wight.
Penalties caused by energy drain and fatigue stack.
A creature with energy drain receives a new saving throw to remove a level of drain each week. The DC of
this save is the same as the effect that caused the drain. Energy drain can also be removed through spells like
restoration.

Incorporeal
Incorporeal creatures are not invisible. They are unaffected by the material world, able to pass through solid objects
and creatures and move in any direction, including up or down, at their normal movement speed, although they
cannot see when their eyes are within solid matter. Any equipment they are wearing or carrying is also incorporeal.
Armor and magical items used by incorporeal creatures affect them normally.
Incorporeal creatures do not leave footprints, have no scent, and make noise only intentionally. In almost all
cases, nonvisual senses are ineffective for detecting or pinpointing incorporeal creatures. Blindsense, blindsight,
scent, and tremorsense are all useless.
Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by powers,
spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by
normal fires, affected by natural cold, or harmed by mundane acids.
Even when hit by magic powers, or magic weapons, incorporeal creatures have a 50% chance (11 or better
on d20) to ignore any damage from a corporeal source (except for supernatural powers that affect the mind or spirit,
positive energy, negative energy, force effects, or attacks made with ghost touch weapons). Nondamaging magic
effects affect them normally unless they require corporeal targets to function or they create a corporeal effect that
incorporeal creatures would normally be unaffected by. (Percent rolls to avoid attacks, such as the above, or blur, or
total concealment, or blink, do not stack. You can roll to avoid getting hit only once.)
Incorporeal creatures affect each other normally. Attacks and supernatural powers used by incorporeal
creatures do not grant miss chance to other incorporeal creatures.
Incorporeal creatures cannot touch or affect material world. They can attack corporeal targets only with
Ghost Touch weapons and supernatural powers. Some incorporeal creatures have additionally special powers
allowing them to attack corporeal creatures.

Invisible
An invisible character is virtually undetectable. Defenders who cannot see them use only their base defense. Attacks
against invisible characters have a 50% miss chance.
Mental Weakening
Some spells, poisons and diseases have the ability to bestow mental weakening. It is similar to energy drain, except
it affects only checks based on Wisdom, Intelligence and Charisma abilities. For every level of mental weakening
a creature has, it takes a cumulative –1 penalty on power checks, ability checks and skill checks based on mental
abilities, and Will saving throws. For every level of energy drain, DC of saves against the creature’s powers is
lowered by 1.
The creature is treated as belonging to its normal level for purpose of bonuses from feats and powers,
maximum skill ranks etc. If a creature’s level of mental weakening and energy drain equals or exceeds 5, it is
unconscious and unable to awaken. If it equals 10, it is dead. Penalties caused by mental drain, mental weakening
and energy drain stack.
A creature with mental weakening heals naturally one level per week, or double that if the character gets
complete bed rest. Mental weakening can also be removed through spells like restoration.

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

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

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

Regeneration
A creature with this ability is difficult to kill. Damage dealt to the creature is treated as non-lethal damage. As long
as the creature has unhealed non-lethal damage, it makes a special recovery check each round; it must roll 16 or
better on d20 in order to remove the worst non-lethal damage condition. If the creature is unconscious, it can make
this special recovery only once per each 3 minutes.
Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn’t go away. The
creature’s descriptive text describes the details. Negative energy, poison, disease, death effects and the Destruction
power always cause lethal damage.

A regenerating creature that has been rendered unconscious through non-lethal damage can be killed with a
coup de grace. The attack must be of a type that can inflict lethal damage. If the unconscious creature is vulnerable to
fire, covering it with oil and burning it down kills it automatically; if it is vulnerable to acid, it dies if covered in acid.
Attack forms that do not deal physical damage (such as energy drain), cause death on failed save etc ignore
regeneration. Regeneration also does not heal damage caused by starvation, thirst, or suffocation. Regenerating
creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the
creature’s descriptive text. Severed parts that are not reattached wither and die normally. True undead and constructs,
who do not suffer non-lethal damage, cannot have Regeneration.
Regenerating creatures cannot possess resistances or immunities to the lethal types of damage. Powers which
grant such resistance or immunity do not function when applied to such creatures. Regenerating creatures can benefit
from resistance or immunity to lethal damage only when it is granted by worn magic items.

Resistance to Energy, Immunity to Energy & Elemental Damage

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

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

Resistances and Immunities to energy types obstruct the necessary exchange of energy with the environment; for that
reason it is impossible to have immunities to all types of energy.
- Immunities to Cold and Fire cancel each other out. A creature which has both is treated as having Cold and
Fire resistances only.
- Resistances to Cold and Fire cancel each other out. If you have both, you are treated as having neither. The
only way to gain resistances to both Cold and Fire is to gain the relevant immunities, which, as noted above,
downgrade to resistances.
- Immunity to Cold causes vulnerability to Fire; that vulnerability cancels out with the resistance to Fire, and
the other way round.
- Creatures which are Immune to Sound are at the same time deaf. They do not benefit from blindsense,
blindsight or tremorsense.

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

CR 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
S. R. 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 27

When designing monsters, level-appropriate spell resistance justifies lowering their Toughness by 1 or 2 compared to
the standard for their level.

Supernatural Armor
Supernatural armor represents magical power of a creatures, which gives it a supernatural bonus to Toughness. It is
treated in all respects as a supernatural armor bonus, and doesn’t stack with it (so generally creatures with
supernatural armor don’t benefit from wearing magic armor or items such as rings of protection). Suprernatural
armor, similarly to other supernatural bonuses to armor, cannot be bypassed by finesse attacks.
All creatures able to use magical items such as rings of protection, must normally either possess such items or
Supernatural Armor (otherwise it would be trivial to increase their toughness above the level appropriate for their
CR).

Supernatural Attack
All attacks by creature are treated as Magic for purposes of bypassing damage reduction. In addition, such attacks
receive supernatural bonus to damage. This bonus does not stack with the supernatural bonus provided by the
weapon. All other abilities of the magic weapon work as normal. This is a supernatural bonus and it stacks with
bonuses from feats.
Creatures able to use magic weapons usually must have either supernatural attack ability, or level-adequate
magic weapons. As an exception, creatures which have natural attack causing damage appropriate for its CR, and are
able to use weapons, but causing only lower damage, may not have supernatural attack damage even though they do
not have level-appropriate magic weapon. If, however, giving such a creature a level-appropriate weapon would
cause its damage to exceed CR guidelines, it must be have either magic weapon or Supernatural attack. Those
weapons or supernatural attack ability must be taken into account when creating or converting the creature.

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

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

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

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

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

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

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

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

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

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

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

Entangled
An entangled character suffers a –2 penalty on all Dexterity ability checks, attack rolls, skills checks based on
Dexterity and Reflex saving throws. This penalty applies also to Defense.
If the bonds are anchored to an immobile object, the entangled character cannot move. Otherwise, he can
move at half speed, but can't move all out or charge. An already entangled character that is entangled again becomes
helpless.

Fascinated
A fascinated character has been entranced by an effect. They stand or sit, taking no actions other than to pay
attention to the fascinating effect, for as long as the effect lasts. The character takes a -4 penalty on checks made as
reactions, such as Notice checks. They also count as distracted; this means they do not receive bonuses to Notice, eg
for enemies being in the open. Any potential threat – noticed by the fascinated character – allows him a new saving
throw to overcome the fascination. Any obvious threat, such as someone drawing a weapon or aiming an attack at the
fascinated character, automatically breaks the fascination. If a fascinated creature does not manage to notice an
attacker, it counts as helpless and can be the target of coup de grace. An ally can shake a fascinated character free of
the effect with an aid action. This grants the creature a new save, or, if he points out an obvious thread, breaks the
fascination.

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

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

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

On Fire
Characters hit by a fire-based supernatural power or other attack might find that they are on fire. The chances of
being set on fire are to be found in the description of the attack in question. Characters with Fire Resistance or
Immunity are never set alight.
A character set on fire makes DC 10 Will save during his next turn. If he succeeds, he spends a full round
putting out fire. If the save fails, he runs like mad (All-Out movement) in a random direction (Narrator’s decision)
and takes damage 5. Next turn he must repeat the save.
Minions who somehow survive being set alight automatically succeed on the Will save and spend one full
action putting out fire.
Typical adventurer outfit is fire-proof, fire being one of the most typical hazards. If a character is in street
clothes, however, and enters a blazing fire, he might find his clothes, hair, or equipment on fire. Those at risk of
catching fire are allowed a Difficulty 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he
takes +2 damage immediately and is treated as being on fire. In addition, any clothing and equipment which is not
fireproof is automatically destroyed.

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

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

Pinned
A pinned character is held immobile, but not helpless in a grapple. While you are pinned you cannot move or make
any actions. At your opponent’s option, you may also be unable to speak. As an exemption, you can use
extraordinary effort to gain a standard action. You must use this action to make a grapple check against your
opponent, or, in case of an adept, to use a power. (A sorcerer or wizard cannot use spells with verbal components if
he cannot speak, and cannot use any spells during a grapple if he does not have Still Spell feat).
When attacked by all except the opponent pinning you are treated as unguarded and prone. You use your
base defense, and take -2 penalty to Reflex saves. You cannot benefit from Uncanny Dodge Feat. You can be sneak
attacked. In addition to your -4 penalty to defense, opponents receive a +4 bonus on melee attacks against you. The
-4 penalty on ranged attacks they suffer cancels out with your penalty to defense.

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

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

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

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

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

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

Wrestling
While you’re grappling, grappled by or pinning an opponent you have the Wrestling condition. You cannot move
except by performing a grapple maneuver. You are treated as Unguarded by opponents you aren’t wrestling with,
and as result can be surprise attacked and sneak attacked by them. If such an opponent attacks you and misses, he
must roll attack again to see whether he does not hit your opponent. You retain your normal defense against
opponents you are grappling. However, if they hit you, they add the sneak attack bonus to damage. You cannot
make opportunity attacks while grappling.
You take -2 penalty to Reflex saves. You take this penalty even if you have the Grappling Finesse feat, which
allows you to retain your normal defense when grappling.
You do not have the wrestling condition if you are at least one size category greater than the opponent you are
grappling or grappled by. If you are grappled by a larger opponent you do have the wrestling condition. If you
possess the Grappling Finesse feat you retain your normal defense, and cannot be sneak attacked by opponents you
are not wrestling with.
In addition, a wrestling character is usually Prone. Characters who perform Pin manouver are always prone.
You cannot attack opponents you are not wrestling. You can damage opponent you are wrestling by making a
grapple check and performing appropriate manouver. Whether you can attack such an opponent without a grapple
check depends on your size.
While wrestling, you can make the following actions without making a grapple check:
- Activate a magic item other than scroll.
- If you are at least one size category smaller than your opponent, you can draw a small (light) weapon as a
move action. at least two size category smaller than your opponent, you can draw a medium (one-handed)
weapon as a move action.
- You can use powers while grappling, subject to the requirements of the grapple, without making a grapple
check, but this causes an appropriate penalty to power check or fatigue check. (If you are a wizard or
sorcerer and do not have Still Spell Feat, you cannot use spells)
Fatigue

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

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

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

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

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

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

Poison and Disease

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

Disease Descriptions
Diseases have various symptoms and are spread through a number of vectors.
Infection: The disease’s method of delivery — ingested, inhaled, via injury, or contact. Keep in mind that some
injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be
ingested (and vice versa).
DC: The Difficulty Class for the Fortitude saving throws to prevent infection, and to prevent each instance of
repeated effects, and to recover from the disease.
Incubation Period: The time before damage begins.
Effect: The effects the character suffers if he fails the save. In some cases, the results of failing the save are staged
and depend on the amount the save is failed. See below in the section on poison on particulars.

Healing a Disease
Use of the Medicine skill can help a diseased character. Every time a diseased character makes a saving throw
against disease effects, the healer makes a check. The diseased character can use the healer’s result in place of his
saving throw if the Medicine check result is higher. The diseased character must be in the healer’s care and must
have spent the previous 8 hours resting.

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

To determine whether and what effects the character suffers make a Fortitude saving throw. The results of the
throw are staged. If the effect of poison is lethal or non-lethal damage, for every 5 points the target suffers more
severe level of damage (Failed – bruised, failed by 5 – wounded, failed by 10 – disabled, failed by 15 – dying, failed
by 20 – dead). If the effect is energy drain, mental drain, mental damage, physical drain or physical damage, when he
fails save he suffers one point, when he fails by 5 – 2 points, by 10 – 3 points and so on. In case of temporary effects,
when failing save he suffers the listed duration, when failing by 5 – twice the listed duration, by 10 – thrice and so
on.
By “failing the save for 5 points” these rules mean that the d20 roll+save bonus is not higher than Difficulty -
5.

Save Lethal Non-lethal Paralysis Energy Temporary


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

Even if the target succeeds on the initial saving throw, he still counts as exposed to poison. 3 minutes later he
usually faces secondary effect, which he can also avoid with a successful Fortitude saving throw.
Secondary effects can be ongoing. In that case after failing the save the target must make it again after the
given interval. If no interval is given it is assumed to be 3 minutes. A successful save against secondary effect means
the character is no longer affected by the poison and do not have to make saves again. A failure means that the target
suffers the secondary effect and will have to make the save again. The secondary effect is repeated until the save is
made or the target dies. If the secondary effect is not ongoing, the save is made only once, regardless of the result.
If a single character is exposed multiple times to the same poison, he must save against the initial effect each
time he is exposed. Write down how often he was exposed and to which poisons. After three minutes from the first
exposure, he must roll the saves against the secondary effects. All secondary effects happen at the same time, no
matter in which order the character was exposed to poisons. Multiple durations of the same effect do not add, but
overlap.
The characteristics of poisons are summarized on Table: Poisons. Terms on the table are defined below.
Type: The poison’s method of delivery (contact, contact gas, ingested, inhaled, or via an injury) and the Fortitude
save DC to avoid the poison’s effect.
Initial Effect: The effect the character suffers immediately upon failing his saving throw against this poison.
Secondary Effect: The effect the character takes 3 minutes after exposure as a result of the poisoning, if he fails a
second saving throw. Unconsciousness lasts for 1 hour, unless noted otherwise (but see above about temporary
effects).
Price: The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller
than one dose.

Poison on Weapons
See chapter on combat.

Poison Immunities
Creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead)
and creatures without metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain
kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically
to harm them.

Poison Type Initial Damage Secondary Damage Price


Nitharit, level 6 Contact DC 13 - lethal damage, ongoing 650 gp
Sassone leaf Contact DC 16 lethal damage lethal damage 300 gp
residue – level 4
Malyss root paste Contact DC 16 non-lethal damage physical weakening×2* 500 gp
– level 4
Terinav root – Contact DC 16 non-lethal damage physical weakening, ongoing 750 gp
level 6
Black lotus Contact DC 20 lethal damage & lethal damage, ongoing 1 minute 4,500 gp
extract-level 14 nauseated 1rd
Dragon bile – Contact DC 26 lethal damage - 1,500 gp
level 11
Id moss – level 5 Ingested DC 14 - mental weakening, ongoing 125 gp
Oil of taggit – Ingested DC 15 - unconsciousness 1 hour 90 gp
level 6
Lich dust – level 6 Ingested DC 17 - physical weakening, ongoing 250 gp
Dark reaver Ingested DC 18 lethal damage lethal damage&physical weakening, 300 gp
powder – level 7 ongoing
Ungol dust – Contact gas DC lethal damage mental weakening&permanently 1,000 gp
level 6 15 disfigured
Insanity mist – Inhaled DC 15 sickened 3 min confusion, ongoing 1,500 gp
level 5 (duration independent
of the save result)
Burnt othur Contact gas DC lethal damage lethal damage&physical drain 2,100 gp
fumes – level 8 18
Black adder Injury DC 11 lethal damage lethal damage, ongoing 120 gp
venom –level 3
Small centipede Injury DC 11 lethal damage physical weakening 90 gp
poison – level 1
Bloodroot – Injury DC 12 - lethal damage&mental weakening 100 gp
level 2
Drow poison – Injury DC 13 non-lethal damage unconsciousness 2 hours 75gp
level 3
Greenblood oil – Injury DC 13 lethal damage lethal damage 100 gp
level 2
Blue whinnis Injury DC 14 lethal damage unconsciousness 1 hour 120 gp
– level 5
Medium spider Injury DC 14 lethal damage physical weakening 150 gp
venom
Shadow essence – Injury DC 17 lethal damage physical weakening 250 gp
level 6
Wyvern poison – Injury DC 17 lethal damage lethal damage, ongoing 3,000 gp
level 9
Large scorpion Injury DC 18 lethal damage physical weakening 200 gp
venom – level 4
Giant wasp poison Injury DC 18 lethal damage physical weakening, ongoing 210 gp
– level 4
Deathblade – Injury DC 20 lethal damage lethal damage 1,800 gp
level 8
Purple worm Injury DC 24 nauseated 1 rd physical weakening, ongoing 700 gp
poison – level 10

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

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

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

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

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

Automatic misses and hits


A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) is
always a hit, regardless of the opponent’s Defense.

Attack Bonus
Your attack bonus for an attack is:
Combat Bonus + Dexterity + size modifier + miscellaneous modifiers – range penalty
Size Modifier
The smaller you are, the bigger other opponents are relative to you. A human is a big target to an ant, just as
an elephant is a big target to a human. Since the same size modifier applies to Defense, two opponents of the same
size strike each other normally, regardless of size.
Table 4: Size Modifiers
Size Size Modifier to Attack&Defense Size Modifier to Toughness&Damage
Colossal –8 +8
Gargantuan –4 +4
Huge –2 +2
Large –1 +1
Medium +0 0
Small +1 –1
Tiny +2 –2
Diminutive +4 –4
Fine +8 –8

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

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

Defense
Your Defense represents how hard it is for opponents to hit you, the Difficulty Class of an opponent’s attack
roll. Your Defense is:
9 + combat bonus +Dexterity+ size modifier + miscellaneous modifiers

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

Surprise attacks & Base Defense


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

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

Damage
When you hit with an attack, you may deal damage. Each attack has a damage bonus. This is typically a weapon's
damage modified by your Strength. However, some attacks have a fixed damage.
Damage Bonus = Weapon Damage + Strength+Size Modifier
Critical Hits
When your attack roll is equal to opponent's Defense +10, you score a critical hit. A critical hit increases the attack's
damage according to the type of weapon or attack. If unspecified, a critical hit increases damage by +3
In stat blocks critical damage is shown as total (ie the critical damage bonus is added to the normal damage).
The description of an attack shows first the attack bonus, and next in parenthesis damage and critical damage,
separated by a slash. Eg: Heavy Mace +7 (3/6).

Saving Throws
When you’re subjected to a potentially harmful effect, you get a saving throw to avoid or reduce it. Like an attack
roll or check, a saving throw is a d20 roll plus a bonus based on an ability score and other modifiers. Your saving
throw is:
d20 + base save bonus + ability modifier + miscellaneous modifiers
The Difficulty Class for a save is based on the attack itself.

Saving Throw Types


The three different kinds of saving throws are:
• Fortitude: Your ability to resist attacks against your vitality and health such as poison and disease. Apply
your Constitution modifier to your Fortitude saving throws.
• Reflex: Your ability to avoid harm through reaction time and agility, including dodging explosions and
crashes. Apply your Dexterity modifier to Reflex saving throws.
• Will: Your resistance to mental influence and domination as well as certain powers. Apply your Wisdom bonus to
your Will saving throws.

Initiative

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

Initiative Checks
At the start of a battle, each combatant makes an initiative check. The GM rolls for the opponents while the players
each roll for their characters. An initiative check is a Dexterity check, plus modifiers. The GM finds out in what
order characters act, counting down from highest total to lowest. Each character acts in turn, with the check
applying to all rounds of the combat (unless a character takes an action to change initiative). Usually, the GM writes
the names of the characters down in initiative order so he can move quickly from one character to the next each
round. If two combatants have the same initiative check result, they act in order of highest Dexterity first. If there
is still a tie, roll a die, with the highest roll going first.
Initiative Check = d20 + Dex modifier + miscellaneous modifiers
Opponent Initiative
Generally, DM rolls once for groups of similar opponents with the same initiative modifier. Such opponents acts on
the same initiative count.
Determing Awareness
Sometimes all combatants on a side are aware of their enemies; sometimes none are; sometimes only some of
them are. Sometimes a few combatants on either side are aware and other combatants are unaware. The GM
determines who is aware of whom at the start of a battle. The GM may call for Notice checks, or other checks to see
how aware the characters are of their opponents.

Surprise
When a combat starts, if you are not aware of your enemies but they are aware of you, you are surprised. If you
know about your opponents but they do not know about you, you surprise them.
If some, but not all, of the combatants are aware of their opponents, they receive +20 bonus to initiative. The
combatants aware of their opponents can make surprise attacks until the end of their first turn.
A group of combatants who is aware of their opponents and able to communicate before attack does not roll
for initiative; instead they can determine their rolls; in that way they can decide in which order to attack.

Joining Fight
If characters enter a fight after it’s begun, they come into play at the beginning of a round. They roll initiative
and act whenever their turn comes up in the existing order.
If they were aware of combat, and all their opponents were unaware of them, they receive +20 bonus to
initiative, come into play at the beginning of their round, and until their action is finished, all their opponents are
surprised by them.
The Combat Round
Each round represents about 6 seconds of time in the game world. In the real world, a round is an opportunity for
each character to take an action. Anything a person could reasonably do in 6 seconds, your hero can do in 1 round.
Each round begins with the character with the highest initiative result and then proceeds, in descending order,
from there. Each round uses the same initiative order. When a character’s turn comes up in the initiative order,
that character performs his entire round’s worth of actions.
For almost all purposes, there is no relevance to the end of a round or the beginning of a round. The term
“round” works like the word “week.” A week can mean either a calendar week or a span of time from a day in one
week to the same day the next week. In the same way, a round can be a segment of game time starting with the
first character to act and ending with the last, but it usually means a span of time from one round to the same
initiative number (initiative count) in the next round. Effects lasting a certain number of rounds end just before
the same initiative number where they began.

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

Action Types

The five types of actions are standard, move, full, free, and reaction. In a normal round, you can perform a
standard action and a move action (or two move actions; you can always take a move action in place of a standard
action), or you can perform a full action. You can also perform as many free and reactions actions as your GM
allows. In some situations (such as in the surprise round) you may be limited to taking only a standard or move
action, not both.

Standard Action
A standard action allows you to do something. You can make an attack, use a skill, feat, or power (unless it requires
a full action to perform; see below), or perform other similar actions. During a combat round, you can take a standard
action and a move action. You can take the move action before or after, but not during, the standard action. Below is
a complete list of standard actions:
Aid, Attack, Begin/Complete Full Action, Concentrate, Disarm, Grapple, Overrun, Ready, Total Defense,

Move Action
A move action allows you to move your speed or perform an action taking a similar amount of time, such as climb
one-quarter of your speed, draw or stow a weapon or other object, stand up, pick up an object, or perform some
equivalent action.
You can take a move action in place of a standard action. For example, rather than moving your speed and
attacking you can stand up and move your speed (two move actions), draw a weapon and climb one-quarter your
speed (two move actions), or pick up an object and stow it in a backpack (two move actions). Below is a complete
list of move actions:
Command, Feint, Manipulate an Object, Normal Move, Stand Up

Full Action
A full action requires all your attention during a round. You can only perform free actions (see below) as the
Narrator allows:
Aim, Charge, Move All Out, Ranged Attack, Retrieve Item

Free Action
Free actions consume very little time and, over the span of the round, their impact is so minor they are considered to
take no real time at all. You can perform one or more free actions while taking another action. However, the Narrator
puts reasonable limits on what you can do for free. A good rule of thumb is your Dexterity or Intelligence +1 in free
actions per round, with a minimum of one. For instance, dropping an object, dropping to a prone position, speaking a
sentence or two, and ceasing to concentrate on maintaining a power are all free actions. Below is a complete list of
free actions:
Delay, Drop an Item, Drop Prone, Speak, Turn Off Power

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

Action Descriptions
The most common actions are described here.

Aim (Full)
By taking a full action to aim and line up an attack, you get a +4 bonus to hit when you make the attack. If you can
make several attacks as one action, you receive this bonus to all attacks. Generally, you can aim only ranged weapon
attacks. You cannot aim ranged powers. You can aim melee attacks only when targeting an immobile objec, which
you hit automatically.
However, while aiming you are Unguarded. You use only your base defense and can be sneak attacked. If
you are struck or distracted in any way before your attack, you lose the aiming bonus. This tends to make aiming
ranged attacks while adjacent to an enemy extremely unwise.
Once you aim, your next action must be to make the attack. Taking another standard or move action spoils
your aim and you lose the aiming bonus.

Attack, Melee (Standard)


With a standard action, you can make a melee attack against any opponent within the attack's range.

Attack, Ranged (Full)


Making a ranged attack always takes a full action. However, when using a thrown weapon, you can make one move
towards your target as part of the attack.

Range Increment: Each ranged or thrown weapon has a defined range increment. Any attack at more than this
distance is penalized for range. The attack takes a cumulative –2 penalty for each full range increment (or fraction
thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet
away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile
weapon can shoot to 10 range increments.

Shooting or Throwing into Melee


If you make a ranged attack against an opponent engaged in melee with an ally, you take a -4 penalty on your attack
roll because you have to aim carefully to avoid hitting your ally. Two characters are engaged in melee if they are
opponents and adjacent to one another. (An unconscious or otherwise immobilized character is not considered
engaged unless he or she is actually being attacked.)
If the target is two or more size categories larger than any allies in melee, you ignore the -4 penalty. If you
have the Precise Shot feat, you also ignore the penalty for shooting or throwing into melee.
The target never gains cover or concealment from characters he is fighting with; the rules for shooting into
melee replace the rules on cover in that case.

This change has two reasons: realism, ( it is in practice impossible to run and shoot arrows, and particularly run
and shoot arrows backward) and game balance. In game balance terms this change makes impossible - or at least
substantially more difficult - the tactic of “kiting”, when you shoot a monster to death while moving backwards to
keep out of its range.
As long as you are on a mount, however, you can still move and shoot at the same time. Therefore a “Parthian
archer” tactic is still possible, if you have enough place.
Begin/Complete Full Action (Standard)
This action lets you start a full action at the end of your turn, or complete a full action by using a standard action at
the beginning of your turn the round after starting the action. If you start a full action at the end of your turn, the next
action you take must be to complete it.

Charge (Full)
Charging allows you to move more than your speed and attack as a full action. You must move at least 10 feet and
may move up to twice your speed. All movement must be in a straight line, with no backing up allowed. You
must stop as soon as you are within striking range of your target with your selected weapon - you can't run past the
target and attack from another direction. If you have the Move-by Action feat, you can continue your movement after
attacking the target, but still only in a straight line.
During the surprise round, you can use the charge action, but you are only allowed to move up to your speed
(instead of up to twice your speed). This is also true in other cases where you are limited to a single standard or move
action per round.
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and also take a -2
penalty to your Defense for 1 round (until the beginning of your action the following round).
With a succesful Difficulty 15 Acrobatics check, any character can take a charge action that involves one
change of direction. Each additional change of direction increases the difficulty by 2. If a character wishes to jump as
part of their charge, they make a Jump check with -4 penalty.

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

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

Delay (Free Action)


By choosing to delay, you act at a later point in the initiative order than your rolled initiative. When you delay, you
voluntarily reduce your initiative for the rest of the combat. When your new, lower initiative count comes up
later in the same round, you can act normally. You can specify this new initiative total or just wait until some time
later and act then, fixing your new initiative at that point. You can’t, however, interrupt anyone else’s action (as you
can with a readied action).
Delaying is useful if you need to see what your friends or enemies are going to do before deciding what to do
yourself. The price you pay is lost initiative. You never get back the time you spent waiting to see what was going to
happen.
The lowest you can voluntarily lower your initiative is 0. When the initiative count reaches that point,
you must act or forfeit any action for the round. If you wait further, until the next round, you can act before the
character with the highest initiative result, or delay again.
Your initiative result becomes the count on which you took the delayed action. If you come to your next
action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again). If
you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new
point in the order of battle, and you do not get your regular action that round.

Draw or Sheathe a Weapon


Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move
action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or
weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a
regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time
it would normally take you to draw one.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free
action.
Drop an Item (Free)
Dropping a held item is a free action (although dropping or throwing an item with the intention of accurately hitting
something is a standard action).

Drop Prone (Free)


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

Manipulate Object (Move or Free)


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

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

Move All Out (Full Action)


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

Opportunity Attack (Reaction)


You threaten all areas you can hit with melee attacks. If you cannot attack, you cannot threaten. Prone, unguarded,
flanked or surrounded characters cannot threaten.
In certain cases, you can interrupt the turn of a character moving within your threatened area, and make a
melee attack against him as a reaction. You lose a full action during your next initiative count. You cannot make any
more opportunity attacks until your next initiative count. Your position in the initiative count doesn't change.
Characters with readied actions cannot make opportunity attacks. Characters with readied melee attacks can
make them instead; but they can never use both a readied attack and opportunity attack in response to the same
triggering condition.
You can make opportunity attacks when:
• Your opponent leaves the area you threaten. Note that a character moving within the area you threaten is
not subject to an attack of opportunity. Only a character moving to a place where you will not be able to
attack him provokes an attack of opportunity, in the last moment before leaving the threatened area. The
target uses normal defense.
• Your opponent moves past you and tries to attack another character. The opponent must start its
movement in front of you and end it behind you. You can make an opportunity attack against him just
before he attacks. This is a surprise attack. Against opponents at least one size category larger than you
treat this as a normal attack. See also the rules on mounted combat.
• An opponent tries to make a ranged attack within your threatened area, with a supernatural power or a
ranged weapon. Treat any powers with range greater than touch used against opponents as ranged attacks.
You can make an opportunity attack against him just before he attacks. This is a surprise attack. Against
opponents at least one category larger treat this as a normal attack.
• An opponent runs within the area you threaten, or engages in other behaviour which allows you to make
a surprise attack against him.
An opponent damaged by opportunity attacks or readied attacks suffers certain penalties to his actions. A
character bruised by an opportunity attack or readied attack suffers a -4 penalty to ranged attacks, power and fatigue
checks and other action. He suffers no penalty to melee attacks. If such a character is injured, wounded or worse, his
attack is disrupted and his action is lost.

Ready (Standard)
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.
Readying is a standard action. Neither readying an action nor executing it can cause an opportunity attack.
You can ready a melee attack or another standard action. A melee attack is triggered by the exact same
circumstances as an opportunity attack. It is also triggered by another character attacking you (except when the
opponent has a longer weapon). You can specify one additional condition triggering your melee attack. Usually, it is
someone trying to attack a character you are defending. When readying another standard action you specify the
action you will take and the conditions under which you will take it.
Prone, unguarded, flanked or surrounded characters – those that cannot make opportunity attacks - can
neither ready nor execute readied melee attacks. Gaining such a condition, however, does not causes the readied
attack to be lost. Narrator must estimate which conditions preclude readying other standard actions.
Any time before your next action, you may take the readied action in response to the triggering conditions.
The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities,
you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you
complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the
count on which you took the readied action, and you act immediately ahead of the character whose action triggered
your readied action.
If you come to your next action and have not yet performed your readied action, you don’t get to take the
readied action (though you can ready the same action again). If you take your readied action in the next round, before
your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your
regular action that round.
An opponent damaged by opportunity attacks or readied attacks suffers certain penalties to his actions. A
character bruised by an opportunity attack or readied attack suffers a -4 penalty to ranged attacks, power and fatigue
checks and other action. He suffers no penalty to melee attacks. If such a character is injured, wounded or worse, his
attack is disrupted and his action is lost.

Distracting Spellcasters: You can ready an attack against a spellcaster with the trigger “if he starts casting a spell.”
If you damage the spellcaster, he suffers penalties to his power check and fatigue rolls, as indicated above.

Setting a Weapon against a Charge: You can ready certain piercing weapons, setting them to receive charges.
A readied weapon of this type deals Damage+4 if you score a hit with it against a charging character. If you set
weapon to receive a charge you cannot react to any trigger other than a charge – your weapon is set in such a way
that you cannot use it for any other purpose than to receive charges. A monster trying to attack with its natural
weapons is always treated as charging by a character with a weapon set to receive charges.

Ready or Drop a Shield (Full or move action).


Strapping a shield to your arm to gain its shield bonus to your Defense, requires a full action; you are unguarded
until the beginning of your next turn. Unstrapping and dropping a shield so you can use your shield hand for another
purpose requires a move action. Readying or putting away a buckler is treated as drawing a weapon - if you have a
base attack bonus of +1 or higher, you can ready or put away a buckler as a free action combined with a regular
move.

Retrieve Item (Full action)


You retrieve an item from your backpack. You must have at least one free hand in order to do it. You are Unguarded
until the beginning of your next turn. (It is advisable to store most important items in your belt, bandolier, or in
pockets. You can retrieve such items with a manipulate item action).

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

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

Turn off a power (Free)


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

Miscellaneous Actions
For actions not covered in any of this material, the GM determines how long the action takes.
• Skills: Most uses of skills in a combat situation are standard actions, but some might be move or full actions.
The description of a skill provides the time required to use it.
• Feats: Certain feats allow you to take special actions in combat. Other feats are not actions in themselves,
but grant a bonus when attempting something you can already do. Some feats aren’t meant to be used within the
framework of combat. The individual feat descriptions tell you what you need to know about them.
• Powers: The description of a power provides the type of action required to use it.
Combat Modifiers
Combat is fluid and complex, and many factors can influence one combatant's advantage over another. Below are
listed the most common modifiers to combat rolls.

Big and Small creatures in Combat


Creatures smaller than Small or larger than Medium have special rules relating to position.

Tiny, Diminutive, and Fine Creatures: More than one such creature can fit into a single 5×5 feet square. A Tiny
creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. Twenty-five
Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of
space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an
opponent’s square to attack in melee. You can attack into your own square if you need to, so you can attack such
creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move
past them without provoking attacks of opportunity. They also can’t flank an enemy.

Large, Huge, Gargantuan, and Colossal Creatures: Very large creatures take up more than 1 square.
Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can
reach targets even if they aren’t in adjacent squares. A creature with greater than normal natural reach (more than 5
feet) still threatens squares adjacent to it.

Table 5: Creature Size and Scale


Creature Attack Toughness Dimension Weight Carrying Space Natural
Size &Defense &Damage Capacity Reach
Fine –8 +8 3-6 in. 1/64-1/8 ×1/16 1/2 ft. 0
lb.
Diminutive –4 +4 6-12 in. 1/8-1 lb. ×1/8 1 ft. 0
Tiny –2 +2 1-2 ft. 1-8 ×1/4 2-1/2 0
ft.
Small –1 +1 2-4 ft. 8-60 ×1/2 5 ft. 5 ft.
Medium +0 +0 4-8 ft. 60-500 ×1 5 ft. 5 ft.
Large +1 –1 8-16 ft. 500-4000 ×2 10 ft. 10 ft.
Huge +2 –2 16-32 ft. 4K –32K ×4 15 ft. 15 ft.
lbs.
Gargantuan +4 –4 32-64 ft. 32K – ×8 30 ft. 20 ft.
250K lbs.
Colossal +8 –8 64-128 ft. 250K- 2 ×16 60 ft. 30 ft.
mil lbs

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

Area Attack
Some attacks consist of powerful explosions, bursts of energy, or simply chucking really big things at opponents.
These area attacks cover a larger area than a normal attack, so they're much harder to avoid.
An area attack automatically hits an area the attacker can accurately target, filling the area with its effect.
Targets in the area get a Reflex saving throw against a Difficulty of (10 + attack's Damage bonus). In case of powers,
the DC is that of power. If the save is successful, deduct 4 from the area attack's bonus before applying it to the
target, which then makes the normal saving throw against the attack. Targets with the Evasion feat suffer no effect if
they make their Reflex save.
Situational modifiers
Generally speaking, any situational modifier created by the attacker's position or tactics applies to attack roll, while
any situational modifier created by the defender's position, state, or tactics applies to the defender's Defense. The
Narrator judges what bonuses and penalties apply, using the Combat Modifiers table as a guideline. The modifiers do
not stack. You add the highest positive and subtract the highest negative modifer.
“Base Defense” means the character loses Dexterity bonus (but not penalty), and suffers additional –2 penalty
to defense. He is subject to Sneak Attack damage.

Table 6: Defense Modifiers


Defender is... Melee Ranged
Attacking all-out Base Defense
Behind cover +4 +4
Blinded Base Defense
Concealed Special Special
Using Total Defense +4 +4
Entangled Base Defense
Wrestling Base Defense
Helpless -9 (special) -5 (special)
Kneeling or sitting -2 +2
Moving all out Base Defense +0
Pinned Base Defense, prone
Prone -4 +4
Stunned Base Defense
Surrounded Base Defense
Unarmed Base Defense
Unguarded Base Defense

Table 7: Attack Modifiers


Attacker is... Melee Ranged
Aiming +0 +4
Attacking all-out +4 +0
Dazzled -2 -2
Entangled -2 -2
Flanking +2 +0
On higher ground +2 +0
Prone -4 +0
Shaken/Sickened -2 -2
Bruised while acting 0 -4
Injured or wounded special

Flanking
When you attack an opponent who is in contact with a greater number of your allies (excluding you) than his allies,
you gain +2 bonus to attack. Flanking doesn’t allow you to make sneak attacks. For each size category the flanking
characters are smaller than the target, you need 1 more character to flank it (eg 3 Medium characters in total to flank
1 Large creature). When the flanking creatures are of mixed size, the lowest size counts.
Eg – when you attack an opponent who is in contact only with you and your ally, you gain a flanking bonus.
When you attack an opponent who is in contact with you, your ally and his ally, you do not gain a flanking bonus.

Surrounded
A creature is surrounded when in contact with at least 3 enemies. You cannot be surrounded when in contact with
any friends or a wall, a tree etc – in other words, when your back is covered by some secure defense. For each size
category the surrounding characters are smaller than the target, you need 1 more character to surround it (eg 4
Medium characters to surroud 1 Large creature). When the surrounding creatures are of mixed size, the lowest size
counts. The surrounded character uses only his Base Defense against melee attacks by the opponents surrounding
him. In addition, the attacking characters benefit from bonuses from flanking.
The aim of those rules is to add a tactical element to the game, by making positioning important. At the same time,
the rules do not reference squares and do not require a map to be used.

Unarmed opponents
Attacks against unarmed opponents (without either a melee weapon or a shield) count as surprise attacks; as the
result such opponents can use only base defense. The same applies to opponents armed only with ranged weapons,
unless those weapons can also be used as improvised melee weapons (such weapons generally cannot be used
immediately after as ranged weapons. Narrator decides what damage the ranged weapon suffered and how much
time is necessary to put it in order). Opponents possessing Improved Strike feat count as armed. Wands which can be
used to cast attack powers count as weapons.

Cover

Partial Cover
Taking cover behind a wall, tree, or other obstacle provides a +4 bonus to Defense. Cover is measured relative to the
attacker. For example, hiding behind a low wall provides no cover against an opponent hovering above you, but does
provide cover against an opponent on the other side of the wall.
Partial Cover and Reflex Saves: Partial Cover grants you a +2 bonus on Reflex saves against attacks originating
from a point on the other side of the cover from you.
Cover and Stealth Checks: You can use partial cover to make a Stealth check to avoid being seen. Without cover,
concealment or dim light your opponents gain +10 bonus to notice you.

Total Cover
If you cannot draw a line between you and a target without intersecting cover, the target has total cover. You can't
make an attack against a target with total cover. You can use some senses (Scent, Hearing, Blindsense) to observe
targets in total cover; in that case, total cover gives a +10 bonus on Stealth checks. Tremorsense ignores cover;
Second Sight has its own rules about what counts as total cover; all other kinds of cover count as partial cover.

Improved Cover
In some cases, cover may provide a greater bonus to Defense and Reflex saves. In such situations, the normal cover
bonuses to Defense and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved
cover gains a +5 bonus on Stealth checks.

Striking Cover
If it ever becomes important to know whether the cover was actually hit by an incoming attack, the Narrator should
determine if the attack roll would have hit the protected target without the cover. If the attack roll falls within a range
low enough to miss the target with cover but high enough to hit the target if there had been no cover, the cover is hit.
This can be particularly important to know in cases when a character uses another character as cover.
In such a case, if the cover is struck and the attack roll exceeds the Defense of the covering character, the
covering character takes the damage intended for the target. If the attack roll is lower than the Defense of the
covering character, but higher than the Defense of the covered character, the original target is hit instead. The
covering character avoided the attack and didn't provide cover after all! Covering characters can voluntarily lower
defense bonus to ensure they provide cover.

Concealment
Concealment includes circumstances where nothing physically blocks an attack, but something interferes with the
attacker's accuracy. Typically, concealment is provided by things like fog, smoke, shadows, darkness, foliage, and so
forth.

Concealment Miss Chance


Concealment gives the subject of a successful attack a 20% chance (a roll of 17 or higher on d20) that the attacker
missed because of the concealment. If the attack roll hits, the defender makes a miss chance roll to avoid being
struck. Multiple concealment conditions do not stack.
Concealment and Stealth Checks
You can use concealment to make a Stealth check to avoid being seen. Without concealment, you usually need cover
to make a Stealth check.

Total Concealment
A target you cannot perceive with any of your accurate senses has total concealment from you. You can't directly
attack an opponent with total concealment, though you can attack into the area you think he occupies. A successful
attack into an area occupied by a target with total concealment has a 50% miss chance (a d20 roll of 11 or higher).
Remember that abilities and conditions which give you a percent chance to avoid damage, such as
concealment, total concealment, blur, phase, blink etc do not stack. You can use only one of them against any given
attack.

Table: Concealment
Concealment Example Miss Chance
Partial Fog; foliage; precipitation 17 or higher
Total Total darkness; invisibility; attacker blind; 11 or higher
dense fog

Damaged by opportunity attacks or readied attacks


If you are bruised by an opportunity attack or readied attack, you suffer -4 penalty to ranged attacks and spells, and
no penalty to melee attacks. If you are injured, wounded or worse, your attack is disrupted and your action is lost.

Ganging Up
Typically, up to eight attackers can gang up on an individual target, provided they have room to maneuver. If the
defender can fight side by side with allies, back into a corner, fight through a doorway, and so forth, attackers can't
gang up as easily.
Picture the eight attackers as evenly spaced out surrounding the defender. The defender can reduce the
opportunity for attackers to gang up based on how much of the area around himself he can block off. Backed against
a wall, a character only allows five attackers to get at him. Backed into a corner, only three attackers can get at him
at a time. If the defender is standing in a doorway, the opponent in front of him can attack normally and one
opponent on either side can attack as well, but the defender benefits from cover. If the defender is fighting in a 5-
foot-wide corridor, only one attacker can get at him (unless attackers are coming at him from both directions).
The above rules are for medium and small characters. Larger characters present room for more attackers to get
at them and combatants with ranged weapons can get at defenders more easily.

Helpless Defenders
Sleeping, bound, paralyzed or unconscious characters are helpless. Enemies can make advantageous attacks against
helpless characters, or even deliver a coup de grace.
Being helpless causes you to lose your entire Dexterity bonus to defense and get -5 penalty to Defense
instead (for -5 effective Dexterity). A helpless character’s Defense score is 4+size modifier, the same as an
inanimate object. A melee attack against a helpless character is at a +4 bonus on the attack roll (equivalent to
attacking a prone target). In total, this is equivalent to a -9 penalty to Defense. Ranged attack against helpless target
receive no additional bonus.
In addition, helpless character automatically lose Reflex saves. You sometimes can approach a target
unawares and treat the opponent as helpless if the Narrator allows.

Coup de Grace
As a full-round action, you can deliver a coup de grace to a helpless opponent adjacent to you. You automatically hit
and score an improved critical hit. You can deliver a coup de grace against a target immune to critical hits, but you
do not get the benefits of critical hit. You can deliver a coup de grace against a target with total concealment, but
doing this requires two consecutive full-round actions (one to feel around and accurately perceive the target and
another to deliver the coup de grace).
If the target does not have total concealment, you can spend a full round lining up your attack. During the
next turn, when you deliver coup de grace, make an attack roll against Defense 15. If you succeed, you are
considered to have rolled 20 on damage; otherwise you roll damage normally.
Automatic critical is penalty enough for being helpless. The Fortitude save was necessary in D&D, when you
couldn’t otherwise kill target in one hit.

Special Attacks

Table: Special Attacks


Special Attack Brief Description
All-out Attack Ignore defense in favor of accuracy
Accurate Attack Lower damage increasing the chance to hit
Finesse Attack Bypass armor increasing damage
Two Weapon Fighting
Poisoned Weapons
Disarm Knock a weapon from your opponent’s hands
Feint Prepare a surprise attack against an opponent
Grapple Wrestle with an opponent
Overrun Plow past or over an opponent as you move
Sunder Shield Strike an opponent’s shield
Throw grenade-like weapon Throw container of dangerous liquid at target

All-out Attack
When attacking all out, you ignore defense in favor of accuracy. You gain +4 bonus to your melee attacks that round.
You are Unguarded until the beginning of your next turn. You suffer -4 penalty to defense and -2 penalty to Reflex
saves. You do not benefit from the Uncanny Dodge feat. You cannot make all-out attacks if you are already
entangled, blinded, surrounded, unarmed, unguarded, or wrestling. You cannot use All-out Attack together with
Accurate Attack or Finesse Attack.

Accurate Attack
You can lessen your melee attack's damage to make a wider, more sweeping attack with a better chance to hit.
Subtract a number up to 5 from your melee attack's damage bonus and add the same number to your attack roll. You
cannot lower your damage bonus below 0. A single attack cannot be both accurate and finesse attack. You cannot use
this option with ranged attacks. You cannot use Accurate Attack together with All-out Attack or Finesse Attack.

Finesse Attack
Most attacks rely on sheer power to overcome the Toughness of a target's armor. Finesse attacks target the weak
points of an opponent's defenses. Characters can normally make finesse attacks only with precision melee weapons
and unarmed attacks. (Generally, precision weapons which do not cause piercing cannot be used to make finesse
attacks). Characters with the Precise Shot feat can also make finesse attacks with ranged weapons, so long as they are
within one range increment of their target.
To make a finesse attack, increase the Difficulty of your attack roll by an amount equal to the Toughness
bonus of your opponent's armor. If your attack hits, the target does not get the armor's bonus on the Toughness save;
the attack bypasses it altogether. If your attack roll fails, however, your attack glances harmlessly off the target's
armor or, if you would have missed the target's normal Defense, misses entirely.
Finesse attacks only affect the Toughness bonuses from armor and similar defenses. The natural Toughness
bonuses from Constitution, size, and creature type are unaffected. Supernatural bonuses to armor are likewise not
affected by finesse attacks.
You cannot use Finesse Attack together with All-out Attack or Accurate Attack.

Two-Weapon Fighting
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer
a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off
hand when you fight this way. You can reduce these penalties in two ways:
* If your off-hand weapon is light, penalties are reduced by 2 each. (An unarmed strike is always considered a light
weapon.)
* The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6 (to -4 for
each, or -2 if the off-hand weapon is light).
You cannot make ranged attacks with two weapons, unless you have the Two-Weapon Fighting feat.

Poisoned Weapons

Applying poison to a weapon or single piece of ammunition is a full action. You will also take some time
taking out and putting away container with the poison, weapon to be poisoned etc. A character has a 5% chance of
exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a
character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex save or
accidentally poison himself with the weapon. Both those mishaps consume the dose of poison. Characters with
Poison Use ability do not run the risk of poisoning themselves.
One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon
or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off
before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way
remains potent for 10 minutes, or until it is touched or used.
Poison is only rarely used on weapons. This is so because of a number of limitations. (Those limitations do
not apply to poison fangs, stings or similar organs of creatures which are designed explicitly to use poison).
- poison applied to bludgeoning weapons has no effect.
- it is necessary to make finesse attacks in order to use poison effectively against armored opponents. Otherwise, the
poison is wiped off when the weapon penetrates armor.
-magic weapons cannot be poisoned. Destructive magical energies neutralize chemical compouds of poison.
- poisoning large weapons, such as rapiers, requires 5 doses of poison. A dagger, an arrow or a crossbow bolt can be
poisoned with only one dose.
- when a poisoned weapon hits, it must cause some damage (at least a bruise) in order to expose target to poison. If it
does not cause damage, the poison is wiped off and has no further effect.
- unless the weapon is specially designed, poison exposed to air is neutralized within 10 minutes.
- Specially designed arrows and bolts can be kept poisoned for a long time. Such projectiles cost at least 1 gp per
item and are always destroyed after use. Poison must be bought separately.
- special daggers, rings and claws, designed to poison opponents are rumoured to exist.

Grenade-like (splash) weapon


A grenadelike or splash weapon is a thrown weapon that breaks on impact, splashing or scattering its contents over
its target and nearby creatures or objects. To attack with a splash weapon, make a ranged attack against the target as
a full action, usually with a range increment of 10 feet. Grenadelike weapons require no weapon proficiency, so you
don’t take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all
creatures within 5 feet of the target.
If the creature is standing on the ground, you can aim at its feet - the Difficulty to hit an approximate area is 5.
In that case, the target creature and creatures within 5 feet range are dealt the splash damage, and the direct hit
damage is not dealt to any creature.
If you miss the target (whether aiming at a creature or the floor), the Narrator decides where the weapon
landed. If throwing at a creature, it will land generally about 10 feet behind the target. After you determine where the
weapon landed, it deals splash damage to all creatures within 5 feet.

Disarm
As a standard action, you may attempt to knock an item such as a weapon or device out of an opponent’s hand. The
opponent must belong to the same or smaller size category as you. Some types of weapons cannot be disarmed – eg a
gauntlet, a punching dagger, a shield etc. Make a melee attack against the defender. If your attack succeeds, you deal
no damage. If the defender wields an item other than a melee weapon or a two handed ranged weapon (eg a wand, a
pistol), he is disarmed. If he wields a weapon, you make a special check.
your damage+d20 against your opponents damage+10

If you succeed, the defender is disarmed and drops the weapon. For two handed ranged weapon, the
difficulty of the check equals 10+Str.
You can also grapple an opponent and disarm him as a grapple manouver.
Sunder Shield
You can attempt to sunder a shield worn by your opponent as a standard action. You must be wielding a weapon or
possess the Improved Strike feat to attempt it. Make a melee attack against the defender. If your attack succeeds, you
deal no damage to him. Instead, make a special check.
your damage+d20 against 10+size bonus +3×enchantment bonus of shield

If you succeed, the shield is made useless, but is still hanging from your opponent’s hand. To free his hand, he must
drop it, which takes a move action, as normal. Non-magical shields are destroyed; magical shields become useless
and their magical abilities are suppressed. It is possible to repair a shield; see the Craft skill. Treat magical shields as
masterwork shields.
You can repair an item by making Craft checks against the same Difficulty that it took to make the item in the
first place – in case of masterworks shields, DC 18. The cost of repairing an item is one-fifth of the item’s price, ie
about 42 gp. Repairing the item takes one-fifth of the time needed to make it, in case of masterwork shields 3 days.

Overrun

The rules for overrunning depend on the size of your target. If you are mounted, use the size, the grapple check and
the natural attacks of your mount. You cannot overrun a target greater than your mount. If your opponent is mounted,
use the size and the grapple check of his mount. Instead of Acrobatics, use his Ride skill.
When the target avoids you, it can make an Opportunity Attack. Opportunity Attack follows normal rules –
the character making it loses a full action during its next initiative count. It cannot make any more opportunity
attacks until its next initiative count. Its position in the initiative count doesn't change. If you move all out, the
Opportunity Attacks counts as a suprize attack.
When the target does not avoid you, it cannot make Opportunity Attacks, as it is too busy with trying to stop
your movement.

If the target belongs to a size category larger than you:


You can attempt to move past it as a standard action taken in the middle of your move. You can only make one such
attempt per action. The target can choose to avoid you, allowing you to pass through its square without requiring an
attack. (You can always move through a square occupied by someone who lets you by.) In this case you do not
spend the standard action.
If the target does not avoid you, you make an Acrobatics check against the target’s melee Defense.
Alternatively, the target can use Acrobatics+10. If you win, you can move on. If you fail, you immediately end your
movement. If you lose the roll by at least 5, you fall prone.
If the target is both larger than you and big enough to block the way completely (eg to fill a doorway), you
cannot attempt to overrun.
If the target belongs to the same size category as you:
You can attempt an overrun as part of a charge, double move or all-out move action. You can only make one overrun
attempt per action. When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its
square without requiring an attack. (You can always move through a square occupied by someone who lets you by.)
If the target does not avoid you, make a grapple check. If you succeed, you can move on. If you fail, you
immediately end your movement and your turn. If you win the grapple check by at least 5, you target falls prone; if
you lose the check by at least 5, you fall prone yourself.

If the target is smaller than you:


You can move through space taken by smaller creatures as part of your move. You can overrun as many smaller
creatures per turn as you like. You cannot overrun and attack the same target in one round. If it does not avoid, it
makes a grapple check against you as a reaction. If it fails, the target falls prone and you make an unarmed or natural
weapon attack against it as a free action. If the check succeeds, you end your move immediately; if you have actions
left, can continue your turn, but are now grappled. A creature smaller than you by two or more size categories must
avoid.
If you move all out at full speed, the target, in order to avoid you, must make a Reflex save with DC equal to
10 + ½ level+Strength. If it fails, it falls prone and you make an unarmed or natural weapon attack against it as a free
action.
If you are mounted, have Mounted Combat feat, and are overrunning a target smaller than your mount, you
can use your Ride skill+10 instead of the Grapple Defence of your mount when the target attempts to grapple it.

Feinting

Make a skill check as a move action. The difficulty of the check is set by an appropriate skill of your opponent, used
passively (Skill Bonus+10). Alternatively, he can oppose your roll with modified level Difficulty. Modified level DC
equals Level+Ability+8. Use relevant ability. Opponents who have Challenge Rating use it instead of level.
You can attempt this kind of feinting with the Acrobatics, Intimidate, Bluff and Sleight of Hand skills, and the
Athletics modifier, used to jump. You can also use this with any other skill you have, provided you can come up with
a suitably plausible description of its use, and the skill would normally take a standard action to complete. What
counts as plausible is left to the Narrator's discretion.
An use of Intimidate, Bluff and Sleight of Hand skills takes place of your move, so you must be already
adjacent to your opponent. When using Jump and athletics you move at half speed. You must additionally perform
an appropriate maneuver (jumping from a table or tumbling up to your opponent across a stone pavement, for
example). The Narrator decides whether your maneuver is appropriate. You cannot start the move adjacent to your
opponent, and it never counts as a charge.
Athletics and Acrobatics are opposed by the modified level using Dexterity or by Acrobatics. Intimidate is
opposed with a modified level (8+level+Wisdom+save modifiers against fear) or Sense Motive. Bluff can be
opposed by modified level using Wisdom or Sense Motive. Sleight of Hand is opposed by Notice or modified level
using Wisdom.
Intimidate cannot be used to feint against fearless or mindless opponents. Bluff can be used against mindless
opponents, provided they are well known to the character. (They obviously require completely different style of
bluffing from sentient opponents, but can actually be very easy to bluff, especially if you know their programming or
attack routine).
If you win the opposed roll, your foe is surprised by your next attack that targets him, provided it is made
before the end of your next turn.
If you fail, you suffer a –2 penalty to attack rolls for the next round. You cannot use a fast task completion
challenge to make feints as free actions.
If you use the same skill to feint against the same opponent for the second round, you get -4 penalty to check.

Feinting when Mounted


You can use Intimidate, Bluff and Sleight of Hand skills as normal. You cannot use Acrobatics or Athletics. You
must start your turn adjacent to the enemy, and both you and your mount must spend a move action.
You can also use your Ride skill to feint in combat. Both you and your mount must spend a move action.
Your mount cannot charge. Since your mount has a move action left, you do not need to start your turn adjacent to
the enemy – your mount can make one move, but in that case it cannot attack. Your opponent opposes the attempt
with their Sense Motive or Ride skill, whichever is better, or with a modified level DC equalling Level+Ability+8.
Use Wisdom or Dexterity, whichever is higher.
You mount's attack never benefits from the feint.

Feinting while swimming


You feint as normal, except that you use the Swim skill instead of Acrobatics or Athletics.

Climbing on gigantic monsters


You can climb on mosters which are at least 2 size category greater than you (Huge for a Medium character, and
Large for a Small character). In order to start climbing, you must have both hands free and make an unarmed attack
roll against melee defense as a standard action. If you succeed, you make a Climb test against Reflex Save+10, or
Acrobatics+10 (whichever is higher). If you succeed at the second test, you begin climbing. You gain Wrestling
condition. If you succeed by 5 or more, the monster cannot attack or grapple you.
Othewise, the monster you are climbing can attack you on its turn; you are treated as being in cover, and if the
monster hits cover, it damages itself. It can also try to grapple you; for this purpose you are also treated as being in
cover.
It can also try to dislodge you by rolling, scratching agains buildings or rocks, etc. This takes a full round, and
is possible only if the Narrator estimates that the anatomy of the monster would allow it to try such a manouver. The
monster makes an attack against your Climb+10. If it succeeds, it inflicts damage equal to Strength+Size bonus. If it
succeeds by 5 or more, it manages in addition to dislodge the climbing character. If it fails by 5 or more, it suffers
damage equal to its Strength+Size.
At the beginnning of the next and each following turn, as long as you are holding on to the monster, you must
make as a standard action a Climbing test against its Reflex Save+10 or Acrobatics+10 (whichever is higher). You
need only one free hand to hold onto the monster. If you fail, you are dislodged and fall to earth, suffering falling
damage. If you succeed, you can make an attack as part of the standard action used to hold on the monster. This
counts as a surprise attack. Before making the attack, you can draw a weapon as a move action. If you succeed by 5
or more, the monster cannot attack or grapple you.
Damage

Lethal Damage
When an attacker hits his target with a damaging attack, he makes a Damage throw, which measures the ability to
inflict damage.
Damage throw equals d20 plus the attack’s damage bonus. For unarmed attacks, this is the attacker’s Strength
score. For weapons, this is the weapon’s damage plus the attacker’s Strength score. For example, an attacker with
Strength +1, wielding a short sword (damage modifier +2) has a total damage modifier of +3. So, he inflict Damage
equal to d20 +3.
Damage throw = d20 + Strength + Weapon’s damage + Size+other modifiers (including critical hits)
Damage throw difficulty depends on the Toughness of the target.
Toughness = Constitution + Feats + Armor + Size + Special Bonuses
If the Damage throw is lower than Toughness + 5, the target suffers no significant damage, nothing more than a
slight scratch, bruise, or torn clothing. If the Damage throw succeeds, the target suffers damage; how much damage
depends on the type of attack (lethal or non-lethal) and the amount by which the Damage throw exceeds Toughness,
as shown on the Damage Throw Table. Non-lethal Damage comes from unarmed attacks (punches and kicks), as
well as specific non-lethal weapons, like saps. Lethal Damage is inflicted by weapons, from cutting and piercing
weapons like swords and spears to heavy bludgeoning weapons like hammers and maces.

Damage Throw Table


Non-
Damage Throw Result Lethal
lethal
Up to Toughness + 4 no effect no effect
Equals or greater than
hurt hurt
Toughness +5
Equals or greater than
injured injured
Toughness +15
Equals or greater than
Toughness +20 disabled disabled
Equals or greater than
Toughness +25 unconscious dead/dying

There are no penalties to Toughness for any damage. There are 3 Bruised boxes, 1 Injured box, 1 Disabled
Box, 1 Dying Box and 1 Dead Box. When a target suffers lethal damage, check off the corresponding box with “X”,
and when nonlethal, with “/”
Damage Overflow: If a target suffers a result for which all boxes are already checked off, check off the next
highest result. So, if a target is already Disabled and suffers another Disabled result, check off the Dying box. If the
Dying box is checked and the character suffers another Dying result, if dies immediately.
Dead/Dying: If you suffer Dying/Dead result, you die if the damage of the attack was equal at least
Toughness+5. Otherwise, you are Dying. Characters who are dying and receive again Dying condition become
Dead. Ordinaries, that is NPCs and creatures which cannot have Conviction, can be always killed at the option of the
attacking character.
Disabled If an Ordinary, that is a character without Conviction, is Disabled, he can be immediately killed
respectively rendered unconscious, (no action), if the attacking character wishes so.
Impossible Escape: If the Damage is so high that a natural 1 is not enough to save the target from injury, the
natural throw of 1 means the character is only bruised, regardless of the Damage. Fate intervenes to spare the
character from otherwise certain doom. Narrators interested in realistic consequences for damage should ignore this
rule.
Critical Hits: A critical hit increases an attack’s damage bonus, meaning critical hits can potentially inflict
more serious damage. The usual bonus for a critical hit equals +3.
Conviction: The attacker cannot use Conviction to re-roll the damage roll. The defender can spend a
Conviction point to force the attacker to re-roll damage.
D AMAGE TRACK
Toughness+5 Toughness+15 Toughness+20 Toughness+25

Dying/Dead
Bruised [] [] [] Injured Disabled
Unconscious

Non-lethal Damage

Non-lethal damage is much easier to recover from than lethal damage, but except for that it is treated exactly
like lethal damage. The only difference is that instead of dying, non-lethal attacks cause unconsciousness. If you
suffer non-lethal damage mark it on the damage track with "/". Non-lethal damage, exactly like lethal damage, is
always checked off in an empty box (regardless whether other boxes are filled with lethal or non-lethal damage).
If you suffer suffer lethal damage result for which there is corresponding non-lethal damage, the lethal
damage replaces the non-lethal damage mark. Non-lethal damage overflows to the next damage level, as if you
have suffered the corresponding non-lethal damage.
Eg if you have 2 Bruise marks and an Injured mark, and suffer 2 non-lethal Bruise results, mark 1 non-lethal
Bruise (so that there are 3 in total). The second Bruise overflows into the next level, and since Injured is also marked,
it overflows again. Mark non-lethal Disabled.
If you have 2 lethal Bruise marks and an non-lethal Injured mark, and suffer 2 lethal Bruise results, mark 1
lethal Bruise (so that there are 3 in total). The second lethal Bruise overflows into the next level, and replaces non-
lethal Injured. Mark a lethal Injured condition. Non-lethal Injured overflows again. Mark non-lethal Disabled.
All further attacks against unconscious opponents count as lethal attacks. The only exception are creatures
with Regeneration – they suffer lethal damage only from specified kinds of damage.

Damage Conditions

Damaged characters can suffer from any of five conditions, given on the Damage Track and described here.

Bruised marks have no direct effect on characters.

Injured characters are unguarded. Unguarded characters use only base Defense, and take -2 penalty to Reflex saves.
By spending a full round catching breath, the character can remove the unguarded condition.

Disabled characters are conscious and able to act, but are badly injured. They immediately fall prone, although they
do not drop held items. Starting from next turn, Disabled characters can take only one move action per turn. If a
lethally disabled character takes a standard action, he begins dying on the following round. If a non-lethally disabled
character takes a standard action, he falls unconscious on the following round. If an Ordinary, that is a character
without Conviction, is Disabled, he can be immediately killed or, respectively, rendered unconscious when suffering
non-lethal damage, if the attacking character wishes so. This does not require an additional action. Disabled
characters are Unguarded – they use only their base defense, can be targets of sneak attacks, and suffer -2 penalty to
Reflex saves.

Unconscious characters pass out and are Helpless, unable to do anything until they awaken. All further attacks
against unconscious opponents count as lethal attacks.

Dying characters are Helpless, unable to do anything until they recover. They may be unconscious, or conscious and
able to speak, but unable to move or use any spells (Narrator’s option). They have to make a Constitution check
(Difficulty 5) at the beginning of each round. On a failed check, or when rolling a natural 1, the character dies. On
a successful check, the character lives for another round (and must make a check the following round). If the check
succeeds by 20 or more (Difficulty 25), the character's condition becomes Stable. If a dying character does not
stabilize, he dies 3 minutes after he began dying, regardless of die rolls.

Stable characters can take only one move action per turn. They can never make standard actions, use powers, or
attack anyone in any way. Stable characters are Prone and cannot stand up without help. They are also Unguarded –
they use only their base defense, can be targets of sneak attacks, and suffer -2 penalty to Reflex saves.
Dead characters are, well, dead. This usually means the end for the character, although some powerful healers can
restore life to the recently deceased.

Long term consequences of damage


During the combat in which a character received lethal damage, it suffers no additional consequences. About one
hour after the end of the combat, however, when the blood grows cold and adrenalin level falls, he begin to suffer
long-term consequences. They persist even if he begins a new combat.
The bruised condition has no long-term consequences. An injured (due to lethal or non-lethal damage)
character is always at least fatigued; he can suffer additional fatigue and become exhausted, but can never improve
his fatigue level above fatigued. An disabled character is always at least exhausted. After recovering from damage,
the character can recover normally from fatigue.

Recovery

Recovering from damage requires a Constitution check with Difficulty 10. Recovery happens independently for
lethal and non-lethal damage. As an exception, if you are dying (or dead, for that matter) you cannot recover from
non-lethal damage.
You recover from the worst damage condition only, counting separately lethal and non-lethal damage (eg if
you have a non-lethal Disabled and lethal Bruised condition, when recovering from lethal damage you recover from
Bruised). A successful check removes a damage mark, while an unsuccessful check means there is no significant
improvement for that time period. One recovery check removes only one mark.
You can make a recovery check for non-lethal damage once per hour. You need much more time to recover
from lethal damage. You make recovery check once per day when bruised, once per week when injured, and once
per month when disabled. Dying has its own particular check; once you are stable, you recover from normally,
making recovery checks one per month.
The conditions are removed completely, not replaced by the next weakest one. If you are disabled, but not
injured, after recovering from disabled condition you do not become injured.
You can spend a Conviction point to get an immediate recovery check from non-lethal damage, rather than
having to wait a minute. You can do this only if you have no corresponding lethal damage, and so would be eligible
for recovery from nonlethal damage normally. The character, as usually, rolls a recovery check from his worst
damage condition. You can also spend Conviction on your recovery check from both lethal and non-lethal damage;
(which usually ensures passing it).
You can spend a Conviction point to immediately erase all lethal and non-lethal bruised conditions after, but
not during, a conflict. Warriors can use their role’s core ability to spend a Conviction point to erase all lethal and
non-lethal bruised conditions at any time, even during combat.
Remember that you cannot attempt recovery from the less severe condition until you remove the more severe
one. Eg you cannot recover from bruised conditions if you are injured. Use of Conviction to erase all bruised
conditions is the exception to that rule. In addition, this is checked separately for lethal and non-lethal damage. More
sever lethal damage does not stop you from recovering from non-lethal damage, and the other way round.

Recovery Table
Non-lethal Lethal
Unconscious check once per hour Dying- special, Stable – once per month
Disabled check once per hour check once per month
Injured check once per hour check once per week
Bruised check once per hour check once per day

To recapitulate, if a characters has suffered all damage conditions, from Dying to Bruised, he will recover as follows:
1. A Dying character makes a Constitution check each round. If he manages to pass Difficulty 25, he becomes
Stable.
2. A Stable character makes a recover check each month.
3. An Unconscious and Disabled character makes a non-lethal recovery check each hour to heal the
Unconscious condition. Recovery check is a Constitution check with Difficulty 10.
4. A lethally Disabled and Injured character makes a recovery check each month to heal the Disabled
condition.
5. A non-lethally Disabled and Injured character makes a a recovery check each hour.
6. A lethally Injured and Bruised character makes a recovery check each week to heal the Injured condition. If
he succeeds.
7. A non-lethally Injured and Bruised character must heal first Injured condition. He makes a recovery check
each hour.
8. A lethally Bruised character makes a recovery check each day. A character which suffered a non-lethal
Bruise makes a recovery check each hour.

Healing using the Cure power from lethal damage proceeds in exactly the same order. If healing both lethal and non-
lethal damage, you heal first the damage from the highest category (injured before bruised), independently whether it
is lethal or non-lethal. In the same category, lethal damage is healed first.

Minions
While heroes and important Narrator characters use the rules described previously, minor characters in the story are
less capable (and durable). These characters and creatures are known as minions, and follow special rules,
particularly where damage is concerned.
When you attack a minion, you makes a Damage throw against his Toughness+10; if you succeed (your
damage throw at least equals it), the minion suffers the maximum possible result for that attack. Usually this means
unconsciousness for a non-lethal attack and death for a lethal attack. If the attacker wishes, the minion can suffer a
lesser damage result. This means minions generally have only three damage conditions: normal, unconscious, and
dead. This makes it easier for heroes to dispatch less important opponents and easier for the Narrator to keep track of
them in combat.
Additionally, minions never have Conviction, even if they have levels in a heroic role.
Grapple

Those rules can seem to be more complicated than the original rules. I hope that in practice they will prove simpler,
especially when fighting against gigantic monsters, monsters with multiple attacks, etc. When writing rules for a
D&D style game, in which you are expected to fight with many strange creatures, I think it is better to consider all
possible cases in the basic rules. Simple rules in which you cannot fight a solution for your problem are not very
useful in such a case.
In addition, in those rules there are no size bonuses to grapple checks. Large creatures must rely on their
strength to subdue their opponents. On the other hand, particular maneuvers which can be performed during the
grapple have restrictions based on the relative size of creatures. The purpose of that change is to allow smaller
character to have a chance to escape the grapple with a gigantic opponent. Otherwise, since the giant creatures
have generally also gigantic strength, there is a kind of “double jeopardy” which makes the result of the grapple
foreordained. Since the grapple maneuvers a smaller creature can attempt against larger are strickly limited, there
is no risk of a mouse wrestling a dragon into submission.
Trip attack has been subsumed into the grapple rules, as one of the possible maneuvers. The rules for
disarming and overrunning have been unified with the grapple rules. The rush maneuver has been removed; the
general grapple rules can be used to perform exactly the same action (use the trip or move maneuvers).

The grappling creature must succeed on a grapple check each round for the grapple to continue. The defending
character does not roll a grapple check. Instead it has a passive Grapple Defense, essentially a Grapple check + 10,
with some possible bonuses. If the check succeeds, it can perform one of the possible maneuvers. If it fails, the
grapple ends, or the creature which has been grappled grapples it in return.
Grapple Check is d20 + Combat Bonus + Strength modifier

Grapple Defense equals 10 + Combat Bonus + Strength modifier


You receive +4 bonus to the grapple defense if at least one of the following applies:
- you are a creature which has more than two legs or is otherwise more stable than a normal humanoid (eg
snake-shaped) and belongs at least to the same size category as your opponent
- you are mounted and belong at least to the same size category as your opponent (This does not apply if you
opponent is also mounted).
- you are by at least one size category larger than your opponent
- You have Grapple Finesse feat
You can receive this bonus only once, even if you fulfill multiple conditions.
Alternatively you can use the Escape Artist skill as your Grapple Defense .
Grapple Defense = 10+Escape Artist rank+Dexterity-Armor Check penalty
In that case you do not get the bonus for the stable shape, size, being mounted or possessing the Grappling
Finesse feat.

Starting a grapple
Use your common sense when deciding which creatures can start a grapple. Generally, herbivores (eg a horse) and
other creatures which lack grappling limbs or strong fanged jaws cannot start a grapple. This common sense rule also
applies to grapple maneuvers. The Narrator can make exceptions as needed – eg a horse can try to crush someone
against the wall of the stable, which can be resolved using the grapple rules.
You can attempt to grapple opponents up to one size category larger than yourself. (A mounted opponent
counts for this purpose as one size larger than he is.) To start a grapple you make an unarmed attack as a standard
action, except you do not deal damage. If you succeed, you must make a grapple check, as detailed in the following
section. If your opponent is already grappling with you or somebody else (he has the Wrestling condition), you do
not need to make an attack roll.

When grappling an opponent


After grabbing your opponent, you must make a grapple check against the Grapple Defense of your opponent. This
check is taken as a part of the standard action used for grapple. While you maintain a grapple, you must also
make a grapple check at the beginning of each your turn. If you do not attempt a grapple check at the beginning of
your turn, the grapple ends immediately.
If you succeed at the grapple check, both you and your opponent gain the Wrestling condition. All creatures
held by your opponent are immediately freed from the grapple. Finally, you must select a maneuver you want to
perform as part of the standard action used to grapple. The available maneuvers depend on your size, the size of your
opponent, and other factors. A mounted opponent counts as one size larger than he is. After you perform a maneuver,
you can do any of the actions which do not require a grapple check (remember that you can use extraordinary effort
to gain a standard action).
When you are grappling or pinning an opponent who is at least one size category smaller than you, you do
not have the Wrestling condition. You can move at full speed without performing a grapple maneuver, carrying the
grappled opponent with you, or perform any other action you want, provided that you hold the opponent with at least
one limb and make a grapple check each round. You don’t have to perform any maneuvers if you want merely to
continue the grapple - in that case you make the grapple check as a free action. If you can make multiple attacks per
round (eg with many limbs and Multiattack feat), you can make a grapple maneuver as one of those attacks, with an
appropriate penalty to the grapple check.
In order to grapple multiple opponents, you must be at least one size category larger than them and have many
attacks. In that case, you make a check against each one.
You can attack the opponent you are grappling without making a grapple check if you are at least one size
category larger than it. If you are equal in size or smaller than the opponent, you can damage it only by performing
appropriate grapple manouvers (NB this is opposite to the rules for being grappled).
If your grapple check fails, your opponent can grapple you as a reaction without a check. In that case your
roles are reversed and he is holding you. If he does not, the grapple immediately ends. Note that creatures more than
one category smaller than you or unable to grapple because of their anatomy cannot grapple you.
When you suffer a wound, your opponent can break off the grapple as a reaction.

Grapple Maneuvers
1) Damage Opponent
Humanoid creatures, snakes, tentacled creatures and quadrupeds with bite attack can deal damage to their opponent
while grappling as a standard action. You can attempt to damage opponents up to one size category larger than
yourself. You deal damage as normal for your natural weapon, unarmed strike or with a small (light) weapon held in
one hand (including the pommel of a sword). Generally, unarmed strike damage dealt by humans is non-lethal,
except when a specific feat or magical item allow to deal lethal damage. You can draw a small (light) weapon as a
move action before dealing damage. You receive Sneak Attack bonus to damage.
2) Move
Humanoid creatures, snakes, tentacled creatures and quadrupeds with bite attack can move while grappling as
a standard action. The opponent must be no larger than your size category. If you are grappling multiple opponents,
you must make grapple checks against all of them, as one standard action. If you succeed on all of them, you move
all creatures you grapple up to half your move as a move action. You do not need to perform this maneuver if your
opponent is at least one size category smaller than you.
3) Pin
Humanoid creatures, snakes, tentacled creatures and quadrupeds with bite attack can pin their opponents as
a standard action. The opponent must be no larger than their size category. If you succeed at your grapple check,
your opponent gains the Pinned condition until the beginning of your next turn. You have still the wrestling
condition and are still considered to be grappling your opponent.
Only tentacled creatures can pin when grappling more than one opponent. Other creatures can pin only when
grappling a single opponent, even if their size allows them to grapple multiple opponents. Narrator can allow
otherwise when the player explains in what way his character is able to pin multiple opponents.
If you have the Constrict ability or feat, after you succesfully pin your opponent you can immediately deal to
it your unarmed damage or natural weapon damage.
If you have the Chokehold ability (part of Grapple Mastery feat), after you succesfully pin your opponent,
you can alternatively (ie, not when using a Constrict feat) apply a chokehold, causing your opponent to begin
suffocating for as long as you maintain the pin.
4) Trip
All creatures can trip. You can, as a standard action, trip opponents up to one size category larger than yourself. You
cannot trip creatures grappled by another character.
When you use a weapon designed for tripping, such as halberd, a guisarme or a whip, your opponent does not
get +4 bonus to his grapple defense due to being mounted. Additionately, if you fail the grapple check using such a
weapon, the grapple is automatically broken and your opponent must make a melee attack to grapple you.
When you succeed at tripping an opponent, he falls prone. If you succeed at tripping a mounted opponent, you
pull the rider from his mount, and he falls prone on the ground. In both cases the grapple is broken.
A tripped character is prone. He has –4 penalty on attack rolls. He gains a +4 bonus to Defense against ranged
attacks, but takes a –4 penalty to Defense against melee attacks. Standing up is a move action.
If you have an Improved Trip ability, you can make an immediate attack against your tripped opponent. This
counts as a part of the standard action used to trip an opponent.
5) Throw
Humanoid creatures and tentacled creatures can throw their opponents as a standard action. The opponent must be no
larger than your size category. You cannot throw creatures grappled by another character. If your check succeeds
your opponent falls prone next to you and suffers damage as of your unarmed attack. After throwing the opponent
the grapple with him is immediately broken.
Narrator can allow you to use the rules for improvised throwing weapons when throwing creatures at least one
category smaller than you.
6) End the Grapple.
You end the grapple, even if you are grappling many opponents. This maneuver is rarely used, since it is usually
better to trip or throw your opponent.
7) Disarm
Humanoid creatures and tentacled creatures can disarm their opponents as a standard action. You can attempt to
damage opponents up to one size category larger than yourself. You disarm your opponent from one weapon, which
falls to earth. If you win the check by at least 5, you can get hold of the weapon.
8) Perform a Standard Action
This is generally used to activate magic item other than scrolls (you cannot activate scrolls while wrestling), or to use
supernatural powers. (Even if an action doesn’t need a grapple check by itself, you must still make one check per
round to continue grapple.)

Wrestling Condition
While you’re grappling, grappled by or pinning an opponent you have the Wrestling condition. You cannot move
except by performing a grapple maneuver. You are treated as Unguarded by opponents you aren’t wrestling with,
and as result can be surprise attacked and sneak attacked by them. If such an opponent attacks you and misses, he
must roll attack again to see whether he does not hit your opponent. You defend normally against opponents you
are grappling. However, if they hit you, they add the sneak attack bonus to damage. You cannot make opportunity
attacks while grappling.
You do not have the wrestling condition if you are at least one size category greater than the opponent you are
grappling or grappled by. If you are grappled by a larger opponent you do have the wrestling condition. If you
possess the Grappling Finesse feat you retain your normal defense, and cannot be sneak attacked by opponents you
are not wrestling with.
In addition, a wrestling character is usually Prone. Characters who perform Pin manouver are nearly always
prone.
You cannot attack opponents you are not wrestling. You can damage opponent you are wrestling by making a
grapple check and performing appropriate manouver. Whether you can attack such an opponent without a grapple
check depends on your size.
While wrestling, you can make the following actions without making a grapple check:
- Activate a magic item other than scroll.
- If you are at least one size category smaller than your opponent, you can draw a small (light) weapon as a
move action. at least two size category smaller than your opponent, you can draw a medium (one-handed)
weapon as a move action.
- You can use powers while grappling, subject to the requirements of the grapple, without making a grapple
check, but this causes an appropriate penalty to power check or fatigue check. (If you are a wizard or
sorcerer and do not have Still Spell Feat, you cannot use spells)

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

Being grappled
While you are grappled by an opponent, you can do any of the actions, which do not require a grapple check.
- If you are at least one size category smaller than your opponent, you can attack him with a small weapon
(including a weapon drawn just before as a move action), natural weapon or an unarmed attack. If you cause
at least a wound to your opponent, any creature he grapples (including yourself) can break the grapple as an
reaction.
- If you are at least two size category smaller than your opponent, you can attack him with a medium (one
hand) weapon.
- If you are equal in size or greater than your opponent, you cannot attack him as long as he is grappling you.
If you are no more than one size category smaller than your opponent, you can make a grapple check as a
standard action. You cannot make a grapple check if you are smaller by two or more size categories. You don’t have
to make a melee attack. If your check succeeds you are grappling that creature and must perform one of the
appropriate grapple maneuvers. A creature which is unable to start a grapple (eg a horse) can make this grapple
check, but if it succeeds it can only end the grapple or trip the opponent.
If you are grappled by multiple opponents, you must make grapple checks against all of them, as one action.
If you succeed on all of them, you select one opponent to grapple, or simply end the grapple. If you can grapple
multiple opponents, you can decide to grapple all of them.

Multiple Grapplers
Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round.
Creatures that are one or more size categories smaller than you count for half, creatures that are one size category
larger than you count double, and creatures two or more size categories larger count quadruple.
When you attempt to join the grapple, by grappling an opponent who has the Wrestling condition, you do
not need to make an attack roll. You make immediately the grapple check. If your opponent has been grappling
some creatures, all creatures held by your opponent are immediately freed from the grapple when you succeed. If
your opponent has been grappled by somebody else, he is now grappled by you both.
If you are one of many attackers grappling a single opponent, the only maneuvers you can perform are
Damage, Pin and Escape the Grapple. In the following rounds, additional grapplers instead of making a grapple
check can aid their friends with the aid action, granting a bonus to that character’s grapple checks for the round. This
doesn’t end the grapple, provided that at least one of the grappling characters makes a grapple check during the
round.
If you are grappled by multiple opponents, you must make grapple checks against all of them, as free
actions. If you succeed on all of them, you must select one opponent against whom to perform a grapple maneuver.
The grapple with other opponents ends immediately. Alternatively, you can simply end the grapple as a standard
action.
Generally, you can grapple only one opponenent. As an exception, if you are at least one size categories
greater than your opponents and have multiple limbs or natural attacks which can be used to grapple (bite, for
example), you can grapple one opponent per limb or attack.

Ending the Grapple


The grapple ends when the character grappling you:
1) does not attempt to make a grapple check at the beginning of his turn,
2) fails his grapple check, and you do not grapple him in return as an immediate action,
3) trips or throws you,
4) is Wounded, and you decide to break the grapple as a reaction,
5) is grappled by a third character.
Mounted Combat

Training Mounts

There are three levels of training for mounts: Untrained, riding, and war-trained.

Untrained: Untrained mounts cannot be ridden, except as part of breaking them in.
Riding: A riding mount has been trained to bear a rider, but has not been trained to enter combat. A riding mount
must have an Intelligence score of at least -5 and can perform the tricks come, heel, and stay (see Handle Animal
skill).
• Come: The animal comes to you, even if it normally would not do so.
• Heel: The animal follows you closely, even to places where it normally wouldn't go.
• Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by,
though it still defends itself if it needs to.

War-trained: War-trained mounts, such as a warhorse, have been trained to serve during combat. A war-trained
mount must have an Intelligence score of at least -4 and can perform the tricks attack, come, defend, down, guard,
and heel.

• Attack: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal
to attack, and it will comply if able.
• Come: The animal comes to you, even if it normally would not do so.
• Defend: The animal defends you (or is ready to defend you if no threat is present), even without any
command being given. Alternatively, you can command the animal to defend another specific character.
• Down: The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick
continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
• Guard: The animal stays in place and prevents others from approaching.
• Heel: The animal follows you closely, even to places where it normally wouldn't go.

Controlling a Mount
In order to ride a mount in combat, a rider must first control their mount. You must be trained in the Ride skill to do
anything except trying to cling to your mount.

War-Trained Mounts: A war-trained mount can be controlled automatically.


Riding Mounts: In order to control a riding mount in combat, a rider must make a Ride check (DC 20) each round
as a move action. If the check fails, the move action becomes a full action. If the rider cannot take a full action, they
lose control of the mount (see below).
Losing Control: If a rider loses control of their mount, the mount will move in a random direction as fast as it can
and the rider must make an additional Ride check (DC 5) to stay on the mount.

Directing a Mount
A rider can direct a mount they control to perform any simple movement. They can also direct their mount to
perform a trick it knows by making a Ride or Handle Animal check (DC 10) as a free action.
Pushing Mounts: A mount can be "pushed" to perform tricks they do not know by making a Ride or Handle Animal
check (DC 25) as a full action.
Riding Without Hands: A rider can attempt to direct their mount without using their hands by making a Ride check
(DC 5) each round as a free action. If the check is failed, the rider must use at least one hand to control the mount. If
the rider cannot use at least one hand to control their mount, they lose control of the mount (see above).

Mounted Movement
Mounts act on their rider's initiative, as their rider directs them. The actions of the mount and rider are resolved
simultaneously. In general, this has the following effects:
Full Round Actions: A rider or mount can take a full round action while the other takes a standard action and a
move action so long as the full round action could be performed simultaneously with both of the other actions. In
general, this means that a rider cannot take a full round action requiring a melee attack (such as a coup de grace)
against a target if their mount uses one of their actions to move and carries the target outside of the rider's threatened
area.
Free Actions: Both the rider and their mount can take free actions without affecting each other's actions.
Range and Position: If, while a mount is moving, a rider takes an action that involves a range (such as firing a
ranged weapon or casting a spell), the rider calculates this range the half-point of the mount's movement this turn.
Jumping: A rider can get their mount to leap obstacles as part of its movement. Either the rider's Ride check or the
mount's Jump check (whichever modifier is lower) determines the distance of the jump. A rider must make a Ride
check (DC 15) as a reaction in order to remain on a leaping mount.
Spur Mount: You can spur your mount to greater speed with a move action. A successful DC 15 Ride check
increases the mount’s speed by 10 feet for 1 round but deals lethal damage – bruise - to the creature .

Actions in Mounted Combat


The following combat actions have special rules when performed by a mount or mounted combatant.

Melee Attacks
When you attack a creature that is smaller than your mount and on foot, you get the +2 bonus on melee attacks for
being on higher ground. Even at your mount’s full speed, you don’t take any penalty on melee attacks while
mounted.
When riding, the movement of the mount decides when a melee attack is possible. If the mount is making a
move action, you can attack at the end of it. If you have the Move-by Action feat, you and your mount can make
attacks in the middle of move. If it is making a double move or moving all out, neither you nor it can attack in melee.
If your mount charges, you take the Defense penalty associated with the charge as well. You can take a move
action while your mount moves. If you make an attack at the end of the charge, you receive the bonus gained from
the charge.
Directing a war-trained mount to attack is a free action, but requires a Ride check (DC 10). Directing any
other mount with the Attack trick to attack takes a move action and a Handle Animal or Ride check (DC 10) – see
the Handle Animal skill on particulars. If a mount does not know the attack trick, it must be pushed to make an
attack. This requires a full action and a Handle Animal or Ride check (DC 25).
If you are riding a war-trained mount and direct it to attack in battle, you can still make your own attack or
attacks normally. This usage is a free action. If you are riding a mount which is not war-trained, you cannot attack at
the same time as it.

Ranged Attacks
You can use ranged weapons while your mount is taking a double move but at a –4 penalty on the attack roll. You
can use ranged weapons while your mount is moving all-out at a –8 penalty. In either case, you make the attack roll
when your mount has completed half its movement. This penalty is lowered with the Mounted Attack feat. You
cannot make ranged attacks when your mount is making melee attacks (and the other way round, if you find a mount
capable of making ranged attacks).

Feinting when Mounted


You can use Intimidate, Bluff and Sleight of Hand skills as normal. You cannot use Acrobatics or Athletics. You
must start your turn adjacent to the enemy, and both you and your mount must spend a move action.
You can also use your Ride skill to feint in combat. Both you and your mount must spend a move action.
Your mount cannot charge. Since your mount has a move action left, you do not need to start your turn adjacent to
the enemy – your mount can make one move, but in that case it cannot attack. Your opponent opposes the attempt
with their Sense Motive or Ride skill, whichever is better, or with a modified level DC equalling Level+Ability+8.
Use Wisdom or Dexterity, whichever is higher.
You mount's attack never benefits from the feint.

Casting Spells while Mounted


If the mount is making a double move , you can cast a spell when your mount has moved up to its speed, but you
suffer a -1 penalty for violent motion to both power and fatigue checks (see the heading on distractions in
spellcasting). If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to
twice its speed, but you suffer – 2 penalty for extraordinarily violent motion.
Suffering Damage

Staying in Saddle: You must make a DC 5 Ride test as a reaction to try to avoid falling when your mount
rears or bolts unexpectedly or when you take damage. This usage does not take an action. If you are disabled,
the Difficulty of the Ride test is 15.
If Your Mount Is Dropped in Battle: If a mount becomes prone unexpectedly (by either being knocked prone or
falling unconscious), its rider lands prone in the same space and must succeed at a Ride check (DC 15) to make a soft
fall. If the check fails, the rider takes damage 2, or more if the mount is higher off the ground.
If You Are Dropped: If you are knocked unconscious, you have a 50% chance to stay in the saddle (or 75% if
you’re in a military saddle). Otherwise you fall and take 2 points of damage. Without you to guide it, the horse
avoids combat.

Grappling in Mounted Combat

When you are mounted, you count as being one size category larger for some purposes, enumerated below. This does
not apply if you opponent is also mounted. For all other purposes you still belong to your size category.
First of all, although you can be normally grappled by an opponent no more than one size smaller, when
mounted you cannot be grappled by smaller opponents.
You receive +4 bonus to Grapple Defense, if, amongst others, you are mounted and belong at least to the
same size category as your opponent. This is not cumulative with other bonuses to Grapple Defense, and does not
apply if your opponent is also mounted.
When a character makes a grapple check against a mounted opponent, he can perform only such grapple
maneuvers as could be performed against an opponent one size larger. For example, if you belong to the same size
category as your mounted opponent, you can perform the following grapple maneuvers: Damage, Trip, Disarm, End
Grapple.
If you succeed at performing the trip maneuver against a mounted opponent, you pull the rider from his
mount, and he falls prone on the ground. The grapple is broken.
When you use a weapon designed for tripping, such as halberd, a guisarme or a whip, your opponent does not
get +4 bonus to his grapple defense due to being mounted. Additionately, if you fail the grapple check using such a
weapon, the grapple is automatically broken and your opponent must make a melee attack to grapple you.
You can jump on the opponent's mount; if you succeed, you are mounted and can grapple him without
penalty. You must make a Jump or Ride test (whichever modifier is lower). The equals the opponent's Ride skill+10
+ 5 for each size category the mount is larger than you. DC to jump on a horse equals Ride+15.
Damaging Objects
You can use your weapons to destroy objects. Generally, you can smash an object only with a bludgeoning or
slashing weapon. To calculate how much time it would take to break a hole in a wall or door, or to destroy an object,
subtract the damage of an attack to hardness of the object, which can be found below. In the table below you can find
how many units of thickness can be destroyed in a turn (or how many turns it takes to destroy a unit of thickness),
depending on this difference. The actual thickness of a unit of thickness depends on the substance.
Ineffective Attacks: The Narrator may determine certain attacks just can't effectively damage certain objects. For
example, you will have a hard time breaking open an iron door with a knife, or cutting a rope with a club. In these
cases, the Narrator may rule that you inflict no damage to the object at all. In particular, adamantine objects can be
damaged only with adamantine or magical weapons.
Effective Attacks: The Narrator may rule certain attacks are especially effective against some objects. For example,
it's easy to light a curtain on fire or rip a piece of cloth. In these cases, the Narrator may increase your damage bonus
against the object (or apply a penalty to its Hardness) or simply say the object is automatically destroyed by a
successful attack. All adamantine weapons add +4 to damage when attacking objects. Adamantine slashing weapons
can cut through everything.
Energy Attacks:
Acid and sonic attacks deal damage to most objects just as they do to creatures. Sonic attacks are less effective
against wood (Damage-4). Acid attacks are less effective against stone and masonry (Damage-4). Electricity, fire and
cold attacks deal damage minus 4. Fire is extraordinarily effective against flammable objects (damage+4) and also
works against wood (normal Damage). Electricity and Cold attacks are fully effective against metal, including silver
and adamantine.

Ranged Weapon Damage:


Objects take damage minus 4 from ranged weapons (unless the weapon is a siege engine or something similar). This
do not applies to ranged powers. Remember that ranged weapons causing piercing damage cannot damage most
objects at all.

Attacking objects during combat or with powers

When you want to destroy a object during combat or with a power, first of all it is necessary to establish how many
units of thickness can be destroyed in one round. Next, you need to hit it, making an attack roll against the defense of
the object as a standard action.

Defense: Objects are easier to hit than creatures because they usually don’t move. An object’s Defense is equal to
9 + its size modifier + its Dexterity modifier. An inanimate object has a Dexterity of –5, which servers as penalty to
Defense. The final Defense equals
4+size modifier
Melee attacks against adjacent targets get a +4 bonus to hit immobile objects.

Damage roll
Finally, you roll d20. On the roll of 1-10, you cause damage equal to ½ of the established number of units of
thickness per round. On the roll of 11-15, you cause damage equal ot the established number of the units of
thickness. On the roll of 16-20, you inflict damage equal to the double of the established number of units of
thickness.

For example, let us assume that a warrior with Strength 3, armed with a greataxe (total damage 8), wants to break a
strong wooden door. Looking things up in the tables, we see that strong wooden door has a hardness of 5 and 4 units
of thickness. Hardness is lesser than damage by 3. This corresponds to 3.3 units of thickness smashed per round. The
warror hits the door. The damage roll is 17, which corresponds to double damage. The warrior breaks through 6.6
units of thickness. Since the door has only 4 units, it is destroyed.
Let us now imagine the same warrior attacking an iron door, with hardness 10 and 12 units of thickness.
Hardness is greater than damage by 2, which corresponds to 1.4 units of thickness smashed per round. The warrior
makes the damage roll of 8. He destroys 0.7 units – he has still a lot of work to do.
If the warrior had an adamantine axe, he would cause damage 12 to objects. This means he could break
through 2.8 units per round.
Substance Hardness Unit of
thickness
Paper or cloth 0 2 inches
Rope 0 2 inches
Glass 1 5 inches
Ice 0 2 inches
Leather or hide 2 1 inch
Wood 5 0.5 inch
Stone 8 0.3 inch
Iron or steel 10 0.2 inch
Mithral 15 0.2 inch
Adamantine 20 0.1 inch

Hardness- Units broke Rounds to


Damage in a round break a unit
of thickness
-4 4,00 0,25
-3 3,36 0,30
-2 2,83 0,35
-1 2,38 0,42
0 2,00 0,50
1 1,68 0,59
2 1,41 0,71
3 1,19 0,84
4 1,00 1,00
5 0,84 1,19
6 0,71 1,41
7 0,59 1,68
8 0,50 2,00
9 0,42 2,38
10 0,35 2,83
11 0,30 3,36
12 0,25 4,00
13 0,21 4,76
14 0,18 5,66
15 0,15 6,73
16 0,13 8,00
17 0,11 9,51
18 0,09 11,31
19 0,07 13,45
20 0,06 16,00

Breaking Items
In the case of a character trying to break something outright, such as smashing down a door or snapping bonds, make
a Strength check against the indicated DC. The DC depends more on the construction of the item than on the material
Success destroys the object, while failure does no damage. The chief difference between this and attacking an object
is the character can’t slowly wear down an object in this way. If an item has been attacked earlier, and has lost half or
more of its thickness, the DC to break it drops by 2.
Difficulty of Breaking or Bursting Items

Strength Check to Break DC Hardness Number of units


down: of thickness
simple door 13 5 2
simple chest 17 5 0.2
good wooden door 18 5 3
treasure chest 23 5 3
strong wooden door, 23 5 4
Burst rope bonds 23 0 0.5
Bend iron bars 24 10 5
barred door 25 10 5
Burst chain bonds 26 10 1
Burst manacles 26 10 2
Burst masterwork manacles 28 10 3
iron door 28 10 12
masonry wall 35 8 18
Chapter VII-Playing the Game

Social Interaction
The various social actions heroes may wish to accomplish are governed by interaction skills. Note that these skills
are all usable untrained, so anyone can attempt these actions. Naturally charismatic people tend to be good at them,
but those with real talent or training (reflected by ranks in the appropriate interaction skills) are the best.

Attitudes of Non-Player Character


Non-player characters have always both an out of combat attitude and a combat attitudes. The Narrator determines
the starting attitude of any character that the heroes encounter during the game, when such attitude is important.
Most people met in a neutral city are indifferent. Most guards are indifferent but suspicious.

Out of combat attitudes.


Those are attitudes you can encounter in everyday society. Regardless of the attitude of an NPC, he will not begin
open combat against you, neither help you in combat against your opponents.

Hostile
Will take risks to hurt the subject. The character hates the subject and goes out of his way to make trouble for
them. He usually stops just short of physical violence and breaking laws, though — unless he estimates he can get
away with it.
Unfriendly
Wishes ill. The character actively dislikes the subject and doesn’t pass up an opportunity to act against them
but he probably doesn’t create them. He can mislead, gossip, avoid, watch suspiciously, insult.
Indifferent
Doesn’t much care.
Friendly
Wishes well. He can chat, advise, offer limited help, advocate.
Helpful
Will take reasonable risks to help you. He can protect, back up, heal, aid.

Attitudes in combat
There are three separate attitudes which have to do with combat. You cannot change those attitudes by Diplomacy.

Neutral
Will not begin combat. If attacked by either you or your opponents will either defend or flee.
Enemy
Attacks you on sight. In case of characters who do this out of duty (eg soldiers, followers of your enemy), they can
have at the same time a positive out of combat attitude, based on your private relationship (eg Friendly).
Follower
He fights together with you and obeys you to some degree. If he obeys you out of duty, there can be a negative out-
of-combat attitude (eg Hostile).
Ally
Fights on the same side with you, but does not obey you.

Reaction roll
When first meeting an NPC, you can make a reaction roll. This is a Diplomacy check to modify his attitude –
between Hostile and Helpful. Narrator can disallow or require such a check. You cannot use Diplomacy against a
creature that does not understand you or has an Intelligence of -4 or less. Diplomacy is generally ineffective in
combat and against creatures that intend to harm you or your allies in the immediate future (Enemy attitude). Normal
Diplomacy checks can never make someone your follower or companion. The reaction depends on the result of the
check:
less than 5: If your result is less than 5, the attitude is worsened by one (eg from Unfriendly to Hostile).
1.5×CR+10: If your result equals target’s level × 1.5 + 10, the attitude is improved by one.
If you do not have the clothing, personal hygiene, haircut etc expected in the circumstances, you suffer from -
1 to -4 penalty to your roll. (In a dungeon, you are expected to be ragged and filthy, but well armed and armoured,
and shining with magical auras. During the grand ball, the other way round). The behaviour of characters can cause
additional penalties, or even cause them to fail the check outright. The reaction roll can be made only once.
Thereafter, the attitude of NPCs depends on the behaviour of Player Characters.
The target can oppose your roll with Sense Motive, if he succeeds, he can – but does not have to - resist the
attitude change.

Gaining attention of important personages


Important characters are rather accustomed to people trying to influence them or gain their sympathy. The whole of
humanity is divided for them into two groups: powerful men, who can help or hinder them, and the mass of subjects
and followers. In respect to other VIPs, VIPs will try not to be swayed by emotions, but to coldly calculate their best
interest. With one exception: An insult can cost a lot, since such people tend to have a quick temper. A public insult
tends to directly impact their power, undermining the respect of their subordinates, and will be never forgotten nor
forgiven.
People who are relatively unimportant must, on the other hand, rely on their Diplomacy to gain favour of the
powerful and to avoid offending them. A well made flattery is a true pleasure, and powerful people tend to pay for
them well. For that reason they are always surrounded by courtiers, sycophants, hangers on and followers.
If you want to gain something from a VIP, you must first of all get their attention, to rise above the chorus of
supplicants. Narrator decides what or who makes access to a given VIP difficult; it can be secretaries, gatekeepers, or
even the important character himself, if he is accustomed to simply ignoring irrelevant supplicants. Diplomacy check
DC is the same anyway. If you wield significant power – in other words, you are a VIP yourself – there will be no
difficulty. Even if your political power is limited, there are some circumstances which allow you to meet VIPs easily.
If you are a famous hero – whose exploits matter on the level of the VIP – or you have helped him in an important
matter, he will remember you. Otherwise you must make a diplomacy check to gain his ear. The DC equals:
DC = 1.5×CR+10
You can get bonuses for older or lower level heroic exploits (from 1 to 4). You get penalties for unappropriate
clothing, as usual. When you manage to meet the VIP, you make reaction roll, as normal (and with negative bonuses
for arrogant behaviour). No matter what the result of the roll is, to get any favour from a VIP you will have to make
separate Diplomacy checks for each request. Again, Diplomacy is not mind control; if a VIP thinks it will be in hist
interest not to grant a favour, no amount of fine words will change his opinion. On the other hand, if you outline a
course of action which is actually in the target’s interest – from the target’s point of view, of course – Diplomacy
will allow you to make them realize it.
VIPs can use Sense Motive to oppose your Diplomacy roll. Usually, however, they will do so only to
understand your true motives; they are accustomed to hidden purposes, and take care mostly that they do no oppose
their own plans. And Diplomacy makes you truly pleasant, even if you are not entirely frank.

Interaction Skills
Certain skills, called interaction skills, are aimed at dealing with others through social interaction. Interaction skills
allow you to influence attitudes and get others to cooperate with you. Since interaction skills are intended for dealing
with others socially, they have certain requirements.
First, you must actually be able to interact with the subject or subjects of the skill. That means the subject
must be aware of you and able to understand you. If you don’t speak the same language, or they can’t hear you for
some reason, that’s the same as working without the proper tools, imposing a –4 on your skill check, since you have
to convey your meaning through gestures, body language, tone, and so forth.
Interaction skills work best on intelligent subjects, ones with Intelligence –3 or higher. You can use them on
creatures with lower Intelligence (–4 or –5) but with a –8 penalty on your check; they’re just too dumb to get the
subtleties of your point. Intimidate and Sense Motive do not suffer this penalty. Interaction skills used to feint are not
affected by it. You can’t use interaction skills at all on subjects lacking a mental ability.
Interaction skills are ultimately dependent on the subject’s attitude. You cannot persuade someone who
doesn’t want to be persuaded – he is simply impervious to your arguments. It is generally very difficult to make
someone act against their interests; you must at least make them imagine that they will gain something from it.
Similarly, to intimidate somebody, you must present a credible threat – or at least invent one (using Bluff skill).
You can use interaction skills against groups, but you must be trying to influence the entire group in the same
way. You can use Diplomacy, for example, to sway a group of people and improve their attitude toward you, but you
must be trying to convince all of them about the same thing. Everyone in the group must be able to hear and
understand you. You make one interaction skill check and the Narrator compares it against each person in the group
(or against an average value for the group, to speed things up).
Interaction skills require generally a check against fixed difficulty, generally equal to 9+level+Ability. The
target can make instead an opposed check.
For particulars, see the description of interaction skills: Bluff, Diplomacy, Intimidate and Sense Motive.
Movement

Athletics

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

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

Movement

There are two movement scales, as follows:


- Tactical, for combat, measured in feet per round.
- Overland, for getting from place to place, measured in miles per hour or miles per day.

Movement Pace
Characters generally move at a normal, accelerated, or all-out pace. Most characters' base speed is 30 feet, meaning a
character can walk 30 feet as a move action every round. The following movement paces modify base speed:

Normal
A normal pace represents unhurried but purposeful movement at the character's normal speed, which is usually 30
feet per round (about 3 miles per hour). This is the equivalent of walking for a normal unencumbered human.

Accelerated
An accelerated pace, sometimes called a hustle or double move, is 6 miles per hour. This is the equivalent of jogging
for a normal unencumbered human. Taking two move actions in a round is accelerated movement.

All Out
Moving more than two times your base speed is an all-out pace, the equivalent of running or sprinting. The multiplier
depends on your Athletics modifier. Most often, you move all out at 4×base speed - 120 feet per round (about 12
miles per hour). Characters in heavy armour and characters who have any fatigue condition, even winded, cannot
run.

Athletics modifier All-out movement


4 or less 3×base speed
5-10 4×base speed
11-15 5×base speed
16 and up 6×base speed

All-out movement is a full-round action. Until the beginning of your next turn, you use only base defense (suffering -
4 penalty to defense), since you are not easily able to avoid attacks. This penalty does not apply to ranged attacks – it
is difficult to hit a fast-moving target.
After each round of all-out movement you must succeed at a Constitution check (Difficulty 5) to continue
moving at this pace. You must check again each round you continue to move all out, and the Difficulty of this check
increases by 1 for each check you have made. When you fail a check, you become winded and must drop to an
accelerated or normal pace.
Hampered Movement
Obstructions, bad surface conditions, and poor visibility can hamper movement. The Narrator determines the
category into which a specific condition falls (see the Hampered Movement table). When movement is hampered,
multiply the standard distance by the movement penalty (a fraction) to determine the distance covered. For example,
a character who can normally cover 60 feet with a double move can cover only 30 feet if moving through thick
undergrowth.
If more than one condition applies, multiply the normal distance covered by all movement penalty fractions
that apply. For instance, a character who normally could cover 60 feet with a double move could cover only 15 feet
moving through thick undergrowth in darkness (one-quarter his double move).
Table: Hampered Movement
Condition Examples Movement Penalty
Obstruction
Moderate Undergrowth ×¾
Heavy Thick Undergrowth ×½
Surface
Bad Steep slope, mud ×½
Very Bad Deep snow, slick ice ×¼
Poor Visibility Darkness, very heavy fog ×½

Poor visibility does not limit your speed per se; however, you can only use move at ½ speed and retain your
normal defense. If you move any faster, you use only your base defense, automaticaly fail all notice checks, and can
run into things or stumble over them. Narrator can require Reflex save to avoid falling prone and losing the rest of
your movement. When combined with other difficult conditions, poor visibility limits speed outright.

Balancing
Balancing on narrow surfaces up to 12 inches wide is done with the Acrobatics skill. Balancing checks to move
along difficult or slippery surfaces wider than 12 inches generally should not be necessary. If the surface is
extraordinarily slippery, a check may be necessary to move. In such a situation you may make either an Acrobatics
or an attack bonus check.

Overland Movement
Characters covering long distances cross-country use overland movement. Overland movement is measured in miles
per hour or miles per day. A day represents 8 hours of actual travel time.
Walk: A character can walk 8 hours in a day of travel without a problem. The rest of the daylight time is spent
making and breaking camp, resting, and eating. A character can walk for more than 8 hours in a day by making a
forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is
required. If the check fails, the character takes a level of fatigue. It is possible for a character to march into
unconsciousness by pushing himself too hard.
Accelerated Movement: An unencumbered and not injured character can double move for a number of hours equal
to his Constitution between sleep cycles without a problem. Double moving for each additional hour causes one level
of fatigue. Dwarves can double move for a a number of hours equal to their Constitution +4.
Run: In certain circumstances, you can run for long distances, without Constitution checks each round. Your
Constitution must be 0 or more, and you must not be encumbered, have any fatigue or damage conditions.
In such circumstances, if your Athletics modifier is at least 4, you can move at 3×base speed for 10 minutes,
plus 10 minutes per each point of Constitution (eg a character with constitution 3 can move 40 minutes at 3×base
speed).
If your Athletics modifier is at least 8 you can move at 3×base speed for 30 minutes, plus 30 minutes per each
point of Constitution (eg a character with constitution 3 can move 120 minutes at 3×base speed).
If your Constitution is 0 or more, your Athletics modifier at least 12, and you are not encumbered, you can
move at 4×base speed for 15 minutes, plus 15 minutes per each point of Constitution (eg a character with
constitution 4 can move 75 minutes at 4×base speed). After that you must slow down to base speed×3; you can move
at that speed for 30 minutes, plus 30 minutes per each point of Constitution.
If you run in this way up to ¼ maximum time you are winded afterwards. If you run up to ½ maximum time,
you are fatigued. If you run up to ¾ time, you are exhausted. If you run longer than ¾ of maximum time, you are
exhausted and suffer lethal damage equivalent to a wound.
Terrain: The terrain through which a character travels affects the distance he can cover in an hour or a day (see
Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track.
A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles.
Trackless terrain is a wild area with no paths.
Table: TERRAIN AND OVERLAND MOVEMENT
Terrain Highway Road or Trackless
Trail
Desert, sandy ×1 ×½ ×½
Forest ×1 ×1 ×½
Hills ×1 ×¾ ×½
Jungle ×1 ×¾ ×¼
Moor ×1 ×1 ×¾
Mountains ×¾ ×¾ ×¼
Plains ×1 ×1 ×¾
Swamp ×1 ×¾ ×¼
Tundra, frozen ×1 ×¾ ×½

Jumping
Running Horizontal Jump (full action)
The running horizontal jump requires that you get a running start, moving at least half base speed in a straight line
before attempting the jump. You make the running start as part of the full action.
A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you
attain a vertical height equal to one-eightth of the horizontal distance. The DC for the jump is equal to the distance
jumped (in feet). You can never make a jump longer than your base speed.
If you beat the DC by 5 or more, you land on your feet at the far end. If your check succeeds by less, you fall
prone on the other side. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 10
Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you
dangling over a chasm or gap, getting up requires a move action and a DC 10 Climb check. If you have the Athletics
Training feat you automatically succeed at grasping the edge and pulling yourself up.

Running Long Jump DC


Distance
5 feet 5
10 feet 10
15 feet 15
20 feet 20
25 feet 25
30 feet 30

Standing Horizontal Jump (move action)


As above, but DC equals twice the distance in feet. At the midpoint of the jump, you attain a vertical height equal to
one-quarter of the horizontal distance. You can never make a jump longer than half your base speed.

Standing Long Jump DC


Distance
5 feet 10
10 feet 20
15 feet 30
20 feet 40
25 feet 50
30 feet 60
High Jump (move action)
A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to
5 times the distance above your vertical reach to be cleared; that distance can never be greater than 5 feet.

High Jump Distance DC


1 foot 5
2 feet 10
3 feet 15
4 feet 20
5 feet 25

Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The
maximum vertical reach (height the creature can reach without jumping) for an average character of a given size is
shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)

Creature Size Vertical Reach


Colossal 128 ft.
Gargantuan 64 ft.
Huge 32 ft.
Large 16 ft.
Medium 8 ft.
Small 4 ft.

If you jumped up to grab something, a successful check indicates that you reached the desired height. If you
wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you have the Athletics
Training feat you automatically succeed at pulling yourself up. If you fail the Jump check, you do not reach the
height, and you land on your feet in the same spot from which you jumped.
Hop Up (free action)
You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 check. You can
do so only once per move action spent moving.

Jumping Down
If the character intentionally jumps down from a height, the character might take less damage than if the character
just fell. If the character succeeds at a Jump check (DC 15), the character takes damage as if the character had fallen
10 feet less than the character actually did.

Special Movement Modes

Jump Movement Mode


Some monsters can jump. Such monsters have movement mode “jump”; this movement instead of speed has
distance. Long Jump distance can never be greater than base speed.
The indicated distance determines the maximum distance of a long jump from standing. A long jump is a
horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, the creature attains a
vertical height equal to one-quarter of the horizontal distance. A long jump is a move action.
The creature can double its jump distance by making a running jump as a full action. Running jump starts
with a running start, moving at least a distance equal to half base speed in a straight line. The maximum vertical
height remains the same – the one-quarter of the base jump distance. A running jump is a full round action. A
running jump can cover distance up to double base speed.
If the distance to be jumped is shorter than the maximum distance by 5 feet or less, roll d20. On the roll of 16
or more, the creature lands safely and on its feet. On the roll between 11 and 15, it falls prone on the other side. On
the roll 6 and 10, it manages to grab the far edge. Creatures who have nothing to grasp with (eg horses) fall into the
chasm. Getting up requires a move action and a DC 10 Climb check. On the roll of 5 or less, the creature falls into
the pit.
The high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The
distance of the high jump is one-fourth of the jump distance, plus the vertical reach.
The maximum vertical reach (height the creature can reach without jumping) for an average creature of a
given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)
Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category
smaller.
If the maximum height of a high jump is no more than 3 feet above the height of the obstacle, roll d20. On the
roll of 6 or more, jump succeeds. On the roll of 5 or less, the creature do not reach the height, and lands on its feet in
the same spot from which it jumped.
The creature can use this ability to jump down. Subtract the high jump distance+10 from the height when
calculating falling damage. This cannot be combined with using Acrobatics to lower the falling damage.

Creature Size Vertical Reach


Colossal 128 ft.
Gargantuan 64 ft.
Huge 32 ft.
Large 16 ft.
Medium 8 ft.
Small 4 ft.
Tiny 2 ft.
Diminutive 1 ft.
Fine 1/2 ft.

Magical Jumping
Supernatural powers and items (boots of striding and springing, ring of jumping, potion of jump) can give you an
ability to make prodigious leaps. You gain Jump movement mode, similarly to monsters. You Jump distance depends
on your Athletics modifier, modified by armour penalty. Long Jump distance can never be greater than your base
speed, and High Jump distance can never be greater than one quarter your base speed. You can double your jump
distance by making a running jump as a full action. A running jump can cover distance up to double base speed.
You can use this ability to jump down. Subtract the high jump distance +10 feet from the height when
calculating falling damage. This cannot be combined with using Acrobatics to lower the falling damage.

Athletics Long Jump High Jump


modifier Distance Distance
0 or less 15 feet 3 feet
1 20 feet 5 feet
5 25 feet 6 feet
10 30 feet 7 feet
15 40 feet 10 feet
20 60 feet 15 feet
25 80 feet 20 feet
30 100 feet 25 feet
Vision&Light
Table: LIGHT SOURCES AND ILLUMINATION
Object Bright Dim Duration Visible (reflected
light)
Candle n/a 1 5 ft. 1 hr. 10 yards
Lamp, common 15 ft. 30 ft. 6 hr./pint 30 yards
Lantern, 60-ft. 120-ft. 6 hr./pint 100 yards (special)
bullseye2 cone cone
Lantern, hooded 30 ft. 60 ft. 6 hr./pint 75 yards
Palm lamp 5 ft. n/a 24 hr./pint n/a
Lamp shield 15 ft. 30 ft. 6 hr./pint 30 yards
Sunrod 30 ft. 60 ft. 6 hr. 75 yards
Torch 20 ft. 40 ft. 1 hr. 50 yards
Shining jewel 20 ft. 40 ft. Permanent 50 yards

Spell Bright Dim Visible (reflected


light)
Continual 20 ft. 40 ft. 50 yards
flame, Light
Dancing lights 20 ft. 40 ft. 50 yards
(torches) (each) (each)
Daylight 60 ft. 120 ft. 150 yards

1 A candle does not provide bright illumination, only dim illumination.


2 A bullseye lantern illuminates a cone, not a radius.

Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius,
and burns for 6 hours on a pint of oil. You can carry a lamp in one hand or set one down on floor. 1 sp
Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a
120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand. If moving or
working without hurry (not fighting or engaging in acrobatics) you can hide the light of the lamp from observation
with DC 15 Stealth check. You can put the lantern on floor, but it will illuminate only a cone, with the rest of
surroundings in the dark. 12 gp
Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-
foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand or put in on floor during
combat. 7gp
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius
and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out
and worthless. 2 gp.

Palm lamp: This small lamp, fitting in a palm, is equipped with a miniature lens and sends out a narrow beam of
light. It provides a clear illumination within 5 feet. It can be used to search for and disable traps, open locks etc, with
no chance of its light being noticed. It can also be used to provide illumination during combat, but it must be held in
hand in order to do so. It burns for 24 hours on a pint of oil. 15 gp

Lamp shield: It is a normal metal shield with a build-in lantern. It can be used as a normal shield in combat, at the
same time illuminating a 15-foot radius and providing dim illumination out to a 30-foot radius, but only towards the
front of the user. It burns for 6 hours on a pint of oil. 25 gp

Shining jewel: This jewel shines with eternal light. It clearly illuminates a 20-foot radius and provides shadowy
illumination out to a 40-foot radius. The jewel can be affixed to a chain and worn on neck or set in a diadem or
a helm and worn on the brow. In that case, it provides illumination only towards the front of the user. The jewel can
be turned off and on with a word, as a move action. 250 gp
Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a
40- foot radius. If a torch is used in combat, treat it as a one-handed improvised light weapon that deals bludgeoning
and fire damage 1 + Strength. It is usable with the Two-Weapon Fighting feat. 1 cp

In an area of bright light, all characters can see clearly. If you use normal vision in an area of bright light, you
receive +10 bonus to notice enemies who have no concealment.
Daylight spells and items create ligth as bright as full daylight in a 60-foot radius, and dim light for an
additional 60 feet beyond that. Creatures that take penalties in daylight (mostly because of light-sensitive eyes) also
take them while within the radius of this magical light. This spell is not an equivalent of daylight for the purposes of
creatures that are damaged or destroyed by bright light.
When observing a creature in area of dim light, you do not receive +10 bonus to Notice. Dim light is different
from concealment in that it does not give miss chance.
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a
blinded creature has a 50% miss chance in combat (all opponents have total concealment), uses only base defense,
moves at half speed, and takes a –4 penalty on Search checks and most Strength and Dexterity-based skill checks.
Characters with nightvision (elves, gnomes, and half-elves) can see objects twice as far away as the given
radius. This is not as good as the normal vision, however. Double the effective radius of dim illumination, but not
of bright light, for such characters.
Light sources can be seen in darkness from far away. Even when they are concealed behind obstacles, their
reflected light can be seen at a distance, if the character looking for it is in darkness. The distance given applies if the
looking character can see directly a surface illuminated by the light source. This obviously gives no information
about the source of the light. DC 10 Notice check allows to see that the light source is mobile. DC 20 Notice check
allows to ascertain the direction of movement, and whether the bearer is fighting.

Darkness
Characters with normal vision or the Night Vision feat can be rendered completely blind by putting out the lights.
Torches or lanterns can be blown out by sudden gusts of wind. Even supernatural light sources can be dispelled or
countered.
For purposes of the following points, a blinded creature is one who simply can't see through the surrounding
darkness.

* Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, a surprise
attack).
* Blinded creatures are hampered in their movement (see Hampered Movement). Blinded creatures can't move all
out or charge.
* All opponents have total concealment from a blinded creature, so the blinded creature has a 50 percent miss chance
in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right area; if the
blinded creature launches an attack without pinpointing its foe, it attacks a random area within range.
* A blinded creature is Unguarded, suffering -4 penalty to defense and losing shield and parry bonuses, and take
-2 penalty to Reflex saves. They can be sneak attacked.
* A blinded creature takes a -4 penalty on Search checks and most Strength- and Dexterity-based skill checks,
including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check
relying on vision.
Sense Categories

Acute
Only normal vision in bright light is an acute sense. As such, it gives you +10 bonus to notice enemies with no
concealment. When using normal sight in bright light, you receive -1 penalty to Notice per 30 yards or 90 feet. When
using normal vision in dim light or using senses other than normal sight, you receive -2 penalty to Notice for each
full 30 feet (10 yards) of distance.

Precise
Normal vision and some other senses, such as nightvision, darkvision, truesight and blindsight, are precise, and
allow you to target enemies with no miss chance.

Imprecise
Senses such as blindsense or Second Sight are imprecise, and allow you only to pinpoint the place where the
enemies are. They have still total concealment and benefit from a miss chance. Because of that, even if you spot
someone with full cover or total concealment using a nonvisual sense, he is only pinpointed, and cannot be precisely
targeted.

Inaccurate
Hearing and sense of smell are inaccurate. They never allow you to target enemies with no miss chance. When the
opponent is in the melee range, you pin-point him by beating his Stealth check with no penalty. At longer range,
detecting an opponent by sound or scent allows you to know only the approximate direction and distance to him. To
pin-point him, you must beat his check by +10, if he is within 30 feet. This penalty increases by 2 for every 30 feet.

Sense Types

Nightvision
You can see twice as far in low-light conditions as a normal human. You can see on moon or starry night as on a
overcast day. Nightvision does not allow to see colours. It is still hindered normally by total darkness. Since it is a
precise, but not an acute sense, you do not receive any bonus to Notice checks.

Darkvision (infravision)
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature.
Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that
they could not see otherwise — invisible objects are still invisible, and illusions are still visible as what they seem to
be. The presence of light does not spoil darkvision. It is a precise, but not acute sense.

Ethereal Sight (See Invisible)


Ethereal sight allows to look through the Ethereal plane instead of through the natural world. This has certain
disadvantages, as the mist of the Ethereal obscure sight, and allow him to see everything as if it were at best in dim
light.
The creature can see any objects or beings that are invisible within the range of vision, as well as any that are
ethereal, as if they were normally visible. Naturally invisible or ethereal creatures, and also creatures affected by the
Invisibility power are seen automatically. Cloud the Mind power is not affected. Creatures are visible as translucent
shapes, allowing easily to discern the difference between visible, invisible, and ethereal creatures. This power allows
to avoid the miss chance caused by Blur.
It is a precise, but not acute sense. This sense type has precedence over normal vision. As long as Ethereal
Sight is active, you cannot use normal sight.

Second Sight
This is a sense which allows to detect magical powers and auras. You can sense magical items or continuing effects
of powers at range of 120 feet. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
blocks your ability to detect magic.
The character affected by powers or bearing items can make Stealth checks, opposed by the Notice skill of the
character with Second Sight. The second sight is an imprecise sense. Even if you win the opposed check, you can
only pinpoint the place where the enemies are. They have still total concealment and benefit from a miss chance.
You can pin-point invisible creatures if they gained invisibility from item or spell (Cloud the Mind power
is not affected) by detecting the aura of powers affecting them. If the creature uses stealth, you must make notice
checks. However, even a pin-pointed invisible creature has total cover, which gives it 50% miss chance, and allows
to make surprise attacks.

True Seeing
True Seeing is in many respects the most powerful sense. You see the true essence of being, not the reflected light.
You see through normal and magical darkness, see the exact locations of creatures or objects under blur or
displacement effects, see invisible creatures or objects normally, and can see into the Ethereal Plane (but not into
extradimensional spaces). You can additionally notice secret doors hidden by magic, see through illusions, and see
the true form of polymorphed, changed, or transmuted things. True Seeing has no effect on the Cloud Minds power.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It
does not negate natural concealment, including that caused by fog and the like. True seeing does not help the viewer
see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane
means.
The disadvantage of True Seeing is that the overwhelming amount of visual information makes it at times
difficult to notice the exact thing you are looking for. It is a precise, but not acute sense. This sense type has
precedence over normal vision. As long as True Seeing is active, you cannot use normal sight.

Blindsense
Using nonvisual senses, such as acute hearing, a creature with blindsense can pin-point things it cannot see. It is an
imprecise sense. Opponents can make Stealth checks as normal. Any opponent the creature cannot see still has total
concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking
foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with
blindsense uses only base defense against attacks by creatures it cannot see, and can be sneak attacke by them.
Invisibility, darkness, and most kinds of concealment are irrelevant. Ethereal and incorporeal creatures are not
detected by this sense. You can use Blindsense to pinpoint targets in total cover, but they gain +10 bonus to Stealth.
Blindsense is lost when the creature becomes deaf; it is unusable in void.

Blindsight
This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to
vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a
sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant. Cover functions normally
(differently from Blindsense, which is superior in that regard).
Blindsight is a precise, but not acute sense. It is lost when the creature becomes deaf or in void. Ethereal and
incorporeal creatures are not detected by this sense. Blindsight never allows a creature to distinguish color or visual
contrast. A creature cannot read with blindsight

Tremorsense
Tremorsense is a precise, but not acute sense. The subject can automatically pinpoint the location of any object or
creature within 30 that is in contact with the ground. The subject must itself be in contact with the ground, and the
creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with
somatic components, they’re considered moving; they don’t have to move from place to place for the subject to
detect them. The subject cannot be an incorporeal or ethereal creature, and cannot detect incorporeal and ethereal
creatures. Opponents can make Stealth checks as normal. Tremorsense ignores normal cover or concealment, but the
Narrator should use his own judgment as to obstacles to that sense. Deep pits or chasm give +10 bonus to Stealth, or
even stop Tremorsense from observing anything on the other side.

Hearing
It is an inaccurate sense. Invisibility, darkness, and most kinds of concealment are irrelevant. You can use Hearing to
detect targets in total cover, but they gain +10 bonus to Stealth..

Scent (Sense of Smell)


A scent ability is a developed sense of smell. A creature with the scent ability can detect opponents by sense of
smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet.
Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering
scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
Stealth cannot be used to oppose Scent. The basic difficulty of Notice test using Scent is 10, and is modified
by distance as normal.
Scent is an inaccurate sense. As such, it never allows to target enemies with no miss chance. When the
opponent is in the melee range, a creature can pin-point him by beating the DC to detect him. At longer range,
detecting an opponent by scent allows to know only the approximate direction and distance to him. To pin-point him,
the creature must beat the Difficulty by +10, if he is within 30 feet. This penalty increases by 2 for every 30 feet.
Invisibility, darkness, and most kinds of concealment are irrelevant. You can use Scent to detect targets in
total cover, but they gain +10 bonus to DC. Ethereal and incorporeal creatures are not detected by this sense.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to
find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The
typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the
number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability
otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects
of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have
the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability
to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Such
substances and herbs are readily available both in trade and in natural surroundings; any character trained in Stealth
or Survival is assumed to possess them at no special charge. Using a scent-masking substance requires a standard
action and is obvious for all with the sense of smell, even without the scent ability.

Stealth

Stealth is a contest between Stealth skill of one character and Notice of another. Generally, you use your passive
Notice skill, which equals Notice+10. In other words, you always take 10. This is a reaction. You can attempt to
notice something you have failed (or believe you have failed) to notice in this way by making a Notice check as a
move action. You can take 20 on this check, by spending 20 rounds (2 minutes) observing things.
As a general rule, it is not possible to remain hidden when in melee combat or touched by opponent. If a
creature is struck in melee by an unseen foe, it pinpoints the location of the attacker (until the attacker moves, of
course).
A character can grope about, trying to touch adjacent opponents. As a full action, a character grope in the
whole area it threatens, that is it can attack. Roll attacks, with the normal miss chance for unseen targets – 50%, for
each opponent in this area. The first opponent touched suffers no damage, but is automatically pin-pointed, and
cannot use the Stealth skill to remain hidden. As soon as one opponent is pin-pointed, stop rolling attacks, even if
there remain undetected opponents near the character.

Stealth
With those exceptions, it is generally possible to try to remain hidden in any circumstances. Your opponents always
use Notice skill to try to detect you, with penalties and bonuses based on your behaviour. You can use Stealth skill to
oppose their passive Notice, if you try to remain hidden. Some actions by their very nature are incompatible with
being stealthy – if you make noise or behave conspicuously, you cannot use Stealth skill at all. You do not roll
Stealth when screaming, breaking doors etc. In such a case difficulty of Notice is based only on your actions.

Notice DC Source
–10 A battle
-5 Doors being broken, screaming, a melee attack (not sneak attack),
0 People talking, a ranged attack

You roll Stealth every time you move or take any only potentially noisy action (opening locks, loading
crossbows etc). Such an activity must take longer (move or standard action is treated as a full action, a full action as
two full actions). If you try to do it in the normal time, you get -5 penalty to your Stealth check.
In addition, you roll stealth when someone moves and as the result you get into his visual area. In that second
case, however, it is possible to use Stealth only if you are not engaged in any noisy activity. If you eg have run
during your last action, you receive the penalty for trying to run stealthily.
You can also decide to hide and remain perfectly still: you need to take a move action to hide yourself, and
then remain motionless. It is possible only if you are not observed. You make a Stealth check with +5 bonus, and
note it down. As long as you do not move, you do not need to roll again – every opponent compares his passive
Notice against your written result.
Characters using Stealth can move up to half their normal speed at no penalty. At more than half and up to the
full speed, they take a -5 penalty. It's practically impossible (-20 penalty) to use Stealth while moving all out or
charging.
Stealth is used to oppose all senses – seeing, hearing, smell etc. Generally, for all senses except normal vision
in bright light you are treated as if you had normal cover – ie your opponent does not get bonuses to Notice check.
In addition, when you lack cover or concealment, the total of your roll plus your Stealth bonus cannot be
greater than 20. This limitation does not apply if you have cover, concealment, or such a magical property as
invisibility, blur, or Shadow magic enhancement on armor. This limitation does not apply if you have the Hide in
Plain Sight feat.
If at least one opponent has spotted you, and you have no cover or concealment or an equivalent abilty (eg
Invisibility) you are automatically spotted by all opponents. If you have cover or concealment, an opponent needs to
spend a move action to point you out to others. Any character who has spotted you or to which you were pointed out
receives a +10 bonus to future Notice checks against you. Usually, this makes it impossible for you to hide again.
Opponents which are engaged in combat or distracted in any other way do not receive this bonus.
You can make a Bluff check to gain the momentary diversion needed to attempt a Stealth check without
granting this bonus to your opponents. A more secure way to do it is to use an item or spell which provides
concealment or distracts enemies. When the others turn their attention from you, you can make a Stealth check
without the penalty if you can get to a hiding place of some kind. If you are invisible or have a similar ability, you
can hide even without moving.

Notice
Generally, you use your passive Notice skill, which equals Notice+10. In other words, you always take 10. This is a
reaction. You can attempt to notice something you failed (or believe you failed) to notice in this way by making a
Notice check as a move action. When making Notice checks as a move action, you can concentrate on some area.
You receive +5 bonus to observe opponents in this area, but count as distracted for opponents in all other areas until
the beginning of your next turn.
You can take 20 on the Notice check, by spending 20 rounds (2 minutes) observing things.
You need to have at least one sense which can detect your opponent in order to use the Notice skill. If none of
your senses applies, you automatically fail Notice checks. If you use normal vision in bright light, you receive +10
bonus to notice enemies with no concealment, since it is an acute sense.
Some actions by their very nature are incompatible with being stealthy – opponents who make noise or
behave conspicuously cannot use Stealth skill at all. In such a case Difficulty of Notice checks is based only on their
actions.

Notice DC Source
–10 A battle
-5 Doors being broken, screaming, a melee attack (not sneak attack)
0 People talking,

Against opponents in concealment or cover, you receive no bonus to your Notice skill (usually, as said above,
passive Notice). When someone tries to sneak without concealment or cover you have + 10 bonus to your Notice
skill (as said above – only in bright light, and only if you use normal vision).
Improved cover gives - 10 penalty to Notice. If you are using senses which can detect targets in Total Cover
(it is noted in description of individual senses), you receive -10 to the check, otherwise you fail without a check.
Total Concealment and invisibility cause no penalty – you must be using senses not affected by them anyway, or you
will fail automatically (but see above on the drawbacks of using hearing or scent to detect opponents).
When the opponent moves through areas with different cover or concealment, you generally use the worst of
his starting and ending cover. Eg if he starts in total cover, and ends in no cover, he is treated as if in moving in area
with no cover.
If the opponent starts and ends his move in concealment or cover, but passes at least one area without or with
lower concealment, you take the smallest penalty of all encountered during the move, but with additional - 5 penalty
to Notice check. Eg if he starts and ends move in cover, but passes at least one area with no cover (+10 bonus to
Notice), you have + 5 bonus. If he starts and stops his move in total cover, but passes at least one area with normal
cover, you have - 5 penalty. Obviously, your modifier to Notice cannot be worse than the modifiers for starting and
final cover.
You receives a +10 bonus to Notice checks against spotted opponents. If you have not spotted an opponent,
but you are actively observing the general area he is in, you receive +5 bonus. Generally, you must be using move
action to observe in order to receive this bonus, and until the beginning of your next turn you count as distracted for
opponents in all other areas. You can also receive this bonus when some circumstances caused you to concentrate
your notice on the area outside your turn – eg you heard a sound coming from this general direction.
If you are engaged in melee combat or distracted in any other way you treat all other enemies as if they were
at least in concealment (only for Notice checks, this does not grant any miss chance) and never receive any bonuses
to Notice – in particular, for having spotted them already.
Dim light is treated as concealment in respect to Notice checks. Similarly, all non-acute senses – all senses
except normal sight in bright light – eg true sight, second sight, nightvision, darkvision, hearing, smell, blindsense,
blindsight and tremorsense are treated as if they operated through dim light. That means you can never receive
bonuses for no cover to Notice when observing areas of dim light or darkness, or when not using normal sight. (This
doesn’t grant opponents the miss chance for concealment, however.)
In addition, when observing areas of dim light or using senses other than normal sight, you receive -2 penalty
to Notice for each full 30 feet (10 yards) of distance. When using normal sight in bright light, the penalty is - 1 per
30 yards or 90 feet.
Generally, only creatures with Scent trait can use Notice to detect opponents by smell. Others receive – 10
penalty to their checks, or cannot make them at all ie if they have nasal congestion. Only Scent allows tracking using
smell.

Size Bonuses and Penalties to Notice


You can get bonuses and penalties to notice, depending on the size of the observed object. When observing big
creatures, you receive bonuses to Notice (equal to size penalties to Combat), but only as long as the creature does not
have total cover or total concealment. When observing creatures in total concealment (eg using hearing), you receive
no bonuses.
Large +1, Huge +2, Gargantuan +4, Colossal +8.
When observing small creatures, you receive penalties to Notice, but only if the creatures are beyond certain
range, depending on their size. If the creature is near enough, you receive no penalty.

Size Minimum Range Penalty


Small 30 feet -1
Tiny 20 feet -2
Diminutive 10 feet -4
Fine 5 feet -8

Melee Stealthy Attack


When you try to sneak up to somebody in order to attack him in melee combat, the normal rules for stealthy
movement are used. Generally, if you have no cover, the opponent receives + 10 bonus to his Notice skill. It is best
to sneak up to opponents already engaged in melee, since they do not receive bonuses to Notice.
If you manage to near your target and remain hidden, you can make a sneak attack. After the attack you are
automatically noticed, or, in case of invisible attackers – pin-pointed. When you manage, however, to drop an
opponent with a sneak attack, and you want the witnesses not to notice it, you can make a Stealth check with a -5
penalty. Remember that if you are not in cover they still get +10 bonus to Notice. Attacks other than sneak attacks do
not allow Stealth tests.
When attacking with heavy weapons, in particular two-hand weapons, make a Stealth check before
attacking. If you do not succeed, the target noticed you and your attack does not count as surprise attack.

Ranged Stealthy Attack


When trying to attack someone with a ranged weapon and remain hidden, you must first reach a sniping position.
You can never have total cover (unless you are using magic, eg invisibility) since you must be able to observe your
enemies. Reaching a sniping position requires at least one Stealth check. If you prepare this position without enemies
present and lie in ambush, you receive +5 bonus to your Stealth and can take 20 on the check. To take 20 on Stealth
checks, you need proper materials or tools (leaves, camo netting, etc). Usually, in a prepared position you will have
also improved cover, which inflicts -10 penalty on Notice checks.
You can stand up from a crouching position or lean around a corner as a part of the action needed to shoot,
and then hide again. If this moves you from total cover to cover, you must make a Stealth test as normal (you are
treated as in the worst cover of all you move amongst); if you fail, your attack does not count as surprise attack.
After you are in position, you can shoot. Crossbow, a throwing knife and a blowgun do not require a Stealth
check before shooting. (But drawing and loading a crossbow requires such a check). The same applies to a ranged
power with not Verbal components. Attempting to shoot opponent with a bow, a throwing weapon (except a
throwing knife) a wand or a power with verbal components requires a Stealth check; if you fail the attack is not a
surprise attack. (The reason for the check in case of bows is the necessity to draw, of throwing weapons – to swing
them before the throw, and in the case of wands – to gesture and speak the spell trigger.)
Even if you make a surprise ranged attack, your opponents are aware of the general area the attack came from.
If you do not hide again in total cover, they are going to actively observe this area, trying to detect you.

Sniping: When using a ranged weapon, especially in bright light, your best chance to avoid being pin-pointed is to
rapidly duck into total cover or total concealment after using your weapon. You make your Stealth check to conceal
yourself after the shot using the modifiers for cover and concealment in the moment of shooting. This all is a part of
the action used to make ranged attack.
Your opponent uses his best sense, usually vision, to notice you. Remember that in bright light this means
much lesser range penalties to Notice, only - 1 per 30 yards or 90 feet.

For example, if you start round crouching in total cover, stand up so that you are in normal cover, fire a bow at an
opponent 30 yards distant, and crouch again, you must make following stealth check. The whole takes one full
action, as normal when shooting a bow:
- one check standing up, with no penalties. You are treated as if in normal cover. The opponent opposes you
with passive Notice check using sight, with -1 distance penalty. If you fail, you are immediately spotted.
- one check before shooting a bow. You are treated as in normal cover. The opponent opposes you with passive
Notice check using sight, with -1 distance penalty. If you fail, your attack occurs as normal, but the target is
not surprised.
- After shooting, the opponent is aware of your general distance and direction.
- you make one Stealth check when crouching again. The opponent opposes you with passive Notice check
using sight, with -1 distance penalty. If you fail, you are pin-pointed by him.

As can be easily seen, a bow is not the best weapon to use when sniping. If you were shooting a blow-pipe in
the exact same situation, you would need to make only following checks:
- one check standing up, with no penalties. You are treated as if in normal cover. The opponent opposes you
with passive Notice check using sight, with -1 distance penalty. If you fail, you are immediately spotted.
- After shooting, the opponent is aware of your general distance and direction.
- one Stealth check when crouching down again. The opponent opposes you with passive Notice check using
sight, with -1 distance penalty. If you fail, you are pin-pointed by him.
Hazards

Heroes may encounter any number of dangerous environments and hazards in their travels. This section looks at
these hazards and how to handle them in game terms.

Acid
Corrosive acids deal +4 damage per round of exposure, except in the case of total immersion (such as into a vat of
acid), which deals +20 damage per round.
The fumes from most acids are poisonous. Those who come close enough to a large body of acid to dunk a
creature in it must make a Difficulty 13 Fortitude save or take 1 point of Constitution damage. All such characters
must make a second save 1 minute later or take another 1 point of Constitution damage.
Creatures immune to acid's caustic properties might still drown in it if they are totally immersed and need to
breathe (see Suffocation).

Cold
An unprotected character in cold weather must make a Fortitude save (Difficulty 15, + 1 per previous check) or
receive a level of fatigue. Additional failed saves cause further levels of fatigue. Once a character is unconscious,
failed saves cause the character to become disabled, then dying.
Characters may make Survival checks to receive a bonus on this saving throw (see the skill's description for
further information). Characters in cold weather (below 40* F) make a Fortitude save each hour. In conditions of
severe cold or exposure (below 0* F), an unprotected character must make a Fortitude save once every 10 minutes.
Characters in severe cold conditions wearing winter clothing only need check once per hour for cold damage.
Extreme cold (below -20* F) deals +2 lethal damage per minute in addition to requiring a Fortitude save
every minute. Winter clothing makes the damage non-lethal and reduces the Fortitude save to every 10 minutes.

Ice
Characters walking on ice move slower (see Hampered Movement) and the Difficulties for Acrobatics and Climb
checks increase by +5. Characters in prolonged contact with ice may run the risk of taking damage from the cold.

Falling
The basic rule for falling damaging is simple: +2 damage per 10 feet fallen, to a maximum of +40 (at 200 feet).
Small creatures can suffer maximum damage +30 at 150 feet, tiny +20 at 100 feet, diminutive +10 at 50 feet, fine +6
at 30 feet. Add size bonus to toughness to damage - this cancels out the size bonus to Toughness. Bigger creatures
are not more resistant to falling damage than small ones.
If a character deliberately jumps instead of merely slipping or falling, the damage is lesser by 2. Falls onto
yielding surfaces (soft ground, mud) do 2 points less damage. This reduction is cumulative with bonuses from
deliberate falls and skill checks. Falls into water do 4 points less damage.
Characters who deliberately dive into water take no damage on a successful Difficulty 15 Acrobatics or Swim
check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the Difficulty of the check
increases by 5 for every 50 feet of the dive. A failed check results in normal falling damage.

Falling Objects
Just as characters take damage when they fall more than 10 feet, they also take damage when hit by falling objects.
Objects that fall upon characters deal damage based on their weight and the distance they have fallen.
For each 100 pounds of an object's weight, the object deals +1 damage, provided it falls at least 10 feet.
Distance also comes into play, adding an additional +1 damage for every 10-foot increment it falls beyond the first
(to a maximum of +20 damage for each 100 pounds).
Objects smaller than 100 pounds also deal damage when dropped, but they must fall farther to deal the same
damage as larger ones. For every halving of weight, the object must fall for an additional 10 feet to cause +1 damage.
So a 25 lb. object must fall 30 feet to inflict damage.
Objects weighing less than 1 pound do not deal damage to those they land upon, no matter how far they have
fallen.

Heat
An unprotected character in hot weather must make a Fortitude save (Difficulty 15, + 1 per previous check) or
receive a level of fatigue. Additional failed saves cause further levels of fatigue. Once a character is unconscious,
failed saves cause the character to become disabled, then dying. Characters may make Survival checks to receive a
bonus on this saving throw.
In very hot conditions (above 90* F), the save is once per hour. In severe heat (above 110* F), a character
must make a Fortitude save once every 10 minutes. Extreme heat (air temperature over 140* F, fire, boiling water,
lava) deals lethal damage. Breathing air in these temperatures deals +2 lethal damage per minute. In addition, a
character must make a Fortitude save against heat exposure every 5 minutes.
Boiling water deals +2 scalding damage, unless the character is fully immersed, in which case it deals +20
damage per round.

Catching on Fire
Typical adventurer outfit is fire-proof, fire being one of the most typical hazards. If a character is in street
clothes, however, and enters a blazing fire, he might find his clothes, hair, or equipment on fire. Those at risk of
catching fire are allowed a Difficulty 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he
takes +2 damage immediately and is treated as being on fire, gaining the corresponding condition. In addition, any
clothing and equipment which is not fireproof is automatically destroyed.
A character on fire makes DC 10 Will save during his next turn. If he succeeds, he spends a full round putting
out fire. If the save fails, he runs like mad (All-Out movement) in a random direction (Narrator’s decision) and takes
damage 5. Next turn he must repeat the save.
Minions who somehow survive being set alight automatically succeed on the Will save and spend one full
action putting out fire.

Smoke
A character breathing heavy smoke must make a Fortitude save each round (Difculty 15, +1 per previous check) or
spend that round choking and coughing. A character who chokes for 2 consecutive rounds is winded. If
accumulated fatigue renders the character unconscious, he may suffocate (see Suffocation). Smoke obscures vision,
giving concealment to characters within it (and a miss chance of a 16 or higher on the die). Smoke obscures vision,
giving concealment (20 percent miss chance) to characters within it.

Starvation and Dehydration


Characters might find themselves without food or water and with no means to obtain them. In normal climates,
Medium characters need at least a gallon of fluids and about a pound of food per day to avoid starvation. (Small
characters need half as much.) In very hot climates, characters need two or three times as much water to avoid
dehydration.
A character can go without water for 36 hours plus twice his Constitution score. After this time, the character
must make a Constitution check each hour (Difficulty 10, +1 for each previous check) or receive a level of fatigue.
Once unconscious from fatigue, the character is disabled if he fails another Constitution check, then dying.
A character can go without food for 3 days, in growing discomfort. After this time, the character must make a
Constitution check each day (Difficulty 10, +1 for each previous check) or receive a level of fatiuge. Once
unconscious from fatigue, the character is disabled if he fails another Constitution check, then dying
Fatigue from thirst or starvation cannot be recovered until the character gets food or water.

Suffocation
A character with no air to breathe can hold her breath for 2 minutes (20 rounds), plus or minus a number of rounds
equal to her Constitution score times 4. So a Constitution +2 character can hold her breath for 28 rounds, while a
Constitution -2 character can only hold her breath for 12 rounds. After this period of time, the character must make a
Difficulty 10 Constitution check in order to continue holding her breath. The check must be repeated each round,
with the Difficulty increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls
unconscious. In the following round, she is dying. In the third round, she suffocates and dies.

Slow Suffocation
A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time,
the character suffers a level of fatigue every 15 minutes. Once unconscious, the character suffocates and dies. Each
additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air
will last. Small characters consume half as much air as Medium characters. A larger volume of air, of course, lasts
for a longer time.
Chapter VIII: Special Environments

Underwater Adventuring

Swimming and drowning


Water is found in two basic types; flowing water, such as that found in rivers and streams, and non-flowing water,
such as that of lakes and oceans. Each has its own hazards.
A successful Swim (or Strength) check allows a character to swim one-quarter her normal speed as a move
action or half her speed as a full-round action. For a +5 Difficulty increase, he can increase her swimming speed by
one-quarter her normal speed. This can be done up to three times to increase swimming speed up to the character’s
normal speed. If the check fails, the character makes no progress through the water. If the check fails by 5 or more,
she goes underwater and must hold her breath to avoid drowning.
Each hour the character swims, she must make a Swim check (Difficulty 20). If the check fails, she receives a
level of fatigue. Unconscious characters go underwater and immediately begin to drown (see below).
Aquatic natives (those with the aquatic subtype) move at full swim speed without a roll and may even use full
out movement, provided they move in a straight line.
You also make Swim tests when attempting unusual maneuvers, in the situations when on dry land you would
need to make Acrobatics, Climb or Jump tests. Aquatic creatures need to make Swim checks only when attempting
such maneuvers.
Attempting to walk along the bottom is quite difficult. A character with negative buoyancy can move at one-
quarter normal speed as a full-round action or only one-eighth normal speed as a move action (minimum of 5 feet).
Any character can hold her breath for a 2 minutes (20 rounds), plus or minus a number of rounds equal to her
Constitution score times 4. After this period of time, the character must make a Difficulty 10 Constitution check in
order to continue holding her breath. The check is repeated each round, with the Difficulty increasing by +1 for each
previous success. When the character finally fails her Constitution check, she begins to drown. In the first round, she
falls unconscious. The following round, she is dying. In the third round, she drowns and dies.
Dazed or staggered characters in the water automatically fail Swim checks, and go under. They do not have
any opportunity to take a breath and may begin Constitution checks to hold their breath on the next round after they
go under.

Flowing Water

Large, placid rivers move at only a few miles per hour, so they function as still water for most purposes. But some
rivers and streams are fast; anything floating in them moves downstream at a speed of 10 to 40 feet per round. The
fastest rapids send swimmers bobbing downstream at 60 to 90 feet per round. Fast rivers are always at least rough
water (Difficulty 15 Swim check to move).
If a character is in moving water, move him downstream the indicated distance at the end of his turn. A
character trying to maintain his position relative to the riverbank can spend some or all of his turn swimming
upstream.
Characters swept away by a very fast river (or a flash flood) moving 60 feet per round or faster must make
Difficulty 20 Swim checks every round to avoid going under. The same applies to characters in whitewater rapids.
Very fast-moving water is dangerous. Even on a successful Swim check, the water deals +0 non-lethal
damage per round, or +2 lethal damage in whitewater rapids. On a failed check, the character goes under.
Aquatic creatures must make the test, but if they fail they simply cannot move by their own effort that turn.
If a character gets a check result of 5 or more over the minimum necessary, he arrests his motion by catching
a rock, tree limb, or bottom snag—he is no longer being carried along by the flow of the water. Escaping the rapids
by reaching the bank requires generally three Difficulty 20 Swim checks in a row (you may need more or less in
unusually wide or narrow rivers). Characters arrested by a rock, limb, or snag can’t escape under their own power
unless they strike out into the water and attempt to swim their way clear.
Other characters can rescue them using a branch, spear haft, rope, or similar tool that enables him to reach the
victim with one end of it. The rescuer must make a Difficulty 15 Strength check to successfully pull the victim, and
the victim must make a Difficulty 10 Strength check to hold onto the branch, pole, or rope. If the victim fails to hold
on, he must make a Difficulty 20 Swim check immediately to stay above the surface. If both checks succeed, the
victim is pulled 5 feet closer to safety.
Non-Flowing Water
A character can wade in relatively calm water that isn’t over her head, no check required. Similarly,
swimming in calm water only requires a skill check at Difficulty 10. A trained swimmer (someone who has invested
points in the Swim skill) can just take 10. Remember, however, that armor or a heavy load makes any attempt at
swimming much more difficult.
Lakes and oceans simply require a swim speed or successful Swim checks to move through (Difficulty 10 in
calm water, Difficulty 15 in rough water, Difficulty 20 in stormy water). Creatures with swim speed do not neeed
make tests, even in stormy water. Characters need a way to breathe if they’re underwater; failing that, they risk
drowning. When underwater, characters can move in any direction as if they were flying with perfect
maneuverability.

Light and Vision


Water diffuses and scatters sunlight; visible light only extends to a depth of about 300 feet, and below that level,
artificial light or enhanced vision of some sort is necessary for sight. The entire sunlit zone goes to about 600 feet;
below 50 feet there is sufficient light to spur photosynthesis in plants, but not enough to see by without resorting to
low-light vision (or artificial light). Below 500 feet, low-light vision becomes useless. These depths are halved under
overcast skies or at night.
Due to density and minute particles, water filters sunlight, causing blue and green to be the dominant color
spectrum below a depth of about 30 to 50 feet. The result is that all colors appear as some shade of blue or green. An
often dramatic experience is the first time one encounters bleeding underwater and realizes that the blood is dark
blue in color! Color returns to normal if a light source other than sunlight is used. When relying on natural
illumination deeper than 30 feet, treat it at most as dim light. Below 50 feet you are in darkness.
The range of all light sources and vision in calm and clear water is halved.
In regions of thick but intermittent silt or muck or considerable debris, the Narrator should impose a -4
penalty on Notice checks related to spotting and all targets more than 30 feet distant have concealment (miss on a
roll of 17 or higher). In turbid areas or regions with thick, constant silt, clear vision is restricted to 15 feet and any
target beyond that range has total concealment (miss on a roll of 11 or higher). Otherwise, finding concealment or
cover is rare except along the bottom of a lake or the seafloor.

Buoyancy
Most native aquatic species have the ability to adjust their depth through the use of swim bladders. Even larger
species, such as tuna, sharks, and mammals, lacking swim bladders, can use their fins or alter lung capacity. A
typical ocean denizen prefers a state of neutral buoyancy; neither rising nor sinking unless they specifically move to
change depth. A creature with a swimming speed is assumed to be able to control its own positioning unless carrying
a heavy load (in which case, it becomes negatively buoyant).
Some creatures found in aquatic environments are positively or negatively buoyant, tending to rise or sink
accordingly. Air breathers tend to float, while most bottom feeders, such as crabs, remain on the bottom. Any
character with an armor penalty or carrying a light load (or heavier) is considered negatively buoyant. Unhindered
characters will rise or sink accordingly at a rate of five feet per round. An individual can avoid sinking or rising with
a Difficulty 5 Swim check. Neutral weight can be achieved through the use of equipment such as weights.

Objects can be neutrally, positively, or negatively buoyant, depending on their density. Most metal items sink
when placed in water, while wooden objects tend to float. Common sense should prevail, but ultimately, the decision
regarding an object’s buoyancy is the province of the Narrator.
Items that are neutrally or positively buoyant only count as half their weight when determining encumbrance
while underwater. Unless a creature is standing on the bottom, its ability to lift objects is severely limited, as it has
nothing to push off or gain leverage against. Individuals in this situation halve the amount of weight they can lift or
drag.

Pressure
As one goes deeper, water pressure (that is, the pressure exerted by the weight of the water around you on your body)
increases. At a depth of 200 feet, the pressure exerted on the human body is almost 90 pounds per square inch. This
pressure is balanced by the inner pressure of compressed air, but sudden changes may cause damage. If a creature
travels upward or downward more than 200 feet without stopping for at least 1 minute every 100 feet to stabilize, it
must make a Difficulty 15 Fortitude save or take +2 non-lethal damage.
Temperature
Water conducts heat 25 times more efficiently than air, which can result in hypothermia even in relatively warm
water. Even some aquatic creatures can only survive within certain temperature ranges, suffering from hypothermia
at more frigid, deeper depths. Denizens of the deepest parts of the ocean have special chemicals in their blood and
natural layers of fat to prevent them from freezing in extreme cold. Creatures without adaptations of this nature
cannot survive at any great depth with some sort of assistance.
Ice either forms at sea level or expands into the water from an existing ice structure. Barring the use of magic,
ice does not otherwise form beneath the surface. At great depths, the water temperature often dips below freezing,
but the water is under such immense pressure that it cannot freeze.
Very cold water, below 40o F (4o C) necessitates a Fortitude save every minute (Difficulty 15, + 1 per
previous check) or receive a level of fatigue. Additional failed saves cause further levels of fatigue. Once a character
is unconscious, failed saves cause the character to become disabled, then dying (though they may well drown before
that becomes a concern). A creature with adequate protection, need only make this check once per hour.
Cold water, typically between 60o F (16o C) and 40o F (4o C) reduces the frequency of the saving throw to
every 10 minutes, and the base Difficulty is only 12. In warm water, at least 60o F (16o C), a save is only necessary
once each hour, and the base Difficulty is

Tracking Underwater
Tracking underwater is a very difficult—if not impossible—task. Most aquatic denizens simply swim through the
water, leaving little trace of their passing. However, highly-skilled trackers may find tell-tale signs, such as stirred-up
particulates, broken coral, and disturbed kelp. The base Difficulty for tracking creatures underwater is 30, plus any
modifiers than would normally apply. The Narrator may, at his or her discretion, rule underwater tracking impossible
in many situations.

Wear and Tear


Paper, parchment, and similar materials are easily destroyed by water with more than a few minutes of exposure.
Drinking underwater also poses a dilemma; a Difficulty 15 Dexterity check is required to consume any liquid
without diluting it with water.
Iron and steel objects not properly protected from corrosion eventually rust underwater; the damage of rusted
weapons is halved.
Wooden items warp underwater if not properly treated beforehand, using waterproofing substances to prolong
their life. An untreated wooden can last a few week submerged. After that time, a wooden item breaks if struck
soundly. Wooden items that have been specially treated can last several years underwater.

Underwater Combat
Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature's attack rolls,
damage, and movement. In some cases a creature's opponents might get a bonus on attacks. The effects are
summarized on Table: Combat Adjustments Underwater. They apply whenever a character is swimming, walking in
chest-deep water, or walking along the bottom of a body of water.
Creatures flailing about in the water because they failed their Swim checks have a hard time fighting
effectively. They are unguarded.

Table: Combat Adjustments


Underwater Attack/Damage Piercing Movement Unguarded
Condition Slashing or Bludgeoning ?
Freedom of normal/normal normal normal No
movement
Has a swim speed –2/-4 normal normal No
Successful Swim –2/-4* normal quarter No
check
Firm footing*** –2/-4* normal half No
None of the above –2/-4* –2/-4 normal Yes

* A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2
penalty, but deals damage normally when grappling.
** A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed
as a full-round action.
*** Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A
creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds
for Medium creatures, twice that for each size category larger than Medium, and half that for each size category
smaller than Medium.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Other
ranged weapons are treated as having range increment 5 feet when used underwater. Ranged weapons used from
above water suffer an additional – 2 penalty. Range increments above and below surface are counted separately (for
underwater range, treat the surface as the starting point) and penalties added together.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least
chest deep, have improved cover (+8 bonus to Defense, +4 bonus on Reflex saves) from opponents on land. Land-
bound opponents who have freedom of movement effects ignore this cover when making melee attacks against
targets in the water. A completely submerged creature has total cover against opponents on land unless those
opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack
rolls (which are treated like any other effects) and fire effects.

Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire
descriptor suffer -4 distraction penalty to power check if used underwater (see the description of distractions in the
chapter on magic). If the spell is cast successfully, it creates a bubble of steam instead of its usual fiery effect, but
otherwise the spell works as described. The surface of a body of water blocks line of effect for any fire spell, even if
it is cast successfully.

Spellcasting Underwater: Casting spells with vocal components while submerged can be difficult for those who
cannot breathe underwater. A creature that cannot breathe water must suffers -4 distraction penalty to cast a spell
underwater (this is in addition to the distraction for casting a fire spell underwater). Creatures that can breathe water
are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM
discretion.

Feinting Underwater: For feinting underwater, use Swim skill instead of Athletics or Acrobatics.
Planes

The planar system described below is based on three fundamental assumptions:

1) Planes form a psycho-morphic realm outside of the material multiverse. They are psycho-morphic, that is, they
change in the reaction to the morality, ideas, wishes, fears or emotions of intelligent creatures. The planes are the
place when the pathetic fallacy is true and the reality is really consensual. This does not mean that the world is the
average of people's wishes - it reflects their whole mentality, and it is rather difficult to bring your whole mind in line
with your conscious wishes. Generally, only high-level wizards, saints and some philosophers can manage it.
2) The fundamental questions – the good and evil, the final fate of souls, etc - are important, but must remain
ultimately unanswered. As long as you remain in the game, there is no way to irrefutably prove that being good is
better than being evil (although there certainly are rather pointed hints in that direction).
3) All of the reality is interconnected. If you are adventuring on the far planes, you are influencing your material
world - of course indirectly, but perhaps more radically than by adventuring in the material universe. Additionately,
it is possible to really influence the planes - and that means that except for the Astral, there are no infinite planes.
They are immense, incomparably greater than the Material worlds, but finite. There is a finite number of domains in
the Astral, finite, although unknown, number of layers in the Abyss etc.
There are three fundamental tiers of reality: the Material Multiverse, the Astral (which is a single plane, a bit
different from the standard D&D) and the Ideal realm.

Ideal Realm
The Ideal is the realm of absolute and cannot be directly accessed by PCs. It is not a plane and is not directly part of
the game-world - it serves rather to make that world conceptually whole.
The beings from Ideal are truly immortal, have no bodies at all, and so cannot be fought with. Both Celestials and
Fiends have their home in Ideal. This is also the destination of the souls of the dead. The beings from Ideal cannot
directly act in the planes, although they can try to persuade and influence being living there. They can also form
avatars to act in the planes. In fact, all of the deities, demon lords, celestials, fiends etc who have stat-blocks are
avatars of the beings from Ideal and cannot be ultimately killed, although they can be banished from the planes and
rendered powerless there.
The Ideal can be contacted with the various clerical divination spells, but the Good beings refuse any precise anwers
what it is like, and Evil make answers which are inconsistent and probably false. In fact, when asked about the
fundamental questions (immortality of souls, the eternal destination of evil and good souls, the creation of the world
etc), Evil beings can and will lie, even if the spell description in question indicates that they should answer truthfully.
It is commonly thought that beings living in the Ideal, including souls of the dead, can never change their allegiance,
but it cannot be proved. There is, in fact, no irrefutable proof that the Ideal exists at all. The clerical divination spells
could contact as well some so-called "avatars" living on the planes. This is exactly the position of the Athar - there is
no Ideal, and even if it does exists, it is wholly unknown. All of the beings which claim to live there lie.
The majority of the Dustmen and Doomguard, to the contrary, think that the Ideal Realm is the only real existence.
According to them, we are prisoners in the planes, and must either die True Death, or destroy all the planes, to free
ourselves and reach the true existence.

Astral Plane
The Astral is a single plane divided into the High Astral and the Low Astral, which is also called the Dreamland. The
Astral can be accessed both by beings from the Material Multiverse and from the Ideal Realm; there are also native
creatures (planar races). It is psychomorphic - it form itself in response to the thoughts and emotions of beings living
there. There is no air in the Astral Plane, it is instead filed with ether, pure in the High Astral and somewhat
contaminated with matter and misty in the Low Astral. In the Astral Plane there is no need to drink and eat, although
those with lesser willpower and less accustomed to it can easily feel hungry. That does not mean there are no
predators in the Astral. In the Astral the matter is shaped by mind and ideas. Whereas the predators of the Material
Multiverse are hungry because they need to eat, the predators of the Astral need to eat because they are hungry. Their
hunger is their defining characteristic - they can never die from it and they can never eat enough to be sated.
Because the Astral Plane is a single plane, the plane shift spell cannot be used to travel within it. The Plane Shift to
Astral used from the Material always transfers the traveller into the corresponding point of Low Astral, without the
chance to deviate from that point to any great degree, and the other way round. It is impossible to select any other
destination or to plane shift into the High Astral. Plane Shift to the Astral used by travellers starting in one of the
Astral demiplanes always transfers them to High Astral near the border of the demiplane, also without the chance for
deviation.
When shifting between the Low Astral and the Material plane, there exists a slight deviation effect. It makes it
impossible to shift directly into inhabited buildings or vehicles in use.

The High Astral

The High Astral, also called the Silvery Void, the Great Realm, or simply the Sky, is an infinite expanse filled
instead of air with pure ether, perfectly transparent and clear. There is no sun and the stars are in reality uncountable
shining domains and demiplanes. The silvery light comes from the ether itself, so that there are no shadows. Since
there is no ground in the High Astral, the planar voyager seems to be surrounded by an infinite sphere of the sky. The
color of the sky can change - usually it is either dark or lightly silvery, but near domains it can be influenced by
them. Near the Nine Hells the sky is black with streaks of blood-red, rust and dark flame.
Within the High Astral the superiority of the mind over the matter is so immense that the natural processes which
proceed in time simply don't happen without some intelligence to direct them, even unconsciously. People in Astral
don't age and nothing decays there. Age, hunger, thirst, poison and natural healing do not function in the High Astral.
As an interesting side effect, no children can be born or grow in the High Astral - they are too weak and unshaped to
direct their own growth, and only the greatest wizard would be able to direct the growth of another being.
Similarly, the gravity is purely mental and operates only when the characters are on objects which normally should
have gravity - ships, islands, buildings etc. There is no falling damage, however. The creatures which can fly, can fly
using the normal rules. When on the object with pseudo-gravity, normal modes of movements, such as walking,
running, swimming, jumping or climbing function as usually. Additionally, all intelligent creatures can fly as per the
fly spell. Activating that ability is a free action, and the fly speed equals 50 feet plus 10 feet per point of intelligence,
with perfect maneuvrability. Mindless creatures cannot fly in that way. Mounts can use the intelligence of their
riders.
Long-range travel in the Astral is fundamentally different from short-ranged movement. Since the Astral is infinite,
and there is practically no way to determine directions within it, using normal travel methods is impractical.
Therefore, all long range travel is mental. The time needed to travel somewhere is based on three factors: the
familiarity of the destination, the similarity between the starting point and the destination, and the similarity between
the traveller and the destination. For example, a devil wholly unfamiliar with the heavenly realms, which started in
the Nine Hells, would need an infinite time to reach Celestia. That same devil, both familiar and similar to the Nine
Hells, which started in Celestia, would found his return voyage to the Nine Hells remarkably quick, despite the great
unsimilarity of the starting points. The familiarity of the destination can be modified by the intelligence, since the
more intelligent characters find it easier to understand unfamiliar realms. In case of the astral ships and the like, the
familiarity is decided by the steersman, but the similarity is the average of the whole ship. The teleport spell is
useless as a means of long range travel on the High Astral plane – the distances are much too vast.

Outer Planes, Astral Domains and Demiplanes


Within the High Astral there are uncountable outer planes, demiplanes and domains. Beings from the Ideal Realm
can create outer planes and demiplanes corresponding to their ideals, where they are represented by avatars. That
way Wotan can have his Valhalla and fighting heroes, which is impossible in Ideal. Those outer planes and domains
are not infinite and are based on the power of the given deity/being in the Material and Astral. If a being from the
Ideal Realm suffers great enough loss of power, its plane contracts and finally disappears, leaving only a great stone
figure, usually called "a dead god" . This doesn't mean the deity itself is destroyed - according to prevailing opinion,
it remains in the Ideal Realm, but can no longer influence anything else.
Beings from the Ideal have certain difficulties in accessing the Astral, and correspondingly greater difficulties in
accessing the Material Multiverse. That is why they want to recruit living people in the Astral, which is the common
meeting ground of all planes. Their realms in the High Astral influence the Low Astral which in turns influences
Material. Eg Valhalla lies "near" (as "near" is accounted in the Astral) the Low Astral land corresponding to the
lands of the Norse, and can influence it by sending there Valkyries etc.
Fiends create in Astral demonic subworlds. Amongst those are the Nine Hells, the Layers of the Abyss etc. They can
grow and contract, depending on the infernal/abyssal influence in the world. Most of the damned are souls from
Ideal. According to popular opinion, they shouldn't be freed, because they are incurably evil. But there can be other
prisoners in Astral hells who should be liberated. Living people and their souls can be imprisoned in the Astral. Since
killing them would send them to the proper afterlife, fiends tend to keep such prisoners alive until they can get them
to damn themselves.
But not only celestials and infernals can create domains. Any creature powerful enough can create a demiplane, and
there is no way to unerringly establish what kind of creature it is - you can have only its word that it is what it seems.
Any epic wizard could create a Valhalla, although it would be, of course, much smaller. In fact, according to
a persistent rumor, that is how Wotan began his deific career - he was a powerful wizard who managed to create
a personal demiplanes, and it proved to be very precisely aligned with the desires of the Norse warriors. Belief in
him rose exponentially, and now he is the chief god of the Norse pantheon, having overthrown less popular Tyr.
Those demiplanes and domains are regarded as separate planes, and can have different traits. In particular, they
nearly never share the special traits of the High Astral - lack of gravity, timelessness etc. They are always
psychomorphic and usually share the fundamental trait of the Astral – the lack of need to eat or drink.
The demiplanes seen from afar in the Astral look like variously colored stars. From a nearer distance, their
appearance can differ widely. The Valhalla of Wotan is similar to an immense castle build on all sides of a cube,
with pointed towers reaching in all directions, so that it seems like a spiky star. The Nine Hells looks from the Astral,
no matter from which way it is approached, like a great dark wood through which flows the river Styx. In the center
of wood, on the shore of Styx stand the tremendous Gates of Hell. It is impossible to reach the Nine Hells from
"underneath" - in fact they simply do not have an underside, being (conceptually) at the bottom of the Creation. It is
impossible to say much about the way the travellers from Astral appear in the demiplanes, since it is different for
each one, except one thing: if you don't know your destination, it is better if you can fly, since you can appear high in
the air. Similarly, in nearly all demiplanes there can be found ways to travel to the Astral without using the Plane
Shift or portals, but they can difficult to reach and extremely obscure.

Good and Evil on the Planes


The powerful evil beings are wholly persuaded that their actions will give them more happiness than they would gain
from being good. This happens, although they can visit the Astral and all the different heavens present in it. It
seemingly cannot be reconciled with the fact that for any objective observer it is clear that the hells are filled with
terrible torment and despair, and heaven with real pleasure and happines. The explanation is actually quite simple.
The basic reason is that evil beings are evil not simply because they act in evil way. They are evil because they are
inordinately attached to some thing - whether those are riches, lust, anger, or anything else. This is what causes their
behaviour, and to stop being evil they would have to detach themselves from it - and it is exactly what they cannot
do.
Moreover, the final destiny of any spirit cannot be known. Souls of the dead, as it is commonly presumed, go to the
Ideal Realm. Not all appear as avatars in the Astral Domains. Those spirits that appears as lowest demons and devils
generally don't remember their lives - if they had any earlier life at all. If any denizen of the planes will actually
travel to the Nine hells in the Astral, and is powerful enough to speak with devils there without being immediately
captured, he will be assured that the successful Evil people are richly rewarded after death. He can even be shown
very pleasant realms, where he can obtain his desire, whether it is power, lust, revenge or whatever else. He can also
see the degraded and tormented spirits of good people - as he is assured by the devils.
Additionately, not only the planes themselves are influenced by the mentality of their dwellers. Even more, the
perception of the planes depends on the mentality of the observer. For the fiends Mount Celestia, for example, is
filled with unbearable piercing cold, burning acid, and light so bright that it blinds them more than darkness. Even
for evil and neutral mortals Celestia is difficult to withstand for long. In addition to that, of course, even a mere
presence of Evil thought taints the psychomorphic realms of good, and as result any evil creatures there are usually
attacked at sight. Conversely, different hells look much more pleasant to fiends and evil mortals than to good people
and celestials. This does not mean that the torments there are any lesser; but for the evil characters the various devils
etc look noble and even beautiful, not like disfigured and monstrous creatures seen by good-aligned. The hells
themselves are similarly filled with grandeur and beauty in the eyes of their dwellers.
According to usual belief, both celestials and fiends have made an irrevocable choice - angels for the good, and
demons for evil. Despite that theory, there are many examples of creatures who certainly look like angels engaging
in evil acts and debasing themselves into forms of evil. The standard answer to that is that the creatures which can be
seen are not true immaterial spirits, but only their planar avatars. And there is no unbreakable barrier stopping
someone evil from assuming a good avatar - although it is certainly very difficult for more aligned creatures. The
avatars themselves are not so difficult to create. The various summoning spells, which call down the shapes of
celestial creatures, don't bring actual celestials, but simply create empty avatars, without any governing soul. They
possess certain mechanical intelligence, which allows them to execute the orders of the mage, but are merely
automatons without any volition or initiative.
Additionately, there exist such spells as polymorph. Some beings are also quite good at disguising themselves, and
some other are simply very nearly angels - but not quite. Powerful good creatures can look while in the Astral quite
like angels - if they think so of themselves. Even some quite non-angelic personages can think they are virtually
angels - and belief is very near reality in the Astral.

Nexus City
Nexus City exists in the Astral, as the center of trade between different Material worlds and Astral demiplanes. It
differs from other demiplanes and domains by a number of peculiarities. For one thing, all demiplanes and domains
are connected by a number of permanent planar gates and pathways, such as the rivers Styx and Oceanus, or the
Yggdrassil Tree. Nexus possesses not a few, but an uncountable number of portals reaching perhaps to all other
planes. Those portals can be used by even very weak (that is, low-level) creatures, as long as they know the key.
Nexus is filled with matter to a greater degree than any other domain in the Astral. This is beneficient to mortals,
since the purely etheric realms of the Astral plane can prove to be very uncomfortable and difficult to endure for
them. Nexus is filled not with ether, but air, and the psychomorphic trait there is so weak that it is necessary to eat
and drink.
Keeping the air in Nexus requires a hermetic sealing of the city, which makes it impossible to travel directly from the
Astral to Nexus or the other way round. From the Astral, Nexus looks like a spinning torus with no openings. The
city is located within, on the invisible inner surface.
Finally, Nexus is perhaps the most universally secure place in the Planes. Of course, the good domains are wholly
secure for their proper dwellers, but for all others they are deadly. All other planes and domains are dangerous for all.
In Nexus its enigmatic ruler stops most powerful intruders, and the cooperation of various factions ensures a certain
level of security from common criminals. What is more, that security is extended to all, so that even the creatures
who normally would fight at sight can meet and converse there.
All this makes of Nexus the best connected place in the Multiverse - at least for the less powerful (lower-level)
beings. Ideas which are common there tend to be propagated far and wide. Whoever can win the war of ideas in
Nexus, can shape to a large degree the whole Astral and consequently even Material Multiverse - at least the factions
of Sigil like to think so. Certainly, ideas popular in Sigil can spread to mortal realms much easier that those from
more powerful beings which lack any direct contact with mortals.
On the other side, compared to the immense power, grandeur, wealth and beauty of other domains, Nexus is dirty,
petty, poor and weak. The merchants of Nexus haggle for profits which are certainly big when compared to the
Material cities, but seem like nothing when compared to the whole planes made of gold and diamonds.
Really powerful beings (except the gods, of course) can make business and even dwell in Nexus. The typical citizen
of Nexus resembles however a street urchin, who is persuaded that he knows all secrets of the state policy when he
sees the carriages before the royal palace, and is always ready to deride and mislead rural rednecks. They are also
filled with tremendous resentment against people from the Material Plane, which is easy to understand, considering
that the most typical visitor is a high level wizard or cleric, who travels by astral projection with a retinue of his
cohort, bodyguards, factotums, bound demons and animated undead, and whose interaction with the locals is limited
to ordering the undead forward to disperse the rabble. (And this is if he is relatively good aligned. Less lawful astral
travelers like to spend astrally projected gold, which disappears as soon as the visitor leaves Nexus.)

The Elemental Planes


The elemental planes are different in many aspects from all other dominions existing within the Astral Plane.
Whereas the Outer planes represent various sublime or debased ideas, the elemental planes, also called the planes of
power, represent the basic building blocks of reality. The elements are the most stable thing that can exists, and the
elemental planes inherit that trait. They are not psycho-morphic at all; no ideas or mental exertions can stop fire from
burning or water from drowning.
They are not infinite, although they are immensely great – each of them is much greater than the whole material
universe.
From the Astral Plane they look like stars: The Elemental Plane of Air sun-yellow, the Plane of Fire red, The Plane
of Earth dark red and dying, The Plane of Water blue, the Positive Energy Plane burning electric white, and the
Negative Energy Plane black as a black hole.
The elemental planes are interconnected. The marches where the elemental planes interconnect are called
paraelemental planes (of salt, of ash etc). All elemental planes connect in the Elemental Chaos. Both paraelemental
planes and the Elemental Chaos count as separate planes for the purpose of plane shift.

The Elemental Plane of Air


The Elemental Plane of Air is an empty plane, consisting of sky above and sky below.
The Elemental Plane of Air is the most comfortable and survivable of the Inner Planes, and it is the home of all
manner of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane. While
travelers without flight can survive easily here, they are at a disadvantage.
The Elemental Plane of Air has the following traits:
Subjective directional gravity. The strength of gravity on a plane with this trait is the same as on the Material
Plane, but each individual chooses the direction of gravity’s pull, and can fly by “falling” in the chosen direction. It
is also possible to "turn off" gravity. Such a plane has no gravity for unattended objects and nonsentient creatures.
This sort of environment can be very disorienting to the newcomer, but is common on “weightless” planes.
Air dominant - consists mostly of open space, just a few bits of floating stone or other elements. It usually has a
breathable atmosphere, though it may include clouds of acidic or toxic gas.

The Elemental Plane of Earth


The Elemental Plane of Earth is a solid place made of rock, soil, and stone. An unwary and unprepared traveler may
find himself entombed within this vast solidity of material and have his life crushed into nothingness, his powdered
remains a warning to any foolish enough to follow.
Despite its solid, unyielding nature, the Elemental Plane of Earth is varied in its consistency, ranging from relatively
soft soil to veins of heavier and more valuable metal.
The Elemental Plane of Earth has the following traits:
Normal gravity.
No breathable air.
Earth-dominant. Individuals without the ability to burrow are entombed in the earth and must dig their way out (5
feet per turn).

The Elemental Plane of Fire


Everything is alight on the Elemental Plane of Fire. The ground is nothing more than great, evershifting plates of
compressed flame. The air ripples with the heat of continual firestorms, and the most common liquid is magma, not
water. The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without
need for fuel or air, but flammables brought onto the plane are consumed readily.
The Elemental Plane of Fire has the following traits:
Normal gravity.
No breathable air.
Fire-dominant. Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance
or immunity to fire are soon immolated. Unprotected wood, paper, cloth, and other flammable materials catch fire
almost immediately, and those wearing unprotected flammable clothing catch on fire. In addition, individuals take 10
points of fire damage every round they are on a fire-dominant plane. Creatures of the water subtype are extremely
uncomfortable on fire-dominant planes. Those that are made of water take 15 damage each round.

The Elemental Plane of Water


The Elemental Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse
glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local
medium.
The eternal oceans of this plane vary between ice cold and boiling hot, between saline and fresh. They are
perpetually in motion, wracked by currents and tides. The plane’s permanent settlements form around bits of flotsam
and jetsam suspended within this endless liquid. These settlements drift on the tides of the Elemental Plane of Water.
The Elemental Plane of Water has the following traits:
No breathable air.
No gravity.
Water-dominant. Visitors who can’t breathe water or reach a pocket of air will likely drown. Creatures of the fire
subtype are extremely uncomfortable on water-dominant planes. Those made of fire take damage 4 each round.

The Negative Energy Plane


To an observer, there’s little to see on the Negative Energy Plane. It is a dark, empty place, an eternal pit where a
traveler can fall until the plane itself steals away all light and life. The vast, empty reaches suck the life out of
travelers who cross them. It is a lonely, haunted plane, drained of color and filled with winds bearing the soft moans
of those who died within. The Negative Energy Plane is the most hostile of the Inner Planes, and the most uncaring
and intolerant of life. Only creatures immune to its life-draining energies can survive there.
The Negative Energy Plane has the following traits:
No breathable air.
Subjective directional gravity.
Major negative-dominant. Each round, you must make a Difficulty 25 Fortitude save or suffer 1 point physical
drain. A creature who is slain by the drain becomes a wraith. The Death Ward feat protects a traveler from the
damage and energy drain of a negative-dominant plane. Some areas within the plane have only the minor negative-
dominant trait, and these islands tend to be inhabited.
Minor negative-dominant: living creatures take damage 2 each round. When they reach Dying condition, they
crumble into ash.
Impeded healing magic: The Difficulty of power check for Cure and all similar rituals and items is increased to 20
(from 10). This affects wands, but does not affect potions and natural healing. Creatures which are healed by
negative energy are not affected. This affects even characters protected from negative effects of the plane.

The Positive Energy Plane


The Positive Energy Plane has no surface and is akin to the Elemental Plane of Air with its wide-open nature.
However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which
are not made to handle it. Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes.
An unprotected character on this plane swells with power as positive energy is force-fed into her. Then, her mortal
frame unable to contain that power, she immolates as if she were a small planet caught at the edge of a supernova.
Visits to the Positive Energy Plane are brief, and even then travelers must be heavily protected.
The Positive Energy Plane has the following traits:
No breathable air.
Subjective directional gravity.
Major positive-dominant. A creature arriving on a major positive-dominant plane must make a Difficulty 15
Fortitude save to avoid being blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane
grants fast healing as an extraordinary ability (you are completely healed after 3 minutes). However, a creature must
make a Difficulty 20 Fortitude save each 3 minutes. Failing the saving throw results in the creature exploding in a
riot of energy, killing it.
Minor positive: Some regions of the plane have the minor positive-dominant trait instead, and those islands tend to
be inhabited. Minor positive trait grants all inhabitants Fast Healing.

The Low Astral


The Low Astral is also called Dreamland, Faery or Otherworld. It shares some common traits of the Astral: eg the
lack of need to eat and drink, and the lack of sun. It is psychically connected with Material. Each planet in Material
has a corresponding piece of Low Astral, which is its more or less exact reflection. Usually, the terrain features are
reflected quite precisely, but the works of civilisation are either wholly absent or show decayed and desolate. The
Dreamland is filled with a dark forest where the Material World has fields, and the often travelled road from the
Material is covered there with grass and lichens. The Dreamland is influenced also by the mental atmosphere
prevailing in the corresponding material land. A country ruled by bloody tyranny will have rivers and rains of blood,
with black clouds etc in the Low Astral. In such a realm, the Astral, which looks like the sunless bright sky
illuminating the Dreamland, will be usually be covered by heavy dark clouds.
The Dreamlands have little enough human population, but are filled with dreamers. All those who dream appear
somewhere within the Dreamlands. There are whole Dream-cities, some in places corresponding to the real cities,
others in strange and impractical locations. The dreamers seldom appear within the cities corresponding to their own,
but some even in dream are following their trade. The dream-merchants can offer many rare and valuable items,
but it is inadvisable to try to take them by force. The dreamers, similarly to those who travel by astral projection,
cannot be killed - if the dream-self is slain, the dreamer simply awakens from his nightmare and goes right back
again to sleep. And when the dream-merchant disappears, so do all his unsold wares. But the things they sell become
permanent and solid. The dream merchants are the only people willing to trade with astral forms created by the
Astral Projection. When they accept gold from astral travelers, the gold carried by the material body of the traveler
turns to lead, ashes or dry leaves.
Because of that function of the Dreamlands, it is impossible to dream in the Low Astral. As the result the elves, who
as all fay come from Dreamlands, do not sleep but meditate instead. In addition to dreamers, elves and fay,
Dreamlands are filled with monsters. Even the strangest and most impractical animal can exists in a dream, and in
the realm when it is impossible to die from hunger the mantichore can hunt a hundred years for a man.
The psychic connection between the Low Astral and the material world goes in both directions. The changes in
Dreamlands influence the emotions in the Material. Defeating evil presence in the Low Astral can lead to
improvements in the Material World, causing better weather, more responsible people, even a revolution against a
tyrant. This is by no means easy - the analog of the city ruled by a tyrant can be a fortress filled with giants, evil fay
or undead, ruled by a demon.
Dreamlands are usually flat, and are greater than the corresponding material worlds, such that at the borders there are
lands which have no analog in the material realm. When you reach the border of the world, you see an enormous
cliff, and beyond that the silvery void of the Astral. Properly prepared ships can sail beyond the border of the world
and travel through the Astral to other Dreamlands and even to the Astral realms. Dreamlands of different planets and
different alternative realities usually are not linked together, although from time to time there appears a land-bridge
or a strand of sea extending through the Astral.
The other way to voyage to the Astral from the Dreamland is to find a high enough mountain. High mountains reach
beyond the polluted ether of the Low Astral into the cool winds of the Astral. Because of that, they can be visited by
the gods. They had once danced on the peak of Hatheg-Kia, and to this day have their palaces on the Olympos. When
returning from the Astral to the Dreamland, it is important to return to the edge of the world or the high mountains.
Otherwise, unless the traveller can fly, he will fall burning like a falling star when the gravity of the land seize him.
The Greater Teleport ritual can be used to safely move from the Low to High Astral and the other way round (treat
familiarity as “directly seen”), but it cannot be used to travel to a specific location within the High Astral – the
distances are much too great.

The Ethereal Plane


The Ethereal Plane is the shallow border, where the pure ether of the Astral is heavily mixed with matter, forming an
interminable mist. It is not an independent plane, but rather a border between the Astral and the Material Planes, and
because of that it is sometimes called the Border Ethereal. While on the Ethereal Plane, a creature is called ethereal.
Such a situation usually doesn’t last long, since the Ethereal is fundamentally unstable and tends to eject creatures
into the Material Plane. There are, however, a few creatures permanently dwelling in the Border Ethereal.
It is extremely rare for a creature to visit the Ethereal Plane, since there are no spells which can allow to move there.
The plane shift spell moves the caster directly to the Low Astral and never to the Ethereal. Similarly, there are
no gates, portals or similar leading to the Ethereal Plane. Only certain magic items, such as an armor of etherealness,
make possible a shift to the Ethereal Plane. Such items work only on the Material Plane, since the Ethereal cannot
be accessed from any other plane.
Unlike incorporeal creatures, ethereal creatures are not present on the Material Plane. Ethereal creatures are invisible,
inaudible, insubstantial and scentless to creatures on the Material Plane. Even most supernatural attacks have no
effect on them. Since ethereal creatures are not materially present, Notice checks, Scent, Blind-Fight, blindsense and
blindsight don’t help locate them. The powers which allow to see invible creatures usually reveal ethereal creatures
(Glitterdust spell is an exception to that rule).
An ethereal creature can see and hear into the Material Plane in a 60-foot radius, though material objects still block
sight and sound. (An ethereal creature can’t see through a material wall, for instance.) An ethereal creature inside an
object on the Material Plane cannot see. An ethereal creature can’t affect the Material Plane, not even with
supernatural powers or abilities. An ethereal creature, however, interacts with other ethereal creatures and objects the
way material creatures interact with material creatures and objects. Ethereal creatures move in any direction
(including up or down) at will. They do not need to walk on the ground, and material objects don’t block their
passage. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take
falling damage.
A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an
ethereal creature, and a magic missile can strike one, provided the spellcaster can see the ethereal target. Gaze attacks
and various defensive abjuration spells also extend from the Material Plane to the Ethereal Plane. None of these
effects extend from the Ethereal Plane to the Material Plane.
Chapter IX: Magic
Basic rules

You cannot select a favourite power, except for Psychic Shield. This power treats character level as caster level.
Characters with no Caster level and no prerequisite feat use Charisma as the key ability, both for Psychic Shield and
for powers gained from items. Actual Adepts can use their key ability, but in that case have to use their actual Caster
level, not total Character level.
When the supernatural power or ritual mention the level of the target, use its total character level, adding level
adjustment. In case of monsters, use their Challenge Rating instead, if the possess it.

Magic powers are acquired instead of feats. However, in order to choose a power you need to take first a power
source feat. Each such feat enables you to take specific powers; some feats require that you take levels in the Adept
role in order to gain powers.

Key Ability
Each power source feat determines, which one of the mental attributes serves as your character's key ability:
Intelligence, Wisdom or Charisma. This ability will be used to determine your character's potency with his powers.

Caster level
Caster level is equal to the actual levels in the Adept role plus ½ (rounding down) of levels in other roles. As an
exception, some powers, in particular Psychic Shield, uses total level as the Caster level. If a character has no levels
in the Adept role and only one level in another role, he is treated as possessing an Caster level 0.

The reason for this change is simple: otherwise Adepts cannot be effectively multiclassed; that is, multiclassed Adepts
are weaker than other roles. That is so because originally all roles progressed in saves, skills, attack bonus etc, but
only Adept role increased the spellcasting power. Certain powers (eg Enhance Ability, Combat Sense) remained
competitive, but it proved impossible to balance all. Moreover, it was difficult to convert D&D classes with full BAB
and some spellcasting (Paladin, Ranger).

Removed Powers and Feats


Bliss (too weak, use Calm or Paralyze), Cure Blindness/Deafness, Cure Poison (removed as separate powers, can be
used as part of the Cure Disease power – in order to strengthen the Cleric archetype), Enhance Other (it became part
of Enhance Ability), Plane Shift (replaced with a ritual), Wind Walk (replaced with Fly – it was too fast at high levels),
Scry (replaced with a ritual – it was much too powerful).
Quicken Power feat is removed because it is impossible to balance – powers which are balanced as standard action,
may be entirely unbalanced as free actions. Increased chance to suffer fatigue is not enough to balance this, especially
as Conviction allows to bypass it during the most important fights. Moreover, since the importance of both more
difficult fatigue save and quicker time to use power is highly dependent on the power in question, universal feat such as
Quicken Power proved impossible to balanced.

Power Bonus
Your maximum Power Bonus is normally equal to your adept + your key ability + 3 (some feats or items may
provide you with an additional bonus). If you use levels to improve your fatigue roll, they must be subtracted from
all other uses, including your Power Bonus.
Max Power Bonus = Caster level + Key Ability + 3 + other modifiers
Whenever a power description directs you to make a power check, you make a roll modified by your Power Bonus.

Power Save Difficulty


Whenever someone makes a saving throw against your powers, the Difficulty they need to succeed on is equal to 10
+ half your Character level (round down) + your key ability.
Power Save Difficulty = 10 + 1/2 Character level+ Key Ability

Powers with low save difficulty are either practically useless (if the opponent must make saves) or as good as
others (if he does not have to make saves). If mixed role adepts are allowed to take powers requiring saves, such
powers should be useful. For that reason, I considered it necessary to change save difficulty formula to total
character level.

Using Powers

Action
Using a power takes a particular amount of time, given in the power’s description. Most powers require a standard
or move action in combat. Others require a full action, a full-round action or longer. Powers are subject to the normal
rules regarding actions.

Full Action Spells


A spell with full action casting time takes effect, as any other full action, on the initiative count on which it is cast.

Power Checks
Some powers call for a check using the bonus of the power. This is the same as any other type of check: a die roll
plus the power bonus against a Difficulty. Sometimes, you can choose the difficulty to determine the effect of the
power. Some powers do not require checks; they operate automatically. The power bonus or caster level usually
determines its efectiveness in these cases.

Opposed power checks


In some circumstances, an adept is called to make an opposed power check. Both adepts roll d20, adding their power
bonus. The one with lower result fails, although the user of the failed powers still suffer fatigue, if any. (As with all
opposed checks, when a tie happens, the character with the higher power bonus wins. If the power bonuses are the
same, re-roll.) Adepts can choose to suffer a fatigue result, in addition to the normal fatigue of the power used, to
gain a +5 bonus to their check. If both sides choose to suffer fatigue, no one receives this bonus. This takes no actual
time; it happens as part of the check.

Taking 10 and Taking 20


An adept not rushed or under pressure can take 10 on a power check, unless the power’s description specifes
otherwise. In case of non-fatiguing powers, if the check carries no penalty for failure, the adept can take 20 as well.
When taking 20 a non-fatiguing power remains non-fatiguing. Taking 20 on a power check takes 20 times as long,
just as with skills. It is not possible to take 20 with fatiguing powers. Additional notes on taking 10 and 20 with
powers are included in the specifc power descriptions.

Fatigue Roll
Some powers are fatiguing. Whenever you use a fatiguing power, you have to make a fatigue roll in order to avoid
taking fatigue. A fatigue roll is a d20 roll against a Difficulty of 6.
Fatigue Roll: d20 vs Difficulty 6
If you fail your fatigue roll, your power manifests normally, but you must take a level of fatigue. Mark off the next
highest level of fatigue on your character sheet and carry on, unless the one you just marked off is unconscious in
which case the power does not manifest.
When making power checks for fatiguing powers, use the natural roll as the fatigue roll.

Will save to avoid fatigue


Some fatiguing powers, mainly those which provide benefits for you or your companions, do not use the Fatigue roll.
Instead, they list Fatigue save Difficulty. This means you must make Will save against that difficulty or suffer a level
of fatigue. A natural 1 on this roll means you suffer the level of fatigue regardless of your save bonus (this is an
exception to the general rule that natural 1 on save roll does not mean a failed save).
Modifiying Powers
There exist some option which allow you to modify powers or power check by increasing the Fatigue difficulty. You
can widen or empower powers without any additional feats. Wizards can use silent power, or take Still Spell power.
Such options increase the difficulty of fatigue roll, or of will save to avoid fatigue.
Some of them, such as Still Spell, can also be applied to nonfatiguing powers. In that case, instead of fatigue
checks, Difficulty of power checks is increased by the amount stated in feat description.

Empowering powers
You can gain bonus to power checks, putting more of your energy and will behind them. For +1 bonus you add to a
the power check, increase the fatigue Difficulty of using it by +2. You cannot empower a power by more than +5
bonus (for +10 to the fatigue Difficulty). Only fatiguing powers can be empowered.

Weaponlike powers
Some ranged and melee spells – mostly those which shoot rays of various sorts – are similar to ranged or melee
weapons, requiring attacks and causing damage. Both Elemental Ray and Disintegrate belong to this category.
Weaponlike powers threaten deal damage + 3 on a critical hit, and +8 on an improved critical hit.
Add Size modifier to the damage of weaponlike spells. Such feats as Attack Specialisation can affect all
weaponlike powers. Sneak Attack improves damage of such powers. Note however that Attack Specialisation is a
combat style feat, and cannot be used together with the Combat Sense power – and adepts will prefer Combat Sense.
Such feats apply even to powers cast using items, such as wands. It is possible to make finesse ranged attacks with
weaponlike ranged spells in order to bypass armor, but you need the Precise Shot feat, as normal.

Powers requiring melee attack rolls


If you miss with a power requiring a melee attack roll, its use is forfeited. If you want to use it again next turn, you
must make a new fatigue check and/or power check.

Power Descriptions

Fatiguing
If a power has the "Fatiguing" descriptor after the title, that means you have to make a Fatigue roll every time you
use that power. If you fail the Fatigue roll but are not unconscious, the power still takes effect normally; you just
have to mark off another level of fatigue. If you do fall unconscious, the power does not manifest. Some powers
require fatigue roll not when using it, but when it expires – such powers lasts maximally 3 minutes.

Maintenance
Some powers can be maintained for some time, assuming you remain able to keep them running. Such powers don't
require much on your part. You must be able to spend a free action each round in order to maintain one power. If no
maximum duration is listed, the power can be maintained indefinitely, as long as you remain able to take a free
action each round.
In order to maintain 2 powers, you must spend a standard action each turn. In order to maintain 3 powers,
you must spend a full action each round.
If you fall unconscious, are stunned or dazed, these powers shut down immediately and their effects end.
Spending a conviction point to avoid being dazed allows you to continue maintaining powers.
If the supernatural power with a listed duration does not mention maintenance, it does not need to be
maintained.
Generally, you start maintaining powers next turn after casting them. Some powers, however, do not have
listed casting time. In such a case, you do not need a special action to use them, but must start maintaining them
immediately. Ie, if you have maintained no powers earlier, and want to use such a power, you spend a free action. If
you maintained one power, you spend a move action. If you maintained two powers, you must spend a full action to
use and maintain the third power.

Concentration
Some powers are not so easy to maintain. A power with the "Concentration" descriptor requires more effort
on your part to maintain. You must spend a standard action each round to maintain a Concentration power.
If you fall unconscious, are stunned or dazed, these powers shut down immediately and their effects end.
Spending a conviction point to avoid being dazed allows you to continue concentrating on powers. You start
concentrating on powers on the next turn after using them.
Dispellable
Some powers can be dispelled using the Ward power. Such powers are always clearly labelled. If the description
does not mention it, the power cannot be dispelled.

Prerequisites
Some powers require you to be able to use other powers. You must possess the prerequisite powers in order to take
and to use this power. Wizards must have prerequisite powers prepared. In other cases, you must have a certain
number of caster levels or character levels. You must have those levels in order to chose the power.

Can be Widened
Some powers, which normally affect a single target can be widened. You can widen a power only when its
descriptions allows it. You affect an area with a radius 10+2×Caster Level in feet. The power affects all targets in
the area normally. You must still meet any requirements for range, that the power requires. Targets save individually
against the power's effects. The widened power's fatigue Difficulty increases by +5.

Distractions
When you try to use a supernatural power and are distracted by taking damage or other adverse conditions, you
suffer certain penalties to check. What checks suffer penalties depends on the type of power being used.

Categories of powers
- Powers which require Fatigue Will save and do not require Power Checks. Those are powers that provide
bonuses, abilities or other benefits to friends, such as healing to you or your friends. When using such powers, DC of
the Will save is increased by the indicated number.
-Powers which require power checks and normal fatigue rolls. Targets can make saves. Those are mostly
battlefield shaping powers (eg Black Tentacles, Grease, Force Shaping etc), and special attack powers, causing
effects other than damage. When using such powers, DC of the power check, and also the target number of fatigue
roll is increased by the indicated number.
-powers which require normal Fatigue checks, but not power checks. Those are mostly simple attack powers,
which cause damage depending on the Caster level. Targets can make save checks. When using such powers, the
target number of natural fatigue roll is increased by the indicated number.
-attack powers requiring an attack roll. Such powers require normal Fatigue rolls, but not power checks. They
cause damage depending on the Caster level. Target cannot make saves. When using such powers, the target number
of natural fatigue roll is increased by the indicated number. Attack rolls receive this number as penalty. If a given
condition causes penalties to all attack rolls, use only the normal penalties.

Situations and penalties

If you are subject to a few such effects at the same time, the penalties do not stack; use the highest penalty.

Situation Penalty
Casting spell while taking continuous damage 2; damage must not be lower than Toughness-5
Bruised while casting 4
Injured or worse while casting supernatural power disrupted; action lost
Affected by a distracting spell, On Fire 2
Violent motion 1
Extraordinarily violent motion 2
Entangled 2
Bound 4
Wrestling or Pinned 4

Taking continuous damage: you are subject to an effect which causes you to take damage each round. If damage is
lower than your Toughness – 5, you do not suffer this penalty.
Damaged while casting: you were damaged while casting a spell with the casting time of one full round or more.
Alternatively, an enemy readied an action against you with the trigger “if he starts casting a spell” and damaged you
during the resulting attack. In both cases, you suffer – 4 penalty if you are bruised. If you suffer any worse damage,
the supernatural power is disrupted and your action is lost.
Wrestling: you are grappled or grappling someone. Remember that Sorcerers and Wizards must have Still Spell feat
even to attempt spellcasting while wrestling.
Pinned: you are pinned by somebody.
Affected by a distracting spell: You are distracted by a spell in some other way than damage. Eg you are entangled in
a Web, or caught by Black Tentacles, etc. If a spell is both distracting and damaging, you suffer only the higher
penalty.
Violent motion: very rough vehicle ride, small boat in rapids, on deck of storm-tossed ship, on a mount making a
double move.
Extraordinarily violent motion: Earthquake, on a mount making an all-out move (eg on a galloping horse).

Familiarity

Some powers are easier to use on more familiar subjects. For any power that mentions a familiarity modifier,
determine the relationship between yourself and the target on the Familiarity table below and apply the appropriate
modifier to the Difficulty of the power check. For example, using the Mind Touch power on a "Somewhat Familiar"
target increases the difficulty of the power check to establish contact by +15.

Table 8: Familiarity with persons


Familiarity Difficulty Definition
Present +0 A subject visible to the naked eye or in physical or mental contact with the
adept.
Very Familiar +5 A subject currently seen or sensed through another power, a close friend or
relative, an item made by you or owned and used for at least a year, a place
where you spent at least a year's time
Familiar +10 A subject you have been acquainted with for at least three months, a casual
friend.
Somewhat +15 A subject you have been acquainted with for at least a week, reading
Familiar someone else's memory of a familiar subject.
Casually +20 A subject you have been acquainted with only briefly, reading someone else's
Familiar memory of a somewhat familiar subject.
Slightly +25 A subject you have only seen briefly or had described to you in detail.
Familiar

Table 9: Familiarity with places


Familiarity Difficulty
Present 0
Very Familiar 5
Studied carefully 10
Seen casually 15
Reliable Description 20
Name and location 25
Unfamiliar -

“Present” is a place in which you are physically present at the moment.


“Very familiar” is a place where you have been very often and where you feel at home, or that you can currently
see (not being within it),
“Studied carefully” is a place you know well, either because you’ve been there often, or you have used other means
(such as scrying) to study the place for at least one hour.
“Seen casually” is a place that you have seen at least once, possibly using magic, but with which you are not very
familiar.
“Reliable Description” - you have received a detailed and reliable description of this place, which included its
location, characteristic orientation points, their direction and distances, and possibly some pictures.
“Name and location” – you know only the name and the location of the area.
Using mental contact with the person who is familiar with the area moves you one row down the table. Eg if
you are in mental contact with someone who is present in the place, you are treated as very familiar with it. If you
are at the moment in mental contact with someone who is Very Familiar with the area, or you have used Mind Touch
to receive a precise description and mental vision of it, you are treated as having studied carefully it, and so on.

Scrying – Common rules


All scrying rituals and supernatural powers create an invisible magical sensor that sends you information. Unless
noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any
spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a
separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded,
deafened, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 1 or higher can
become vaguely conscious of the observation by the sensor by making a Difficulty 20 Intelligence check. The sensor
can be dispelled as if it were an active spell. Lead sheeting fully surrounding either the target or you blocks a scrying
spell, and you sense that the spell is so blocked. The same applies to a magical protection.
You treat anyone seen thanks to scrying as very familiar (+5 penalty), which means some of your powers may
affect him.
The act of scrying creates a psychic disturbance, which creatures with Intelligence 0 or better can sense. Any
such creature under observation can make a Sense Motive, Notice or Second Sight check, opposed by your power
check. Creatures which should be able to detect magic or supernatural can make power check even without the
Second Sight power. Using Sense Motive or Notice skills allows to get an intense feeling of being watched. Adepts
who succeed on an opposed power check see a glowing or shadowy image of you. You are also very familiar for any
creature that senses you for the purposes of that creature’s powers, meaning some of its powers may affect you in
return.

Teleportation-Common Rules
All teleportation powers or rituals obey the following rules:
Teleport Trace: Outgoing teleport rituals and powers leave a specific kind of magical aura, called a teleport trace.
This aura persists at full power for about 1 hour in case of rituals and 1 minute in case of supernatural powers.
Adepts possessing a Second Sight power sense it as a magical aura, according to general rules; it can be determined
to be a teleport trace by making a Difficulty 15 Knowledge(supernatural) check. By making check with Difficulty
15+Caster level it is possible to determine the destination of the teleport- treat the familiarity of the destination as
Present. This allows to teleport in pursuit or to scry the destination area.
The residues of the teleport trace can be detected for a much longer period of time, but this requires special
equipment and lengthy rituals. The residues of the trace are not distinct enough to enable a teleportation in pursuit.

Illusions
All illusion powers or rituals obey the following rules:
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things
that are there or hear phantom noises. Illusions cannot cause damage to objects or creatures, support weight, provide
nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but
useless for attacking them directly.

Figments
A figment spell creates a sensation which does not correspond to any reality – a sight of something nonexistent,
similar to a holograph, a sound or a smell which is emitted by no creature, etc. Those who perceive the figment
perceive the same thing, not their own slightly different versions of the figment. It is not a personalized mental
impression. Those effects – light, sound, smell, warmth etc are real, but very weak – they cannot cause any damage
or other real results. Figments can never affect touch.
Figments cannot make something seem to be something else. There are exceptions to this rule, however.
Relatively flat and unmoving surfaces, such as walls and floors, can be changed, both by putting things on them, or
by making imaginary doors or holes in them. That kind of simple alteration does not require glamers.
A figment that includes audible effects cannot duplicate intelligible speech unless the spell description
specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to
duplicate a language you cannot speak, the figment produces gibberish. Likewise, you cannot make a visual copy of
something unless you know what it looks like (or copy another sense exactly unless you have experienced it or
learned it).
The fact that some effect is a figment is detected by Notice or Search skills, with difficulty 5+Power Bonus
for light shaping, 10+Power Bonus for Light and Sound Shaping (or for Light shaping, if the object woudn’t make
any sound normally), and 15+power bonus for Major Image. Powers which allow to detect magic show that the area
containing a figment contains magic, but it is necessary to make successful Knowledge(supernatural) check with
Difficulty 15+Power Bonus to discover that it is illusionary magic. Characters can also determine that something is a
figment by pure reasoning, without noticing the differences. There are no saving throws against figments, since they
do not directly affect the characters viewing them. Even if a figment is detected for what it is, it remains and can still
serve as eg concealment. All figments can be dispelled.
Figments are created by the use of a few powers, often combined. To create silent figments it is necessary to
possess Light Shaping. Adding Sound Shaping allows to create illusions with sound. Major Images power allows to
create illusions with images, sounds, smells, thermal effects (not powerful enough to cause damage) and movement.
All must be maintained. Regardless of the number of powers used, maintaining one figments is treated as
maintaining one power. Figments can be also created by rituals; such figments can last a long time.
Figments can be used to create certain useful effects:
Concealment (dispellable, Maintenance, power check difficulty 15)
eg mist, flying leaves, bushes, wall with arrow-slits: at least Light Shaping. Gives concealment to all in the area. If
desired, it can allow to see outside the area without penalties (eg wall with arrowslits allows to look out the slits).
Maintenance, Power check difficulty 16 for 20-foot radius area. You can increase the area by increasing power check
difficulty +5 for each additional 10 feet. Area of the illusion is immobile, although the illusionary objects can move
inside it.
Total Concealment (dispellable, maintentance, max 3 minutes; power check difficulty 18; min caster
level 5)
For example a wall without slits, a stone box, dense fog, smoke, blinding lights. Requires at least Light Shaping. It
works against all visual senses, including darkvision and true sight. Total Concealment always works in both
directions. Maintenance, max 3 minutes. Power check difficulty 18 for 20-foot radius area. You can increase the area
by increasing power check difficulty +10 for each additional 10 feet. Area of the illusion is immobile, although the
illusionary objects can move inside it.
Total Concealment affecting sight and hearing (dispellable, maintentance, max 3 minutes; power
check difficulty 20; min caster level 7)
It stops, in addition to sight, also hearing, blindsense and blindsight, at the same time giving concealment againt the
same senses of other creatures: eg swarms of buzzing insects. It requires at least Light Shaping and Sound Shaping.
Power check difficulty 20 for 20-foot radius area. You can increase the area by increasing power check difficulty
+10 for each additional 10 feet. That kind of illusion is always immobile; if the target leaves the affected terrain, he
can see and hear again. Adding the illusion of intelligible speech increases the difficulty by +2.

Total Concealment affecting all senses (dispellable, maintentance, max 3 minutes; power check
difficulty 22; min caster level 9)
This effect requires at least Major Image and affects all senses except touch. Eg a sandstorm. True Sight allows to
discern that the effect is illusionary, but does not allow to see the reality beyond. Power check difficulty 20 for 20-
foot radius area. You can increase the area by increasing power check difficulty +10 for each additional 10 feet. That
kind of illusion is always immobile; if the target leaves the affected terrain, he can see and hear again. Adding the
illusion of intelligible speech increases the difficulty by +2.
Illusionary Magical Effects (maintenance, dispellable, not fatiguing)
used to waste time or to demoralize: Major Image. This option can mimic all magical effects; it is not fatiguing.
Knowledge(supernatural) test with Difficulty 15+Power Bonus is necessary to discover that the effect is only
illusion. This kind of pseudo-magic is also easy to detect by reasoning, since it can cause no effects at all. An
illusionary fireball can seem to blacken the floor and walls, but it cannot set a tree afire (this would require a glamer).
It is possible to create illusionary terrain, objects or creatures beforehand, and have them be affected by pseudo-
spells.

Illusionary opponents,
used to intimidate, or to waste time and actions. Light Shaping creates silent opponents. Notice or for creatures with
Second Sight Knowledge(supernatural) test against Difficulty 5+Power Bonus is necessary to discover that the effect
is only illusion. Sound shaping adds sound, Difficulty to discover illusion is 10+Power Bonus. Major Image has
difficulty 15+Power Bonus. It is also easy to discover that the opponents are illusionary by reasoning, since they
cannot cause any real effects. An illusionary opponent has no attack value (since it cannot, in fact, hit anything), and
defense equal to Power Bonus+5. Hitting an figment allows to discover that it is unreal, since it offers no resistance
to blade, arrows fly through it etc. You can also use reasoning to determine that an enemy is an illusion. If you throw
a pebble at an illusionary elephant you will know that it is not real even if it manages to dodge it – since elephants
rarely dodge pebbles. For that reason it is better to create illusion of ninjas etc.
Illusions of immaterial opponents (ghosts and the like) are particularly effective. Only hitting them with ghost
touch weapon (which affects them each time) allows to discover that they are illusionary.

Other illusions used to distract opponents (dispellable, maintenance, Power check difficulty 14)
That kind of illusion is a bit translucent, so it cannot offer concealment to moving objects. It can however obscure
immobile objects behind, so translucency is not easily observable. Requires at least Ligh Shaping. or Sound shaping
for auditory elements. Maintenance, Power check difficulty 14 for 20-foot radius area. You can increase the area by
increasing power check difficulty +5 for each additional 10 feet. Area of the illusion is immobile, although the
illusionary objects can move inside it.

Illusions with intelligible speech (dispellable, maintentance, power check difficulty 18; min caster
level 5)
Similarly to the previous illusions, this cannot offer concealment to moving objects. Maintenance, Power check
difficulty 18 for 20-foot radius area. You can increase the area by increasing power check difficulty +5 for each
additional 10 feet.
Illusionary hazards and hiding hazards
Obstructing hazards, which can serve as traps, (eg an illusionary bridge, an illusionary floor covering a hole). Silent
images are enough here, but even throwing a stone onto such a bridge reveals it to be an illusion. Incautions can
make Reflex save against difficulty of power to avoid falling in the pit.

Creating illusionary hazards to limit movement (eg an illusionary pit). Again silent images are enough, and merely
throwing a pebble reveals it to be an illusion.

Mindless creatures without an intelligent commander are nearly always taken in by figments (they make a
notice check to detect figments with a -10 penalty). The way they reacts to figments depend on their type and their
programming. Vermin rely mostly on smell (esp. those that have scent) and touch; they tend to try to touch barriers,
pits etc. They also attack nearest foes first and can be easily distracted by capably moved figments of opponents. If
they attack an opponent and it seems immaterial, they ignore it until it damages them. They avoid illusionary
hazards, such as a wall of fire. Golems always try to touch, and if possible batter down barriers; they also push
through hazards, trusting to their spell immunity and solid construction. They are vulnerable to masked pits,
illusionary bridges etc. Mindless uncommanded undead are easily taken in by all figments; if however they detect a
living foe, they try to push through all barriers to get at him; they can be easily destroyed by hidden hazards.

Glamer: A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like
something else, or even seem to disappear. Glamers combine ability of figments to fool the senses with mental
effects. For that reason glamers are equally effective against intelligent and mindless opponents (whereas figments
are particularly effective against mindless opponents, and phantasms do not affect them at all). Creatures
encountering a glamer usually do not receive saving throws to recognize it as illusory until they study it carefully or
interact with it in some fashion.
Glamers can be combined with material constructions to create more convincing effects. Covering a pit with a
few sticks and a tarp and putting an illusion on top is a lot more convincing that only an illusion. Such effects require
some time to prepare and are usually done as rituals. A bridge of boards, plaster and paper-mache could withstand
even a deliberate searching, if covered with a convincing glamer.

Invisibility: This power spells render the subject truly invisible, or in case of weaker effects, blurred and distorted. It
work by bending the light around the subject. Invisibility is not affected by the behaviour of the subject. It can be
pierced only by See Invisibility or True Seeing effects. An invisible creature can be detected also with non-visual
senses. Even if a blurred or invisible creature is observed thanks to See Invisible effects, it can still make Stealth
checks as if it was in dim light (see the general rules on Stealth).
Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of
those who see it or are caught in it. All patterns are mind-affecting spells. Cloud Minds power creates a pattern
forcing those who see it to ignore the caster.

Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the
spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression, all
in their heads and not a fake picture or something that they actually see. Third parties viewing or studying the scene
don't notice the phantasm. All phantasms are mind-affecting spells.

Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to
recognize it as illusory until they study it carefully or interact with it in some fashion. There are no saving throws
against figments – the views are quite real, even if they do not correspond to any objects.
A successful saving throw against an illusion reveals it to be false, but a phantasm remains as a translucent outline.
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that
an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this
fact to others, each such viewer gains a saving throw with a +4 bonus.

Converting D&D spells:


A single power should grant effects of a few related spells. As an exception, very powerful spells can be converted
into a separate power. Converted spells are Fatiguing,
Converting spells into Fatigue save difficulty: We assume that a spell of one level lower than accessible to a D&D
wizard (1 st level spell on 3rd character level) can be used on average 4 times before the first failed fatigue save. In
case of fatigue save, this means that Fatigue DC must equal average Will save bonus for the level two higher +6 (so
that the save is failed on rolls of 1-5).
Power bonus difficulties are calculated by assuming that the adept Empowers spell maximally (+5 to check).
In that case, he should be able to ensure success at the level the spell first becomes available. Therefore difficulty
equals power bonus+6.
For powers with fixed effects power check difficulty is equal therefore to minimal level of spellcaster able to cast it
plus maximal bonus from key ability (4 up to 8 level, 5 up to 11 level, 6 up to 14 level, 7 up to 17 level, 8 at 18 level,
9 at 19 level and 10 at 20 level), plus a balancing modifier (9).
Damage-dealing powers generally don’t require power check. Powers cause damage equals to caster level. If
D&D spell uses a die other than d6, calculate the maximum possible damage and divide it by 6, rounding down. This
is True20 damage.

Power Difficulty-
Minimum Spell Fatigue
check cleric
level level Difficulty
Difficulty only

1 1 13 14
3 2 14 16
5 3 15 18
7 4 17 20
9 5 19 22
11 6 21 25
13 7 23 28
15 8 26 31
17 9 30 34

Spells which daze the target, stun the target, or stop him from taking action or cause penalties to defense,
allow him to make a saving throw when the spell is cast, and at the end of each his turn. The saves during his turn are
made as free actions. If he saves, he can take action without penalties during next turn.
Power source feats

If you want to possess powers, you must first take a power source feat (Sorcerer, Wizard, Cleric, Paladin, Ranger,
Student of Magic). The first such feat taken by a character gives some usually some additional benefit. Taking
second, third and more power source feats allows you to take powers associated with them, but gives no other
benefits.

Bard (General)
The key ability is Charisma. When you take this feat, you gain a skill rank per level +3; in other words a maximum
number of skill ranks for your level. The skill ranks must be used for a Perform skill. If before taking this feat you
already had skill ranks in a Perform skill, you must end with maximum skill ranks in at least one Perform skill, and
can spend the extra ranks as you wish. After you take this feat, whenever you gain a new level, you gain a skill rank
which must be spend on a Perform skill – and at least one Perform skill must always have maximum number of
ranks. You gain this benefit even if you do not take the Bard feat as the first power source feat.
In addition, the “Bard” feat, when taken as the first power source feat gives Cantrips power. When taken as
a second or later power source feat, you do not gain this power for free and must spend an additional feat if you want
to possess it.
Bards cast spells using Verbal Components. They must be able to speak freely to use their powers. They
cannot cast spells without using verbal components.
Bards can take the following powers, even when taking levels not in the Adept role: Arcane Sight,
Blindness/Deafness, Calm, Cantrips, Charm, Cloud Minds, Combat Sense, Conjuration, Confusion, Cure Disease,
Dominate, Enhance Ability, Enhance Senses, Heart Shaping, Invisibility, Light Shaping, Mage Armor, Major Image,
Mind Touch, Paralysis, Project Image, Psychic Shield, Second Sight, Self-Shaping, Sense Minds, Sleep, Sound
Burst, Sound Shaping, Suggestion, Summon Servitor, Supernatural Speed, Supernatural Weapon, Teleport, Ward,
Wind Walking.
If a Bard has not learned any one of those powers he can still use it by expending a Conviction point. He
must still fulfill all necessary prerequisites.
Bards can use Rituals as Wizards.

Cleric (Adept).
The key ability is Wisdom. The “Cleric” feat gives *Positive Energy Shaping or *Negative Energy Shaping
(depending on the alignment) power when taken as the first power source feat. You cannot gain the opposite power.
If during play you change your alignment, you lose your Positive or Negative Energy Shaping power. When
subsequently you begin to worship a deity of appropriate alignment, you gain new Shaping power.
Clerics cast spells using Verbal Components. They must be able to speak to cast their spells. They can cast
spells without using verbal components, but this increases Difficulty of Fatigue checks by 2.
Powers: Arcane Sight, Beast Link, Blindness/Deafness, Calm, Cold Shaping, Combat Sense, Cure Disease,
Disintegrate, Dominate, Earth Shaping, Elemental Resistance, Elemental Attack, Enhance Ability, Enhance Senses,
Fire Shaping, Fireball, Heart Reading, Heart Shaping, Imbue Life, Light Shaping, Mind Touch, Paralysis, Psychic
Shield, Psychic Weapon, Second Sight, Shadow Shaping, Sleep, Sound Burst, Sound Shaping, Summon Servitor,
Supernatural Attack, Ward, Water Shaping, Weather Shaping, Wind Shaping, Wind Walk.
A Cleric can use any of those powers he has not learned by expending a Conviction point. He must still fulfil
prerequisites.

Innate Magic (General)


The key ability is Charisma. The “Innate Magic” feat gives you the Second Sense power as a bonus power if you
haven’t taken any other power source feat before.
You can take powers: Body Control, Combat Sense, Supernatural Attack, Second Sight, Psychic Shield (which is
treated as a favoured power). You are able to use all magic items (q.v., eg wands, staffs and scrolls). The save
difficulty against the wand or scroll is identical to your save difficulties.

Martial Artist (General).


The key ability is Wisdom. The “Martial Artist” feat gives Body Control and Iron Fists powers when taken as the
first power source feat.
Martial Artists cast spells using Verbal and Somatic Components. They must be able to speak and gesture
freely to cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They can cast spells
without using verbal components, but this increases Difficulty of Fatigue checks by 2. They cannot use powers while
wrestling or pinned – although they can maintain powers while doing it. Martial Artists, differently from Wizards,
cannot take Still Spell feat. If they do take it (being at the same time Wizards, e.g.), they do not benefit from it with
respect to powers taken as Martial Artist.
Martial Artists can take the following powers, even when taking levels not in the Adept role: Body Control,
Combat Sense, Deflect Arrows, Enhance Ability (only self), Elemental Attack, Fire Shaping, Fireball, Iron Fists,
Mage Armor, Psychic Shield, Sound Shaping, Soundburst, Stoneskin, Supernatural Attack, Supernatural Speed,
Wind Walking.
If a Martial Artist has not learned any of those powers he can still use it by expending a Conviction point. He
must still fulfill all necessary prerequisites.
Martial Artists can learn secret techniques, by spending necessary time and paying the cost.

Nonmagical Powers (General)


Characters with this feats are able to use some of the powers without any magic – merely by concentration,
determination and training. Such characters can select their key ability. “Nonmagical Powers” feat gives Combat
Sense power if you haven’t taken any other power source feat before.
You can take following powers: Body Control, Combat Sense, Enhance Ability (only self), Iron Fists, Psychic
Shield, even when taking levels in roles other than the Adept.

Paladin (Warrior)
The key ability for Paladins is Charisma. The “Paladin” feat gives the Smite feat if you haven’t taken any other
power source feat before.
Paladins can take the following powers, when taking either Adept or Warrior levels: Cure Disease, Body
Control, Enhance Ability, Heart Reading, Light Shaping, Positive Energy Shaping, Psychic Shield, Second Sight,
Supernatural Health, Supernatural Attack, Ward. Psychic Shield is a favoured power and uses the character level as
the caster level. If a Paladin has not learned any of those powers he can still use it by expending a Conviction point.
He must still fulfil prerequisites. They can also take the Familiar feat (only for their mounts, using their equivalent
Caster level minus creature level + 1).

Ranger (Warrior)
The key ability for Rangers is Wisdom. The “Ranger” feat gives Favourite Opponent as a bonus feat if you haven’t
taken any other power source feat before.
Rangers can take the following powers, when taking either Adept or Warrior levels: Beast Link, Body
Control, Cure Disease, Elemental Resistance, Enhance Senses, Plant Shaping, Psychic Shield, Second Sight,
Summon Servitor (only animals, magic beasts, etc), Supernatural Attack, Supernatural Speed, Psychic Shield is a
favoured power and uses the character level as the caster level. A Ranger can use any of those powers he had not
learned by expending a Conviction point. He must still fulfil prerequisites. They can also take the Familiar feat (only
for their animal companions, using their equivalent Caster level minus creature level + 1)

Ritualist (General)
You can perform rituals and craft magic items. Your key ability is Intelligence. In addition, when performing rituals
and crafting magic items, your total character level counts as Caster level. If you have a power source feat which
allows you to conduct rituals, you can use the key ability provided by that other feat and still treat your character
level as caster level for purposes of rituals.

Sorcerer (Adept)
The key ability is Charisma. The “Sorcerer” feat gives Cantrips power when taken as the first power source feat. A
sorcerer uses Charisma instead of Wisdom as the modifier for the Will save, but only for fatigue checks when using
powers (he has in fact two Will saves, one for fatigue checks and the other for other purposes. Should you take
Lucky feat, you will use only Charisma for all saves, and both Will saves will be identical).
Sorcerers cast spells using Verbal and Somatic Components. They must be able to speak and gesture freely to
cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They cannot use powers while
wrestling or pinned. They can cast spells without using verbal components, but this increases Difficulty of Fatigue
checks by 2. Sorcerers can take Still Spell feat. Still Spell feat allows to cast spell without Somatic Components, so
they can eg wear armor without check penalty to power checks and fatigue checks and use powers when restrained.
Powers: All, except Cure Disease, Imbue Life, Positive and Negative Energy Shaping. A Sorcerer can use any power
from the above list which he had not learned by expending a Conviction point. He must still fulfil prerequisites.
Sorcerers can use Rituals as Wizards and enchant magical items.

Student of Magic (General)


The key ability for Student of Magic is Intelligence. The “Student of Magic” feat gives you either the Eidetic
Memory feat as a bonus feat or Body Control as a bonus power if you haven’t taken any other power source feat
before.
You can take the following powers: Body Control, Combat Sense, Supernatural Attack and Psychic Shield (which is
treated as a favoured power). You are able to use all magic items (eg wands, staffs and scrolls). The save difficulty
against the wand or scroll is identical to your save difficulties. Additionately, you can conduct rituals as a Wizard
and craft magic items.

Wizard (Adept)
The key ability is Intelligence. The “Wizard” feat gives Cantrips power when taken as the first power source feat.
A wizard uses Intelligence instead of Wisdom as the modifier for the Will save, but only for fatigue checks when
using powers (he has in fact two Will saves, one for fatigue checks and the other for other purposes. Should you take
Intellect Fortress feat both Will saves will use Intelligence and will be identical).
Wizards cast spells using Verbal and Somatic Components. They must be able to speak and gesture freely to
cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They can cast spells without using
verbal components, but this increases Difficulty of Fatigue checks by 2. They cannot use powers while wrestling or
pinned – although they can maintain powers while doing it.
Wizards can take Still Spell feat. Still Spell allows to cast spell without Somatic Components, so they can eg
wear armor without check penalty to power checks and fatigue checks, and use powers when restrained or wrestling.
Powers: All, except Cure Disease, Imbue Life, Positive and Negative Energy Shaping.
Wizards cannot spend Conviction to use powers they have not learned. When they take a power, however, they can
inscribe a second power in their spellbook (reserve powers). They can spend an hour meditating in order to ready
powers from spellbook (regardless of the number of powers being readied, it always takes 1 hour). For each reserve
power readied, they must move one of their own powers to reserve, so the total number of powers they can cast
remains constant. The readied reserve powers are treated in all aspects as other powers of wizard. In other words, a
wizard possess a pool of powers (twice as much as he took power feats) from which he can select half as his readied
powers. If a power requires another power as a prerequisite, the Wizard must have the prerequisite prepared. The
prerequisite power cannot be unreadied as long as any powers requiring it are readied.
A wizard can spend a Conviction point to shorten the necessary meditation to full round for each exchanged power.
Chapter X: Supernatural Powers
Acid Conjuration
You conjure an amount of acid and throw it at your target; it does its damage and disappears in a moment. Neither
you nor your equipment can be damaged by this power, although your allies can. The acid is an unstable conjuration
and cannot be saved for later.
Acid Splash (not fatiguing, full action, close range)
You throw a small orb of acid at the target. You must succeed on a ranged attack to hit. The orb deals acid damage
equal to your Caster Level+size modifier. This is treated as a weaponlike spell, with a critical hit causing +3
damage.

Acid Stream (not fatiguing, full action)


Acid slowly streams down from your hand. You can inflict acid damage equal to your Caster Level+size
modifier+3 on adjacent objects without the need to make an attack roll. This power is useless in combat, but you can
use it to inflict coup de grace, in particular on foes vulnerable to acid.
Cone of Acid (fatiguing, standard action)
Area: 15 ft. long Cone-shaped burst
Saving Throw: Reflex
You breathe a cone of acid. Any creature within the area takes acid damage equal to your caster level. Characters
which fail save and take damage (at least the bruised condition) from the power are nauseated for one round (this
condition ends in the next round just before the initiative count when it begun). If they are disabled they are in
addition blinded. A successful Reflex save negates the damage. Characters with resistance or immunity to acid are
never nauseated or blinded.

Acid Sphere
Prerequisites: Caster level 9
Saving Throw: Reflex, Can be widened
Range: Medium (100 ft. + 10 ft./level)
You throw a smoking sphere of acid at your target. It immediately shatters, drenching it in acid. Targets which fail
save target take damage equal to your caster level. If they suffer at least a bruise, they are nauseated for 1 round. If
they are disabled they are in addition blinded. Characters which make save suffer damage equal to caster level-4 and
are never nauseated. Characters with resistance or immunity to acid are never nauseated or blinded.

Arcane Sight
Prerequisites: Caster level 10
Time: This power is always active.
See Invisibility
Each turn as a free action you can decide to either see normally, or use ethereal sight, looking through the Ethereal
plane instead of through the natural world. This has certain disadvantages, as the mists of the Ethereal obscure sight,
and allow to see everything as if it were at best in dim light. All observed creatures can make Stealth checks without
penalty.
When looking through the ethereal, you can see any objects or beings that are invisible within your range of
vision, as well as any that are ethereal, as if they were normally visible. Cloud Minds power is not affected.
Creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible,
invisible, and ethereal creatures. This power allows to avoid the miss chance caused by Blur.
This power does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to
see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

Darkvision
You can see up to 60 feet even in total darkness. Darkvision does not grant one the ability to see in magical darkness.

Beast Link
Fatiguing, Maintenance, Mind Affecting
Action: Full
You can forge a mental connection with an animal, allowing you to perceive what it perceives, using its senses.
Make a power check with a Difficulty of 10, modified by familiarity. If successful, you have mental contact with the
animal, meaning you can perceive with the animal's senses and communicate with it mentally. The animal is not
under your command, although you may be able to convince it, using your other skills and powers, to do things for
you.

Black Tentacles
Fatiguing, Prerequisites: Caster level 7,Can be widened
Power Check Difficulty: 20
Range: 100 feet + 10 feet per caster level.
Duration: Maintenance, max 3 min, Dispellable, Casting Time: full action
Save: Fortitude
This power conjures rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the
earth, floor, or whatever surface is underfoot—including water. They grasp and entwine the target creature, holding
it fast and crushing it with great strength. The tentacles are immune to all types of damage.
The targeted creature must make a Fortitude save immediately and on its each next turn, as long as it is within
the area of tentacles. If it fails save, it is entangled. If it already had been entangled by tentacles, it additionally
suffers lethal magical bludgeoning damage equal to caster level-4. If it makes the save, it is free from entanglement.
The targeted creatures can also free themselves from entanglement by making an opposed grapple check or escape
artist check against the caster’s power check during their turn, as a standard action.
When the spell is widened, any creature that enters the area of the spell is immediately attacked by the
tentacles. Even creatures who aren’t entangled may move through the area at only half normal speed.

Blindness/Deafness
Fatiguing, minimum caster level 3, Casting Time: full action
Range medium (100 ft. + 10 ft./level)
Saving Throw: Fortitude negates
Power check difficulty: 16

You call upon the powers of unlife to render the subject blinded or deafened, as you choose. If the target fails the
save, it is blinded or deafened for 3 minutes. It can make a save at the end of each turn to regain sight or hearing as
a free action. If the subject fails the original save by 5 or more, it it blinded or deafened permanently (minions always
suffer this result). This effect cannot be dispelled.

Blink
Fatiguing, Prerequisites: Caster level 5, caster level 15-as a free action
Time: up to 3 minutes, maintenance, dispellable.
Fatigue save difficulty: 15 (standard action), 26 (free action)

You “blink” becoming in turns material and immaterial and invisible. You look as though you’re winking in
and out of reality very quickly and at random. Attacks, including area attacks, have a 50% miss chance against you.
The exception are supernatural powers that affect the mind or spirit, positive energy, negative energy, force effects,
or attacks made with ghost touch weapons. Nondamaging magic effects affect you normally unless they require
corporeal targets to function or they create a corporeal effect that incorporeal creatures would normally be unaffected
by. (Percent rolls to avoid attacks, such as the above, or blur, or total concealment, do not stack. You can roll to
avoid getting hit only once.) Even such powers, if they require an attack roll, have a 20% miss chance for
concealment, except for area attacks and attacks made by an attacker who can see invisible.
You can make surprise attacks while blinking like an invisible creature. This does not apply if the target can
see invisible. Blindsense, blindsight, scent, and tremorsense are all useless against incorporeal creatures and do not
allow the creatures attacking you to avoid the miss chance.
Since you spend about half your time incorporeal, you can attack incorporeal creatures. You interact with
incorporeal creatures roughly the same way you interact with material ones. The power protects you from
involuntarily “melding” with solid substances. As the result you cannot move into solid objects; the power does not
function as long as you are grappled, although you get the miss chance on the initial attempt to grab you.
You use this power as a standard action. If you have caster level 15 or more, you can use this power as a free
action. It no longer needs to be maintained.
Body Control
Time: Body Control is a free action.

You have great mental control over your body. You can make a Body Control check for a number of different
tasks summarized on the following table. Most tasks are not fatiguing.

Task Power Check Difficulty


Sleep normally despite difficult distractions 10
Slow breathing to half normal rate 10
Body awareness 10
Speed recovery 15
Slow breathing to one-quarter normal rate 15
Feign death 20
Overcome disease or poison Disease’s or Poison’s Save Difficulty

Task (Fatiguing uses) Fatigue Save Difficulty


Ignore pain or injury 13
Resist fear 13
Willpower 13

Sleeping: You can sleep in difficult conditions, including bad weather, noise, buzzing insects, and so forth.
Slow Breathing: You can deliberately slow your rate of breathing so that you consume less air, vital in situations
where there is a limited amount of breathable air available.
Body Awareness: You can become very aware of your body while asleep or concentrating. This allows you to sense
if you are touched or moved in any way while using Scrying, for example.
Speed Recovery: You can speed your natural healing process, gaining a recovery check in half the normal time, so
long as you spend that time in a deep, healing trance.
Feign Death: By exerting supreme control over your body, you can enter a deep trance almost indistinguishable from
death. A Notice check with a Difficulty equal to your Power Bonus+10 is required to determine whether you are still
alive. Effects that detect life still work on you. While in this state, you also suspend the effects of any disease or
poison in your system for as long as you remain in the trance.
Overcome Disease or Poison: By concentrating for a full round, you can substitute your Power check for your
Fortitude saving throw against a disease or poison in your system. This usually means you can only use Body
Control against the secondary effects of a disease or poison, unless it is slow acting and you are warned soon enough
to use Body Control to resist the initial effects (in the Narrator’s judgment).
Ignore Pain or Injury: Fatiguing, You can ignore the effects of pain or injury while awake or asleep. If you
choose, nothing can wake you. Using the Body Control power to ignore the efects of injury only applies to the −2
penalty to checks, attacks and saves that comes from the wounded condition. All other efects of injury still apply.
Resist Fear: Fatiguing. You can override your body’s natural response to fear. You gain a new saving throw against
any fear effect, with a +4 bonus.
Willpower-Fatiguing: You can continue to act while disabled without your condition worsening to dying. You still
suffer additional damage normally.

This power has been changed mostly by shortening the time to use it from full action to free action. To balance it,
more beneficial applications of this power have become fatiguing. As the result, the power should be useful in
combat.

Calm
Prerequisite: Min. Caster Level 2
Mind-Affecting, Fatiguing, Can be dispelled
Casting Time: Full action, Duration: Maintenance (max 3 minutes),
Range: Medium (100 ft. + 10 ft./level), Can be widened
Saving Throw: Will negates

You can drain intense emotion from others, calming them. The target must make a Will saving throw or be drained
of all extremes of emotion. The subject is calm and incapable of taking violent action (although it can defend itself)
or doing anything else destructive. It also ends any fear effects, and the Rage ability. As long as the power lasts, the
subject cannot be affected by fear effects or Rage.
Any aggressive action or damage against the subject breaks the effect. A successful Will save means the
subject continues to act normally.
This power opposes powers relying on emotion, such as Heart Shaping and Confusion. If a target is already
affected by such a power, make an opposed power check.

Cantrips
Full Action
This power allows you to cause a number of different simple, although useful, magical effect. Those simple spells
are taught to all students of magic.
Deal Damage (not fatiguing)
Range: Close, Full Action
You must succeed at a ranged attack throw to hit your opponent. If you do, you inflict one of the following kinds of
damage with no save. The damage equals Caster Level+size modifier. This is treated as a weaponlike spell, with the
critical hit causing +3 damage.
Acid Splash: You shoot a small orb of acid at the target. The orb deals acid damage.
Ray of Frost: A ray of freezing air and ice projects from your pointing finger. The ray deals cold damage.
Disrupt Undead: You direct a ray of positive energy. You must make a ranged attack to hit, and if the ray hits an
undead creature, it deals damage to it. Ghosts and other immaterial creatures do not have the 50% chance to avoid
this attack.
Mage Hand: You throw a small object at your opponent. It deals bludgeoning damage.
Daze (fatiguing, full action)
Range: Close
Saving Throw: Will negates
This enchantment clouds the mind of a creature so that it takes no actions. The creature must make a Will saving
throw or be dazed for 1 round, taking no action, but defending normally. A dazed subject is not stunned, so attackers
get no special advantage against it.
Flare (fatiguing, full action)
Range: Close
Saving Throw: Fortitude negates
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is
blinded for 1 round, unless it makes a successful Fortitude save.
Dancing Lights (not fatiguing, full action)
Duration: maintenance, dispellable
Range: Medium (100 ft. + 10 ft./level)

Effect Power Check Difficulty


One light 5
2 lights 10
3 lights 15
4 lights 20
Humanoid shape 25
Humanoid shape and four lights 30
Two humanoid shapes 35
to vary the shape of lights or to give a +5 to difficulty
specific shape to the humanoid figure

Depending on the version selected, you create lights that resemble lanterns or torches (and cast that amount of light,
clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius), or glowing spheres
of light (which look like will-o’-wisps), or a faintly glowing, vaguely humanoid shape. The dancing lights must stay
within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down,
straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance
between you and it exceeds the spell’s range.
Ventriloquism (not fatiguing, standard action)
Range: Close
Effect: Intelligible sound, usually speech
Duration: Concentration or Maintenance
Saving Throw: Will disbelief
Power check difficulty= 12 (Concentration) or 15 (Maintenance)
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else.
You can speak in any language you know. Anyone who hears the sound and makes a successful save knows you are
making it. You can try to use the ventriloquism without concentration. This requires Power check with Difficulty 15.
Mage Hand (not fatiguing,standard action)
Range: Close
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
You point your finger at an object and can lift it and move it at will from a distance. You do this as a part of the
standard action necessary to use or to concentrate on this power. You can propel the object a distance of 5 feet times
your caster level, though the effect ends if the distance between you and the object ever exceeds the range.
Prestidigitation (not fatiguing, standard action)
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Power check difficulty 15 or more at Narrator's discretion
Prestidigitations are minor tricks that novice spellcasters use for practice. The effects are minor and have severe
limitations. A prestidigitation can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor
1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can
create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely
fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to
duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists
only 1 hour.
Mending (standard action)
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Fatigue Will save difficulty 10
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It
will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one
break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new.
A hole in a leather sack or a wineskin is completely healed over by mending. The spell cannot affect creatures
(including constructs).

Charm
Fatiguing, Mind Affecting, Maintenance, Can be dispelled, Full action
Target: One creature, can be widened.
Power Check Difficulty= 12+Target's Level or CR. If the target isn't a humanoid, Difficulty is never less than 20.
Saving Throw: Will negates.

This power makes a creature regard you as its trusted friend and ally (treat the target’s attitude as friendly).
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your
words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed
Charisma check to convince it to do anything it wouldn’t ordinarily do (Retries are not allowed.) It won’t do
anything which conflicts with its deeply held ideals or beliefs. An affected creature never obeys suicidal or obviously
harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your
apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to
communicate your commands, or else be good at pantomiming.
If used during combat, the target stops attacking you and your targets. It does not help you attack its old allies,
nor them to attack you. It will heal both you, your allies, and his old allies (if it was originally friendly to them). It is
entitled to a Will save at the end of each of its turns, as long as combat lasts.
After combat, a charmed creature will try to persuade its allies not to kill or harm you if you are taken
prisoner, but will not defend you by force. It can be persuaded to help you escape, depending on its ideals or beliefs.
Cloudkill
Fatiguing, Prerequisites: Caster level 9
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Full Action, Duration: maintenance, max 10 minutes
Saving Throw: Fortitude partial; see text
Power check difficulty: 22

This power generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the
point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the
land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. As with
fog cloud, wind disperses the cloud.
A living creature must make a Fortitude save on your turn each round while in the cloud. If it fails, it takes
lethal poison damage – a bruise if it failed by less than 5, if failed by 5 – injury, failed by 10 – disabled, failed by 15
– killed instantly. Cloudkill always deals lethal damage to Regenerating creatures. Holding one’s breath and poison
resistance doesn’t help, but creatures immune to poison are unaffected by the spell. Minions failing the Fortitude
save always suffer the worst result and are instantly killed.
Alternate Effect: Incendiary Cloud (required caster level 15)
Saving Throw: Fortitude partial; see text
Power check difficulty: 31
This use of cloudkill power creates a cloud of roiling smoke shot through with white-hot embers. The smoke
obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal fire damage equal to
caster level – 2 to everything within the cloud on your turn each round. All targets can make Fortitude saves to take
damage equal to caster level - 6.
As with the cloudkill effect, the smoke moves away from you at 10 feet per round. Figure out the smoke’s
new spread each round based on its new point of origin, which is 10 feet farther away from where you were when
you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet
each round. If you move the point of origin beyond the range, the cloud dissipates

Cloud Minds
Fatiguing, Mind Affecting, Standard Action
Prerequisites: caster level 3, to widen caster level 5.
Target: You, when widened an area with radius equal to twice your level.
Duration: maintenance, max 1 hour
Saving Throw: Will negates

You cover yourself with a mind-affecting pattern. You make yourself completely undetectable to all creatures seeing
the pattern, (no matter what sense they are using, even See Invisible and True Seeing powers) by erasing all
awareness of your presence from their minds. They see you physically but remain unaware of you mentally. This
supernatural power has the following effects:
When you enter an area under effect of this power, creatures with CR or level equal to or higher to you are
entitled to a save. All other creatures are affected automatically. You can also use this power while you are seen by
other creatures. In this case creatures with CR or level equal to you are entitled to a save. In addition, all creatures of
lower CR which can see you and are within 30 feet are entitled to a save. All creatures which threaten you (can
attack you hand to hand) succeed automatically at the save. All other creatures are affected automatically.
If a creature makes the save, it notices you. You are not entitled to a Stealth check – the failed psychic attack
alerts the creature. You are invisible and inaudible to any subjects failing a Will save. They cannot detect your
presence by any means. The subjects remain unaware of your actions, provided you do not make any attacks or cause
any obvious changes in the subjects’ environment, and do not behave in a threatening manner.
If you take an action creating a noticeable change in the subjects' environment they immediately gain a saving
throw. Examples of noticeable changes are: moving a visible object (you can make Sleight of Hand check to remove
small unattended objects), opening doors and unlocking doors.
The same applies if you are behaving in a threatening manner or preparing to attack. In those cases all
subjects, regardless of their CR, are entitled to saves. If a creatures able to see or perceive you warns others it does
not grant them new saves.
Attacking someone makes you visible to all without a need for saves. The same applies when you create a
sustained and obvious change in the subject’s environment, such as moving a large or attended object the subject can
see (you can use Sleight of Hand to steal small attended objects; if you fail you are seen without a save), destroying
objects, raising portcullis, opening barred doors, or making loud sounds.
If the subject has the Psychic Shield power, it is entitled to an opposed power check only when it can attempt
a Will save. If it loses the opposed check once, it cannot attempt it again against the same casting of the power.
Mindless creatures are not affected by this power at all. You can make Stealth check to avoid being noticed
by them.
When you have caster level 5 or higher, by widening the power, you can affect any willing creatures you want
within the radius equal to twice your level. This confers invisibility and inaudibility upon all allied willing creatures
within radius, including you. Those affected can see each other and themselves as if unaffected by the spell. Any
affected creature moving out of the radius around you (note that this area moves together with you) becomes visible,
but creatures moving into the area after the spell is cast do not become invisible.

Cold Shaping

Freeze (Fatiguing, Maintenance, Action: Full)


You can freeze things with the power of your mind. With a Difficulty 15 Cold Shaping check, you can lower the
temperature of an area about a foot across. You can freeze roughly a gallon of water into solid ice in a round. For
every 2 points your check exceeds the Difficulty, you affect an additional cubic foot (or gallon of liquid).
You can also decrease the size and damage potential of a fire by 1 point and 1 square foot for every 2 points
your Cold Shaping check exceeds Difficulty 10. A fire reduced to a size or damage potential of 0 or less goes out.
This requires a Cold Shaping check with Difficulty 12 for a normal square foot flame. If the fire is not extinguished,
the reduction in the fire requires maintenance.
Ray of Frost (not fatiguing, full action, close range)
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged attack to hit. TThe
ray deals cold damage equal to your Caster Level+size modifier. This is treated as a weaponlike spell, with a
critical hit causing +3 damage.

Cone of cold (fatiguing, standard action)


Area: 15 ft. long Cone-shaped burst
Saving Throw: Reflex
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains
heat, dealing cold damage equal to caster level to creatures which fail Reflex save. Creatures which take damage (at
least the bruised condition) from the power are entangled and cannot move for one round (this condition ends in the
next round just before the initiative count when it begun). A successful Reflex save negates the damage. Characters
with resistance or immunity to cold are never entangled.

Combat Sense
Combat Style power
Fatiguing (test after the power ends), Maintenance, Cannot be dispelled
Casting Time: Maintenance
Duration: The bonus lasts for 30 rounds (3 minutes) per use.

You can improve your ability in combat by sensing the fow of events around you. This power grants you a bonus to
you Attack Bonus and Defense. The bonus depends on your Power bonus and is shown in the table below. You use
combat sense as a free action, but must start to maintain it on the turn you use it. (Ie, if you already maintain one
power, you must spend a standard action).
You can use only one Combat Style feat or power at the same time. If you possess mutliple such feats or
powers, you must select one you one to use, although you can freely change that selection at any moment. In addition
the bonus to defense from Combat Sense does not stack with the bonus provided by the Defense Focus feat.
Power Bonus Bonus
4-7 1
8-10 2
11-13 3
14-16 4
17-19 5
20-22 6
23-25 7
26-28 8
29-31 9
32- 10

Confusion
Prerequisites: caster level 7
Fatiguing, Mind Affecting, Maintenance, Dispellable, Action: Full
Power check difficulty: 20
Target: One creature, can be widened
Range: Medium (100 ft. + 10 ft./level)
Duration: Maintenance, 3 min max
Saving Throw: Will negates

This spell causes the target to become confused, making it unable to independently determine what it will do. Roll on
the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

d20/Behavior
1-2/Attack caster with melee or ranged weapons (or move toward caster if attack is not possible).
3-5/Act normally.
6-10/Do nothing but babble incoherently.
11-14/Flee from user at top possible speed.
15-20/Attack nearest creature (for this purpose, a familiar does not count).

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are
not at any special advantage when attacking a confused character. Any confused character who is attacked
automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.

Conjuration
Fatiguing, Maintenance, Dispellable, Full Action
You can manipulate reality to create a simulated magical matter, which you can use to confuse and obstruct your
enemies. Magic holds the creation together, and when the spell ends, the conjured matter vanishes without a trace.
All applications of this power have no effect on incorporeal creatures. When the target uses the blink power, it
has a 50% chance to avoid being affected. If it remains in the area of effect, roll each round.

Applications:
Grease
Range: 100 feet + 10 feet per caster level.
Target or Area: One object, Can be widened..
Duration: Maintenance, max 3 min.
Saving Throw: Reflex, See text
Power check difficulty: 14

A grease spell covers a solid surface with a layer of salve of slipperiness (superlubricant), which completely
negates friction.
This spell can be used to create a greasy coating on an item. Material objects not in use are always affected by
this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the
initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that
the creature attempts to pick up or use the greased item. The grapple defense of a creature wearing greased armor or
clothing is never lower than 15+level.
It can be cast at the feet of a creature. It must immediately make a successful Reflex save; if it succeeds it the
spell misses it, if it fails it is affected and falls prone. It must make a Reflex save at the beginning of each following
turn. Failure means it cannot move in that turn, and additionally falls prone if it is standing. Until the beginning of its
next turn, it is unguarded. If it succeeds it is not affected by the spell this turn.
If the power is widened, it affects an area with radius of 10+caster level×2 in feet. Any creature in the area
when the spell is cast must make a successful Reflex save or fall. In the following rounds any creature in the area is
treated as if affected by Grease. Creatures leaving the area are not longer affected.

Web (min caster level 3)


Range: 100 feet + 10 feet per caster level.
Effect: Web covering one character; can be widened
Duration: Maintenance, max 3 min.
Saving Throw: Reflex negates and Fortitude ends, see text
Power check difficulty: 16
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are
similar to spider webs but far larger and tougher. Creatures caught within a web become entangled among the gluey
fibers. Attacking a creature in a web won’t cause you to become entangled.
If the web is cast at a single creature, it can be anchored to the ground, wall or something similar. The anchor
must be within 3 feet of target.
The widened web has a radius of 10+2×Caster Level in feet. It must be anchored to two or more solid and
diametrically opposed points or else the web collapses upon itself and disappears.
The target, or, if widened, anyone in the effect’s area when the spell is cast must make a Reflex save. On a
failed save, the target is entangled. If the web is anchored the entangled creatures cannot move. The entangled
creature can break loose by spending 1 full round and making a Fortitude save or an Escape Artist check opposed by
a power check of the caster. Even if the save succeeds, the web covering an area counts as very heavy obstruction to
movement - divide speed by 4 while in the web. The creatures that enter the area after the spell is cast do not need to
save, but still treat the area as very heavy obstruction.
Web provides cover for creatures caught in it, but only against ranged, not melee attacks. Web also provides
cover for creatures on the opposite side of it. The strands of a web spell are flammable. Any fire can set the webs
alight and burn them away in one full round. All creatures within flaming webs take fire damage from the flames
equal to the caster level of the caster – 4 (Reflex save to avoid damage).
Glitterdust (min caster level 3)
Range: 100 feet + 10 feet per caster level.
Area: a creature; can be Widened.
Duration: Maintenance, max 3 min
Saving Throw: Will negates (blinding only)
Power check difficulty: 16
A cloud of golden particles covers the targeted creature, causing it to become blinded and visibly outlining it. The
dust cannot be removed and continues to sparkle until it fades. Creatures naturally invisible and creatures affected by
the Invisibility are seen automatically. Cloud the Mind power is not affected. Ethereal creatures are not affected.
Invisible creatures which became incorporeal after becoming covered with Glitterdust, for example those using Blink
power, continue to be affected. Blinded creatures can make a Will save at the end of each turn to regain sight as
a free action. Any creature covered by the dust takes a -40 penalty on Stealth checks (only to hide, not to move
silently).
Widened Glitterdust covers everyone and everything in the area. Creatures leaving the area continue to be
affected, and creatures entering area are not affected.
Cure Disease
Fatiguing
Range: Touch,
Time: full-round action
Special: When using this power, you must make Will save with the indicated difficulty or suffer a level of fatigue. For
each use of this power in a day, the save difficulty is increased by +4. This penalty is cumulative, but is removed at
the beginning of a new day.

Stabilize (not fatiguing, a standard action, touch range)


You target a dying creature. That creature is automatically stabilized.
Delay Poison (required character level 3, fatigue save difficulty 14)
The subject becomes temporarily immune to poison. Duration of the power equals caster level. Any poison in its
system or any poison to which it is exposed during the power’s duration does not affect the subject until that time has
expired. Delay poison does not cure any damage that poison may have already done.
Remove Paralysis (required character level 3, fatigue save difficulty 14)
You can free a creature from the effects of any temporary paralysis or related magic, including a ghoul’s touch, the
Nauseated or Slowed conditions caused by supernatural powers. This does not require an opposed power check. The
spell does not restore ability scores reduced by penalties, damage, or drain.
Remove Blindness/Deafness (required character level 5, fatigue save difficulty 15)
If a subject is both blind and deaf, curing both requires two castings of this spell.
Remove Disease (required character level 5, fatigue save difficulty 15)
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green
slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of
a certain level or higher. Since the spell's duration is instantaneous, it does not prevent reinfection after a new
exposure to the same disease at a later date.
Remove Curse (required character level 5, fatigue save difficulty 15)
You instantaneously remove all curses from an object or a creature (without an opposed power check). This does not
remove the curse from a cursed shield, weapon, or suit of armor, although it enables the creature afflicted with any
such cursed item to remove and get rid of it.
Break Enchantment (required character level 9, always costs a fatigue level)
This use frees subject from enchantments and transmutations (without an opposed power check). Break enchantment
can reverse even an instantaneous effect.

Neutralize Poison (required character level 7, fatigue save difficulty 17)


You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects
from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as
point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to for 10 minutes after the casting of the spell. Unlike with
delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against
poison effects applied to it during the length of the spell.
Restoration (required character level 7, fatigue save difficulty 17)
This use removes either all mental weakening or physical weakening, or energy drain from the subject. Your choice
if the target suffers from more than one condition.

Deflect Arrows
Time: This power is always active.
You can bat arrows and similar ranged weapons (such as thrown objects) out of the air. You must have at least one
hand free to use this power. Once per round, when you would normally be hit with a ranged weapon, you may defect
it as a reaction so you take no damage from it. You must be aware of the attack and not surprised. You can deflect
even bullets, energy rays evoked by powers and similar ranged attacks. If the attacker beats your Defense by 5 or
more, you cannot deflect the attack. When you gain caster level 4, you may catch the weapon instead of just
deflecting it (this does not apply to energy rays, but you can catch bullets). Thrown weapons can be kept for later
use.

Disintegrate
Fatiguing, Prerequisites: caster level 11.
Range: Medium (100 ft. + 10 ft./level)

A thin, green ray springs from your pointing finger. You must make a successful ranged attack to hit. Disintegrate
has damage bonus equal to your caster level+2+Size modifier. This is treated as a weaponlike spell, with the critical
hit causing +3 damage.
Disintegrate is not affected by any elemental resistance. It always causes lethal damage to regenerating
targets. Any creature reduced to the Dying condition by this spell is entirely disintegrated, leaving behind only a
trace of fine dust. The magical equipment belonging to the disintegrated creature is unaffected, but mundane
treasures are disintegrated along with it. Only the first creature or object struck can be affected; that is, the ray affects
only one target per casting.
When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter.
Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects
constructed entirely of force, such as a wall of force. You must make an opposed power check, with the caster of
Disintegrate getting + 5 bonus. If you succeed, the object is destroyed.

Dominate
Fatiguing, Concentration, Mind-Affecting
Prerequisites: caster level 9
Action: Dominate is a full-round action.
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
You can mentally control another creature's actions. The target makes a Will saving throw. If the save fails, you
control the target's actions while you concentrate. You can force the subject to perform any action you wish, within
the limits of his abilities. You receive via your mental link full sensory input as interpreted by the mind of the
subject, though it can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good
as being there yourself, but you still get a good idea of what’s going on.
Subjects forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4,
depending on the nature of action. A successful save breaks your control.
Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject
are on the same plane. You need not see the subject to control it.

Earth Shaping
Fatiguing
Action: Move Earth takes from 10 minutes or more, depending on the size of the area. Stonecrafting depends on the
project in question. Soften Earth and Earthquake are full actions.

You can shape and move earth and stone. An Earth Shaping check can have one of the following effects:

Move Earth (Difficulty 10)


You move dirt (soil, clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting sand dunes, and
so forth. However, in no event can rock formations be collapsed or moved. The area to be affected determines the
time required and the Difficulty. A 150-foot by 150-foot square (up to 10 feet deep), takes 10 minutes and is
Difficulty 10. Each additional such square adds 10 minutes and +5 Difficulty.
Earth Shaping does not violently break the surface of the ground. Instead, it creates wavelike crests and
troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock
formations, and such are mostly unaffected except for changes in elevation and topography. This effect cannot be
used for tunneling and is too slow to trap or bury creatures unless they are helpless the entire time the earth is moved.
Soften Earth (Difficulty 10)
All natural, undressed earth or stone softens. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and
stone becomes soft clay that is easily molded. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on
the Toughness or resilience of the ground at that spot. Each +5 increase in Difficulty affects another 10-foot square.
Dressed or worked stone cannot be affected. Earth and stone creatures are not affected either.
A creature in mud must succeed on a Reflex save or be caught helpless for one round. A creature that
succeeds on its save can move through the mud at half speed. Loose dirt is not as troublesome, but all creatures in the
area move at only half their normal speed and can't run or charge. Stone softened into clay does not hinder
movement, but does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
While this power does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff
faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from
the face of the wall or roof and falls.
A moderate amount of damage can be dealt to a structure by softening the ground beneath it, causing it to
settle. However, most sturdy structures are only damaged by this, and not destroyed.

Stonecrafting (Difficulty 10)


You can mold stone into any shape you wish. You can affect 10 cubic feet of stone. Each additional cubic foot
increases the Difficulty by 1 (so at Difficulty 30 you can affect 30 cubic feet). You perform tasks involving stone in
minutes instead of the hours needed normally. A tasks which normally takes 24 hours, would therefore take 24
minutes.

Earthquake (Difficulty 30)


An intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens
cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or
attack. An adept suffers a distraction penalty to any powers used that round. The earthquake affects all terrain,
vegetation, structures, and creatures in an area with a radius of adept level times 10 feet. The specific effects depend
on the nature of the terrain.
* Cave, Cavern, or Tunnel: The roof collapses, inflicting +16 damage to any creature caught under the cave-in
(Difficulty 15 Reflex save for damage 12) and pinning them beneath the rubble.
* Cliffs: Cliffs crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in its
path suffers +16 damage (Difficulty 15 Reflex save for damage 12) and is pinned beneath the rubble.
* Open Ground: Each creature standing in the area must make a Difficulty 15 Reflex save or fall down. Fissures
open in the earth, and every creature on the ground has a 25 percent chance to fall into one (Difficulty 20 Reflex save
to avoid a fissure). On the round after the quake, all fissures grind shut, crushing and killing any creatures trapped
within them.
* Structure: Any wooden or masonry structure standing on open ground is destroyed. Heavier stone buildings are
damaged. Anyone caught inside a collapsing structure takes +16 damage (Difficulty 15 Reflex save for damage 12)
and is pinned beneath the rubble.
* River, Lake, or Marsh: Fissures open underneath the water, draining it away from that area and forming muddy
ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and
structures. Anyone in the area must make a Difficulty 15 Reflex save or sink down in the mud and quicksand. At the
end of the round, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught
in the mud.
* Pinned beneath Rubble: Any creature pinned beneath rubble takes +2 non-lethal damage per minute. Unconscious
characters make a Difficulty 15 Constitution check each minute to avoid +2 lethal damage.

Elemental Attack (energy type)


You can take this power multiple times. Each time you take it, select one kind of energy damage: acid, cold,
electricity, fire, sonic, or positive or negative energy. Each application of this power will use that energy type.
Positive Energy weapon can target only an undead creature or a supernatural creature with the vice subtype.
An undead creature is unaffected by the Negative Energy weapon; it is neither damaged nor healed. Ghosts and
other immaterial creatures do not have the 50% chance to avoid Positive Energy and Negative Energy attacks.
Elemental Ray
Fatiguing,
Time: Full action.
Range: Medium 100 feet + 10 feet per caster level.
A ray of elemental energy springs from your hand. Your Elemental Ray is a normal ranged attack, exept it does not
suffer penalties for range increments. Damage is equal to your caster level+5+Size modifier. This is treated as a
weaponlike spell, with the critical hit causing +3 damage.

Elemental Weapon
Fatiguing
Time: free action.
Duration: up to 3 minutes
You can imbue a melee weapon you wield with damaging elemental energy, without harming either the weapon or
yourself. The weapon does the amount of damage indicated on the table below, in addition to its normal damage. It
can also gain special abilities, based on Power Rank. The elemental weapons at higher power ranks posssess all
special abilities of lower ranks.
All of the damage caused by the weapon, both the normal damage and the bonus damage from power, is an
energy damage. If the weapon is a magical weapon, it is treated as a masterwork weapon for the duration of the
power. All of its enchantments are replaced by the bonuses from the Elemental Weapon power.

Caster Bonus Other Bonuses


level Damage
1 0 weapon causes elemental damage
2 1
3 2
4 3
6 4
8 5
10 6
12 7
14 8 Elemental Burst
16 9

Elemental Burst – instead of using the weapon normally, you can cause the elemental aura surrounding your weapon
to explode forward, engulfing an adjacent opponent and causing damage equal to your Power Rank. You do not
make an attack roll; the opponent makes Reflex save to avoid damage. When using this option you cannot inflict
critical damage. Before each attack, you can decide whether to use the weapon normally or to use the elemental
burst.

Elemental Resistance (energy type)

You can take this power multiple times. Each time you take it, select one kind of energy damage: acid, cold,
electricity, fire, or sonic. You gain resistance +4 to the chosen energy type – all damage caused by this kind of
energy is lowered by 4. You cannot have resistances to both fire and cold.

Enhance Ability
One character can receive at one time only one of the following enhancements:
Enhance Ability
Time: standard action Target: Creature touched or yourself. This effect cannot be Widened.
Fatiguing, Concentration, max 3 minutes
As a standard action you can enhance ability of a touched creature or of yourself for 30 rounds (3 minutes). The
amount of the bonus depends on the character level of the caster. The bonus can be added to either Dexterity or
Strength. If desired, you can split the bonus between Strength and Dexterity. Only one creature can be enhanced at
the same time by one adept.

Character Level Bonus Fatigue save Difficulty


1 +3 14
8 +4 16
14 +5 18
16 +6 20
Enhance Self (minimum character level 8)
Time: always on, not fatiguing, no maintenance
You can improve your Strength or Dexterity. After a 15 minute long meditation, you can gain an enhancement
bonus. The amount of the bonus depends on the character level of the caster. The bonus can be added to either
Dexterity or Strength. If desired, you can split a bonus of +2 or greater between Strength and Dexterity. You can end
the effect as a free action.

Character Level Bonus


8 +1
14 +2
16 +3

Centering Meditation (minimum character level 12)


Time: always on, not fatiguing, no maintenance
After a 15 minute long meditation, you receive + 1 bonus to your key ability (Intelligence, Wisdom or Charisma). At
character level 19 your ability bonus increases to +2.
The bonus is permanent and similarly to other bonuses from Enhance Ability doesn’t requires maintenance,
but as long as you benefit from it, you cannot benefit from any other ability bonus. You cannot use benefit from
other applications of Enhance Ability, or from items with similar effects. Bonus to Intelligence doesn’t grant
additional skills, although it increases skills based on Intelligence. You can end the effect as a free action.

Enhance Senses
required character level 3, Fatiguing
Target: Creature touched
Darkvision
required character level 3,
Fatigue Difficulty 14.
Duration: 1 hour
The subject gains the ability to see 60 feet even in total darkness. Darkvision does not grant one the ability to see in
magical darkness.
Scent
required character level 3
Fatigue Difficulty 14.
Duration: 1 hour
The subject can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is
60 feet. If it is downwind, the range is 15 feet. Strong scents can be detected at longer ranges. The subject detects a
creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within
5 feet of the scent’s source, the subject can pinpoint that source. Incorporeal and ethereal creatures cannot be scented.
A subject trained in Survival can follow tracks by smell, making a Survival check to find or follow a track.
The typical Difficulty for a fresh trail is 10. The Difficulty increases or decreases depending on how strong the
quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the Difficulty
increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the
effects of surface conditions and poor visibility. False, powerful odors can easily mask other scents. The presence of
such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival Difficulty to
track becomes 20 rather than 10.
See Invisibility
required character level 5
Fatigue Difficulty 15
Duration: 1 hour
The subject gains ethereal sight, looking through the Ethereal plane instead of through the natural world. This has
certain disadvantages, as the mist of the Ethereal obscure sight, and allow him to see everything as if it were at best
in dim light. All observed creatures can make Stealth checks without penalty.
The subject can see any objects or beings that are invisible within the range of vision, as well as any that are
ethereal, as if they were normally visible. Naturally invisible or ethereal creatures, and also creatures affected by the
Invisibility power are seen automatically. Cloud the Mind power is not affected. Creatures are visible as translucent
shapes, allowing easily to discern the difference between visible, invisible, and ethereal creatures. This power allows
to avoid the miss chance caused by Blur.
This power does not reveal the method used to obtain invisibility. It does not reveal illusions or enable to see
through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
Tremorsense
required character level 7
Fatigue difficulty 17
Duration: 1 hour
The subject gains the ability to automatically pinpoint the location of any object or creature within 30 that is in
contact with the ground. The subject must itself be in contact with the ground, and the creatures must be moving. As
long as the other creatures are taking physical actions, including casting spells with somatic components, they’re
considered moving; they don’t have to move from place to place for the subject to detect them. The subject cannot be
an incorporeal or ethereal creature, and cannot detect incorporeal and ethereal creatures.

Fire Shaping
Fatiguing
You can mentally start and control fires. You can make a Fire Shaping check to ignite a fire, to increase the size of
an existing fire, or to create light but not heat.
Ignite Fire (Fatigue save difficulty 13, full action)
You can set any flammable object in your line of sight on fire as a full action. People in adventurer gear do not
qualify as “flammable objects”, although more flimsy street clothes are flammable. Another examples of flammable
objects are straw, paper, cloth, parchment, thin wood: everything you can set afire with matches after a bit of trying.
If you try to set fire to a man in flammable clothing, he is entitled to a Reflex saving throw. If the throw is
failed the target is On Fire (q.v.).
You can use this power to light candles (up to a dozen candles in a 5-foot square with a single skill check),
torches, hearth fires, and so forth.
Burning Finger (not fatiguing, standard action)
You can light small fires by touching things with your finger. This is useless in combat.
Light (not fatiguing, move action, concentration)
You can create a glowing spot of supernatural fire that sheds light but no heat, illuminating a 20-foot radius. This
requires a move action and a Difficulty 5 power check check. You can increase the radius of the illumination by
increasing the Difficulty of the check; each +5 Difficulty increases the radius of the illumination by 10 feet. The
point of light moves where you direct it within your line of sight, as a move action. Creating light is not fatiguing.
Burning Hands (Casting time: 1 standard action, Area: 15 ft. cone-shaped burst, saving throw: reflex)
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes fire damage equal
to your caster level. Making the Reflex save allows them to avoid any damage. Creatures which are at least bruised
by this power are set On Fire. Flammable materials burn if the flames touch them.

Fireball
Prerequisites: caster level 5
Casting Time: full action
Range: Long (400 ft. + 40 ft./level)
Saving Throw: Reflex half
Fatiguing, Can be widened
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-
sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to
attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early
detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit”
the opening with a ranged attack, or else the bead strikes the barrier and detonates prematurely.
A fireball is an explosion of flame that detonates with a low roar and deals damage equal to your caster level.
Target or targets can make a Reflex saving throw. If successful, the blast only inflicts damage equal to caster level-
4. Targets which fail the save and are at least bruised by this power are set on fire. Creatures with fire resistance or
immunity to fire are never set on fire.
A widened fireball, in addition to the damage to creatures, sets fire to combustibles and damages objects in
the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage
caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area
permits; otherwise it stops at the barrier just as any other spell effect does.

Fog Shaping
Fatiguing, Maintenance. Prerequisite: caster level 3

Applications:
Fog Cloud
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog 20 ft. high spreads in 20 ft radius
Duration: maintentance, max 1 hour
Difficulty: 16
A bank of fog billows out from the point you designate. You can increase the radius by increasing power check
difficulty by +5 for each additional 10 feet. The fog obscures all sight, including darkvision, beyond 5 feet. A
creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph)
disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function
underwater.
Stinking Cloud (mimum caster level 5)
Duration: maintentance, max 3 minutes
Difficulty: 18
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living
creatures in the cloud become nauseated (Fortitude Save negates). This condition lasts as long as the creature is in
the cloud and for 3 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must
continue to save each round on your turn. Incorporeal creatures are not affected.
Solid Fog (minimum caster level 7)
Duration: maintentance, max 1 hour
Save: Fortitude
Difficulty: 20
This effect functions like the fog cloud version of this power, but in addition to obscuring sight, the solid fog is
extremely thick. Any creature caught in it must make a Fortitude save at the beginning of its round. If it fails the
save, it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty on all melee attacks
and -1 penalty to melee damage. Even if it makes the save, the solid fog counts as very heavy obstruction to
movement - divide speed by 4 while in the fog.
The vapors prevent efective ranged weapon attacks (except for magic rays and the like). A creature or object
that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 2.
Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Acid fog (minimum caster level 11)
Duration: maintentance, max 3 minutes
Difficulty: 25
Save: Fortitude
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing
creatures down and obscuring sight, this spell’s vapors are highly acidic. When you cast the spell, the fog deals acid
damage equal to caster level-4 (Fortitude save negates), to each creature and object within it. Each creature which
fails the Fortitude save at the beginning of its round suffers the same damage in addition to limitation to movement.
Incorporeal creatures do not suffer acid damage.

Force Shaping
Fatiguing
You can manipulate the raw magical force. The force affect incorporeal or ethereal creatures.

Applications:
Magic Missile
Range: 100 feet + 10 feet per caster level.
Save: Reflex negates
A missile of magical energy darts forth from your fingertip and strikes its target, dealing damage equal to 4+
½ caster level (rounding down). At caster level 12 the damage becomes caster level-2. This power cannot be
Widened. Inanimate objects are not damaged by the spell. Ghosts and other incorporeal or ethereal creatures do not
have the 50% chance to avoid this attack.
Magic Missile Barrage (requires caster level 3)
Range: 100 feet + 10 feet per caster level.
Targets: Two or more creatures no two of which can be more than 20 ft. apart
Save: Reflex negates
You send out a salvo of magic missiles, each dealing damage 4. Number of missiles equals ½ caster level + 1
(rounding down). Each missile must be directed at a different creatures, no two of which can be more than 20 ft.
apart. This power cannot be Widened. Inanimate objects are not damaged by the spell. Ghosts and other incorporeal
or ethereal creatures do not have the 50% chance to avoid this attack.

Resilient Sphere (requires caster level 8)


Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/caster level sphere, centered around a creature
Duration: maintenance, max 3 min
Saving Throw: Reflex negates
Power check difficulty: 23
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of
the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort
except from a rod of cancellation or a rod of negation. It can also be dispelled by focused Ward power.
The sphere is invulnerable to brute force, but it contains microscopic vulnerable points. The character
imprisoned in the sphere can attack it with a magic weapon, unarmed attack or natural weapon counting as magic
weapon (eg of a creature with Damage resistance/magic). The character makes an attack check- he cannot use feats
and other abilities which allow to increase attack bonus at the cost of other characteristics. It is opposed by the Power
check of the caster, which receives +5 bonus. If the caster is defeated, the sphere disappears.These effects destroy the
sphere without harm to the subject.
Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The power
provides breathable and safe air if it was used while the subject was under water, in a poisonous cloud, in an airless
void, or similar. The subject may struggle, but the sphere cannot be physically moved either by people outside it or
by the struggles of those within. This sphere is effective against immaterial or ethereal creatures, which cannot pass
in or out of it. Any magical effects cannot pass form outside into, or from inside out of the sphere.

Telekinetic Sphere (requires caster level 16)


Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
Duration: maintenance, max 3 min
Power check difficulty: 34
Saving Throw: Reflex negates (object)

This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly
weightless.
Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can
telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends
from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its
contents.
You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on
the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a
standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does
not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or
the spell’s duration expires, or you begin concentrating again. If you cease concentrating, you can resume
concentrating on your next turn or any later turn during the spell’s duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents
of the sphere.
You can move the sphere telekinetically even if you are in it.
Force Structures
Prerequisites: Caster level 9
Fatiguing, no maintenance

Wall of Force
Fatiguing
Range: 5 feet per power rank.
Duration: 3 min or until dismissed
Power check difficulty: 25,+1 per each additional 10-foot square of wall, +2 if the wall is not vertical, +2 per each
Force Structure active in the radius of 1000 feet.
Save: Reflex partial – see text
A wall of force spell creates an invisible wall of force. The caster can form the wall into a flat, not necessarily
vertical plane whose area is up to ten 10- foot squares. A vertical wall must rest on the floor or hang from a ceiling;
a non-vertical plane must be supported from at least two sides. It can rest on other Walls of Force. You can get more
squares by increasing the power check difficulty. The wall must be continuous and unbroken when formed. If its
surface is broken by any object or creature, the spell fails.
A creature adjacent to the Wall of Force can make a Reflex save when it is created; a success allows it to
move to the other side before the wall forms.
The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most powers. It cannot be
dispelled by focused Ward power. However a rod of cancellation, rod of negation and a sphere of annihilation
immediately destroy it.
The wall is invulnerable to brute force, but it contains microscopic vulnerable points. A character attacking
the wall with a magic weapon, unarmed attack or natural weapon, if any of those counts as magic weapon (eg in case
of a creature with Damage resistance/magic) can make an attack at such a weak point, trying to destabilize the wall.
The character makes an attack roll- he cannot use feats and other abilities which allow to increase attack bonus at
the cost of other characteristics. It is opposed by the Power check of the caster, who receives +5 bonus. If the caster
is defeated, the wall disappears.
Breath weapons, powers and spells cannot pass through the wall in either direction, although teleport, and
similar effects can bypass the barrier. Powers cast before the wall of force appeared can be maintained through it. It
blocks immaterial and ethereal creatures as well as material ones (though ethereal creatures can usually get around
the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of
force.
Dismissing the Wall of Force takes a standard action.

Forcecage (required caster level 13)


Range: Close (5 feer per power rank)
Effect: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Duration: 3 hours, dismissable
Power check difficulty: 31, +2 per each Force Structure active in the radius of 1000 feet.
Saving Throw: Reflex allows the target to escape the cage before it forms,
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid
walls of force (your choice). Creatures within the area are caught and contained unless they are too big to fit inside,
in which case the spell automatically fails. Creatures can make a Reflex save to escape from the Forcecage before it
forms, if there is place on the other side of the nearest wall. Teleportation and other forms of astral travel provide a
means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, a forcecage it is immune to damage of all kinds, and it is unaffected by most
powers. It cannot be dispelled by focused Ward power. However a rod of cancellation, rod of negation and a
sphere of annihilation immediately destroy it. The cage is invulnerable to brute force, but it contains microscopic
vulnerable points. The character imprisoned in the cube can attack such a weak point with a magic weapon, unarmed
attack or natural weapon, if any of those counts as magic weapon (eg of a creature with Damage resistance/magic)
trying to destabilize the cage. The character makes an attack roll- he cannot use feats and other abilities which allow
to increase attack bonus at the cost of other characteristics. It is opposed by the Power check of the caster, which
receives +5 bonus. If the caster is defeated, the forcecage disappears.
Dismissing the Forcecage takes a standard action.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of
force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of
passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with
a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar
ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in
the bars.

Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid
walls of force form its six sides. Breath weapons, powers and spells cannot pass through the wall in either direction,
although teleport, and similar effects can bypass the barrier. Powers cast before the forcecube appeared can be
maintained through it. It blocks immaterial and ethereal creatures as well as material ones. Gaze attacks can operate
through a forcecage. Windowless Cell does not provide breathable air, and if it was enlosed a portion of a poisonous
cloud, the cloud continues to affect the creatures imprisoned in the cell.

Freezing Sphere
Prerequisites: caster level 5
Fatiguing, can be widened,
Casting Time: Full action
Range: Long (400 ft. + 40 ft./level)
Saving Throw: Reflex

Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select,
where it explodes, dealing cold damage equal to caster level to each creature in the area. This power can be widened.
Targets which fail save target take damage equal to your caster level. If they suffer at least a bruise, they are
are entangled and cannot move for one round (this condition ends in the next round just before the initiative count
when it begun). Characters which make save suffer damage equal to caster level-4 and are not entangled. Characters
with resistance or immunity to cold are never entangled.
If the widened freezing sphere strikes a body of water or a liquid that is principally water (not including
water-based creatures), it freezes the liquid to a depth of 6 inches over the affected area. This ice lasts for 3 minutes
(longer in cold weather). Creatures that were swimming on the surface of frozen water become trapped in the ice.
Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25
Escape Artist check to do so.

Heart Reading
Mind Affecting, Fatiguing, Standard Action, Concentration

Using this power never requires noticeable verbal or somatic components (even if it is used by a wizard). Using it is
not noticeable unless the target possesses the Psychic Shield or Second Sight feats. If a subject succeeds on a save,
you cannot use this power again on it for 3 minutes. If you use this spell in an hour after the subject made a save,
even a subject without a Psychic Shield or Second Sight powers will sense that you use this power on it.
Empathy
You can sense and read the emotions of others. The target gets a Will save to resist. If the target's save fails, you get
a general idea of his emotions and mood (not precise thoughts). In particular, you learn what is his attitude towards
you and other persons present. You also learn about his alignment; in particular whether he is extraordinarily saintly
or corrupt. This does not detect everyday levels of evil, only creatures dedicated to unholy deities etc.
Discern Lies (minimum caster level 4)
You use this spell on one subject, a creature of Intelligence -3 or higher, who must be within range. The subject gets
a Will save; you know it succeeded or failed. In addition to all effects of empathy, you know if the subject
deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not
reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. You do not detect half-truths, lies
of omission, or things the creature believes are true (even if they are not). Each round, you may concentrate on a
different subject.

Heart Shaping
Mind-Affecting, Fatiguing, Maintenance (max 3 minutes), Prerequisite: Min. Caster Level 7
Casting Time: Full action
Range: Medium (100 ft. + 10 ft./level), Can be widened
Saving Throw: Will negates

This spell arouses a single emotion of the caster's choice in the subject. The caster can choose any one of the
following emotions. He also chooses the object of the emotion, deciding what the target loves, hates, fears, and so
forth. If a target is already under an opposed emotion caused by another adept, make an opposed power check to
determine which emotion will prevail. This applies also to the targets affected by the Calm power.
Fear
The enchanted creature is shaken, suffering a –2 penalty on attack rolls, saving throws, skill checks, and ability
checks rolls.
Failure by 5 or more means the subject is in addition Frightened. During his next turns he flees from the
source of the fear (specified by the user) as quickly as possible; if unable to flee, he is shaken, but can act normally.
Failure by 10 or more means the target is in addition Panicked. A panicked character flees as fast as possible
or cowers, dazed, if unable to get away. A panicked character defends normally but cannot attack.
The creatures affected by this power are entitled to a save at the end of each turn to end it. Minions which fail
the save are always panicked and cannot make saves to end the power.
Emotion (fear) opposes emotion (rage) and emotion (hope).
Friendship (Mind-Affecting, Fatiguing, free action)
This spell never requires noticeable verbal or somatic components (even if performed by a wizard). Using this option
is not noticeable unless the target possesses the Psychic Shield or Second Sight feats.
You can use this power to influence the initial reaction of an encountered character; if he fails Will save, it is
treated as a successful Diplomacy test and improves the attitude by one.
In addition, the attitude of a target which failed the save is treated as as being one level better for as long as
this spell operates. Emotion (friendship)opposes emotion (hate) .

Hate (Mind-Affecting, Fatiguing, free action)


This spell never requires noticeable verbal or somatic components (even if performed by a wizard). Using this option
is not noticeable unless the target possesses the Psychic Shield or Second Sight feats.
The enchanted creatures react more negatively toward the specified target. Their attitude is treated as one level worse
(helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). Emotion (hate) opposes
emotion (friendship).
Hope
The enchanted creature is fearless; a caster of a mind-affecting power causing fear or similar effects must win an
opposed power check in order to affect the enchanted creature. Emotion (hope) opposes Emotion (fear).
Rage
The enchanted creatures gains benefits of the Rage feat. They are compelled to fight heedless of danger. Emotion
(rage) does not stack with the Rage feat or with itself. The enchanted creatures do not suffer fatigue. The Emotion
(rage) opposes emotion (despair).

Imbue Life
Fatiguing, Prerequisite: Character level 9
Range: Touch
Time: Standard Action

Stabilize (not fatiguing, a standard action, touch range)


You target a dying creature. That creature is automatically stabilized.
Resuscitation (Automatically fail fatigue save)
As a standard action you revive a creature which has died no longer than 2 turns ago. As this power stops the
creature from fully dying, it affects creatures which normally cannot be resurrected, such as constructs and outsiders.
It can even affect undead if you have also the Necromancy power. The subject’s condition becomes “unconscious”
and “disabled” (from which the subject may heal normally). Mental and physical weakening, if above 5 points, is
reduced to 4 points each. Any ability scores damaged to -5 increase to -4. All spells and similar effects on the subject
end at the moment of death. Normal poison and normal disease are cured in the process, but magical diseases and
curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the
resuscitated creature must be whole. Otherwise, missing parts are still missing when the creature comes back to life.
Heal (Automatically fail fatigue save)
You channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of
the following adverse conditions affecting the target: Mental & Psychical Weakening, blinded, confused, dazed,
dazzled, deafened, diseased, insanity, nauseated, sickened, stunned, and poisoned, also slowed and paralyzed. It
removes all lethal and nonlethal damage. This use of power does not remove fatigue or remove Energy Drain.
Undead are affected as if by Harm – use all rules of that power, including Fatigue save difficulty.
Regenerate (Fatigue save difficulty 24)
Time: 3 full rounds
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded
creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete
in 1 round if the severed members are present and touching the creature. It takes d20 rounds otherwise.
Regenerate also cures one lethal damage condition and eliminates all nonlethal damage the subject has taken,
except for the collateral damage caused by remaining lethal damage. It has no effect on nonliving creatures
(including undead).
Mass Heal (Requires character level 17, automatically fail fatigue save)
The spell affects a circle centered on you, with a radius equal to twice your Caster level in feet. You can freely select
which creatures in that area are affected and which are not. Except for that, it functions exactly like Heal. All undead
in the area can be affected as if by Harm.

Invisibility
Fatiguing, duration 3 minutes, can be dispelled, standard action

Blur (20% miss chance) 18 minimum caster level 3


Blur (50% miss chance) 22 minimum caster level 5
Invisibility 28 Minimum caster level 7

Blur: The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment
(20% miss chance). A see invisibility effect and a true seeing spell counteract the blur effect. The miss chance does
not stack with other sources concealment, invisibility etc.
Invisibility: The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the
recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your
allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped
or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches
worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the
effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than
10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can
render the recipient detectable (such as stepping in a puddle). The effect doesn’t end if the subject attacks.
Even if a invisible creature is observed thanks to See Invisible effects, it can still make Stealth checks as if it
was in dim light (see the general rules on Stealth).

Iron Hands
Time: This power is always active.
You trained your hands until they became as hard as weapons. As long as your hands are empty, they count as
masterwork weapons, with damage equal to half of key ability (rounding down). You add your Strength to damage,
as normal. You gain also +1 bonus to attacks with your hands. Those bonuses are treated as equipment bonuses, and
stack with bonuses from feats and powers. Because your hands are treated as weapons, you do not need Improved
Strike feat to cause lethal damage with them. You unarmed attacks with feet, elbows etc do not count as weapons
and do not benefit from this power.

Light Shaping
Fatiguing, time to cast: full action, can be dispelled, long range

You can mentally control light.


Figments (maintenance)
You can create realistic three-dimensional images. The illusion is entirely silent. For particulars see the general rules
on illusion and figments.
Dancing Lights (not fatiguing)
See Cantrips.
Light (fatigue save difficulty 13, no maintenance, lasts 1 hour, range touch)
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an
additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light
taken into an area of magical darkness does not function. The effect lasts for an hour, adding each 10 minutes to
duration increases Difficulty by 1.
Daylight (lasts 1 hour, fatigue save difficulty 16, no maintenance, minimum caster level 5, range touch)
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet
beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light.
Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or
destroyed by bright light.
If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s
effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is
temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. When
daylight is cast within area of any darkness effect, make opposed power checks; the losing effect is dispelled.
The effect lasts for an hour, adding each 10 minutes to duration increases Difficulty by 1.
Blinding Light (Maintenance, Fortitude negates)
This effect creates a point of light directly in the eyes of the target. That creature is blinded for as long as you
maintain the effect, unless it makes a successful Fortitude save.

Mage Armor
Time: This power is always active.

You learn to surround yourself with an invisible but tangible field of force. You receive +2 toughness bonus as long
as you don't wear armor. The bonus does not apply if you are unable to take free actions. You automatically restore
Mage Armor as a free action as soon as you can take free actions. This bonus is treated as armor bonus, except that it
doesn’t cause armor check penalty. You can still benefit from items granting magic armor bonus (Amulet of Natural
Armor, Bracers of Defence).

Major Image
Prerequisites: Light Shaping or Shadow Shaping,, Sound Shaping
full action, dispellable

Figments
See the description of figments. The illusions you create can consist of both images and sound.
Illusionary Magic (not fatiguing, requires the same action as the spell which are to be simulated)
Illusionary Magical Effects, used to waste time or to demoralize. This effect can mimic all magical effects; it is not
fatiguing. Knowledge(supernatural) test with Difficulty 15+Power Bonus is necessary to discover that the effect is
only illusion. This kind of pseudo-magic is also easy to detect by reasoning, since it cannot seem to affect real
objects. An illusionary fireball cannot seem to blacken the floor and walls, or to set a tree afire - this would require a
glamer. It is possible to create illusionary terrain, objects or creatures beforehand, and have them be affected by
pseudo-spells.
You receive +5 bonus to power check difficulty.
The Difficulty of power check equals:
- the power check diffficulty of simulated power, if available.
- if the simulated power has no specific power check DC, the DC is based on the caster level at which you seem to
use the power. DC equals 1.5×Caster level+10.

Manipulate Object
Fatiguing, Maintenance up to 3 minutes, move action .
You can manipulate objects at a distance as if with a pair of invisible, intangible hands. To make use of an object
with this power, make a power check and compare to this table to see if you can lift it.

Difficulty Mass
10 2 lb.
15 5 lb.
20 10 lb.

You cannot use an object heavier than 10 pounds with Manipulate Object. You can't perform tasks at all if you can't
see your target, since your power has no sense of touch.

Remotely Wielding Weapons: An adept can wield a weapon using Manipulate Object. Picking up the weapon is a
move action. Attacking with it is a standard action. Concealment is determined by the attacker and defender's
positions, not the weapon's, while cover is determined by the defender and weapon's positions. The attacker makes a
normal attack roll, and adds his Intelligence score to the attack roll, rather than Dexterity. The weapon deals its
normal damage with no modification for Strength (as if wielded by a Str 0 attacker).
Attempts to disarm the remote wielder by knocking the weapon out of his supernatural "grasp" are resolved
against a Difficulty of the wielder's effective power bonus, if the wielder's Manipulate Object bonus is greater than
his Maneuver Difficulty.

Mind Touch
Mind Affecting
Mental Contact (full action, not fatiguing, maintenance, cannot be dispelled)
Try Again: You can retry Mind Touch freely, but retries on the same subject within an hour's time are fatiguing.

You can establish contact with another mind, if the target is in line of sight, and within the long range. The mental
contact persists even if the target leaves the line of sight or moves beyond the range. You can also establish mind
contact with adepts who scry on you, independently from range.
An unwilling subject gets a Will saving throw to avoid contact. If the save is successful, no contact is made. If
the subject has a Psychic Shield, you have to make a opposed power check to overcome it. If a friendly mental
contact turns hostile, the subject can make a Will saving throw and/or Psychic Shield check to break contact. Once
the subject has failed an attempt to eject the intruder from her mind, she can't break the contact.
If you do not want the subject to know you are making mental contact, you can make a separate opposed
Mind Touch check against the subject's Sense Motive, Second Sight, or Psychic Shield check (whichever has the
highest bonus). If you win, the subject is unaware of your attempt. If the subject wins, she is aware of your attempt
(whether you succeed or fail in actually establishing contact).
While you are in mental contact with another being, the two of you can communicate at the rate of normal
speech, hearing each other's thoughts. You can also send a single visual image each round instead of speaking. Both
you and the subject can choose to lie or omit information; you're "speaking" to each other mentally, not reading each
other's thoughts. Mind Touch is two-way, meaning you are in mental contact with the subject for purposes of her
powers and vice versa.
Mentally Aiding Others (not fatiguing)
While in mental contact with another character, you can use the aid action (a standard action) to grant that character a
+2 bonus on Will saving throws or +4 on any skill check where your skill rank is equal to or greater than the
subject's.

Deathcry
If a creature you are in mental contact with dies, you must make a Will saving throw or Psychic Shield check
(Difficulty 20 in both cases) to avoid being dazed for 1 round by the psychic feedback and trauma. Since mental
contact is a two-way phenomenon, this applies to any creature in mental contact with another, including all the
creatures involved in a Telepathic Bond. A creature can deliberately avoid letting out a deathcry when it dies by
making a Will saving throw (Difficulty 20).

Psychic Blast (fatiguing, full action)


You can focus your power to psychically assault a target’s mind. You can attack opponents who are in line of sight,
and within the long range, or in mental contact with you. You can also target adepts who are scrying on you. The
target makes a Will saving throw against your save Difficulty. If the target fails, it suffers a non-lethal Bruise; if it
fails by 5, an Injury, if by 10 it is Disabled, and if by 15 it falls unconscious.
In addition, if the subject fails save, you can decide to continue or establish mental contact. If the target saves
successfully, it can decide to break mental contact. If it has the Mind Touch power, it can decide to start mental
contact with you. In both cases there is no additional save.

Telepathic Bond (Fatiguing, full action)


Minimum character level 9, Fatigue Save Difficulty: 19+2 per additional participant
Duration: No maintenance, one hour, cannot be dispelled
This power targets the caster and one other creature; the caster can include additonal participants by increasing the
DC of fatigue save. The caster must be near to or in mental contact with all other particants. All participants must be
willing and have Intelligence of at least -4. Willingness can be caused by long-term mind-influencing magic, but not
by powers such as Dominate.
Each creature included in the link is linked to all the others. The creatures can communicate telepathically
through the bond regardless of language. They are like one mind, each instantly aware of everything that the other
thinks and experiences and able to share information instantly. Creatures in the bond cannot deliberately lie to or
deceive each other. No special power or influence is established as a result of the bond. Once the bond is formed, it
works over any distance (although not from one plane to another).
The mental contact established by this power does not need to be maintained afterwards. You can lengthen
the duration by recasting this power before it expires.

Mental Grapple has been removed, since it duplicates (often in much more powerful way) such powers as Pain.
You can use those powers to attain similar results.

Move Object
Prerequisite: Caster level 9
Fatiguing, Concentration up to 3 minutes, Standard action.
Range: Medium (100 ft. + 10 ft./level)

Mage Hand (standard action, not fatiguing)


Range: Close
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
You point your finger at an object and can lift it and move it at will from a distance. You do this as a part of the
standard action necessary to use or to concentrate on this power. You can propel the object a distance of 5 feet times
your caster level, though the effect ends if the distance betwe