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Age of Cataclysm

Inhoud
RACES......................................................................................................................................... 3
Androd.................................................................................................................................... 3
Dwarves.................................................................................................................................. 4
Elan......................................................................................................................................... 4
Elves....................................................................................................................................... 5
Half-Elf..................................................................................................................................... 5
Halfling.................................................................................................................................... 6
Half-Orc................................................................................................................................... 6
Human.................................................................................................................................... 7
Gnome.................................................................................................................................... 7
CLASSES..................................................................................................................................... 8
Artist....................................................................................................................................... 8
Barbarian................................................................................................................................ 8
Biomagus................................................................................................................................ 9
Druid..................................................................................................................................... 11
Enforcer................................................................................................................................. 11
Engineer................................................................................................................................ 11
Martial Artist......................................................................................................................... 15
Paladin.................................................................................................................................. 15
Priest..................................................................................................................................... 15
Rogue.................................................................................................................................... 15
Scout..................................................................................................................................... 15
Sorcerer................................................................................................................................ 15
EQUIPMENT.............................................................................................................................. 17
Weapons............................................................................................................................... 17
Armor.................................................................................................................................... 19
Goods and services............................................................................................................... 21
Adventuring gear............................................................................................................... 21
Special substances and items............................................................................................ 21
Tools and skill kits.............................................................................................................. 21
Clothing.............................................................................................................................. 21
Food, drink and lodging...................................................................................................... 21
Mounts and related gear.................................................................................................... 21
Transport............................................................................................................................ 21
Spellcasting and services................................................................................................... 21

RACES
Androd
Dwarves
Elan
Elves
Half-Elf
Halfling
Half-Orc
Human
Gnome

+2
+2
+2
+2
+2
+2
+2

Con - 2 Cha -2 Wis


Con - 2 Cha
Int - 2 Str
Dex - 2 Con
Dex - 2 Str
Str - 2 Int - 2 Cha
Con - 2 Str

Androd
These vat-grown creatures of living tissue and cybernetic enhancement are physically
enduring and strong but suffer from a lack of empathy. Unable to fully understand the subtle
nuances of emotions and how they influence the actions of others, most androids come off as
indifferent and crude. Some, however, consider this resistance to emotionality their greatest
asset as enforcers. Most androids are no more than household or factory assets, treated not
much better than slaves or labor animals. Sometimes, however, androids are given freedom
by their creator. These free-roaming androids take to the adventuring life with relish, learning
about the world around them.
ANDROID RACIAL TRAITS
+2 Con, -2 Wis, -2 Cha
Base Speed: 30ft
Size: Medium
Darkvision: 60ft
Vat Grown: +2 racial bonus on all saves vs. mind-influencing spells and effects and a
+2 racial bonus on saves vs. effects that target emotions. (Such as the spells rage,
cause fear...) These bonuses stack, so an android targeted by a Cause Fear spell (a
mind-affecting spell that targets the androids emotions) would get a +4 bonus on his
saving throw.
Automatic languages: Common, Datastream
Bonus Languages: any
Favored Class: Enforcer

Dwarves
These stoic and traditional creatures have dwelt underground for longer than man records and
are known for their sense of justice and their skill as craftsmen. During the Cataclysm Wars,
they were the only faction to remain neutral and sheltered themselves in their age-old
mountain kingdoms. To this day, they remain distant and distrustful of city-folk. The dwarves
distrust modern technology and prefer their archaic tools and weaponry. This does not mean
that dwarves are primitives, however, since they combine their ancient crafts with powerful
magic.
DWARF RACIAL TRAITS
+2 Con, -2 Cha
Base Speed: 20ft; however, Dwarves can move at this speed even when wearing
medium or heavy armor or when carrying a medium or heavy load.
Size: Medium
Darkvision: 60ft.
Stonecunning
Weapon Familiarity: dwarves can use a dwarven waraxe, dwarven urgrosh or a
repeating crossbow as Martial Weapons and receive Weapon Proficiency with light
crossbows and heavy crossbows for free.
Stability
+2 racial bonus on saving throws against poisons, spells and spell-like effects.
+1 racial bonus on attack rolls against aberrations
+4 dodge bonus to AC against monsters of the giant type
+2 racial bonus on Appraise checks related to stone or metal items
Automatic languages: Common and Dwarven
Bonus languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon
Favored Class: Enforcer

Elan

Elan are a race of technologically adept creatures. Though they are small, they make up for
their size through use of powerful technological advancements. They have an innate skill with
machinery of all kinds. Elan are also dependant on technology to procreate. Instead of natural
reproduction, they use a far-developed technique of cloning, combining magic, bio-alchemy
and technology to create new elan. During this birthing stage, each elan is equipped with a
spinal-mounted snake-like appendage called a mechadendrite. This device allows them to
more easily work their machinery and can even be used as a weapon, when pressed in
combat. The origins of the Elan are shrouded in mystery. Emerging in city-hives shortly
following the Cataclysm Wars, the elan quickly established themselves as reliable builders,
engineers and technicians.
ELAN

RACIAL TRAITS
+2 Int, -2 Str
Base Speed: 20ft
Size: Small
Low-Light Vision
Mechadendrite: This snake-like appendage counts as a set of artisans tools for any craft
skill and morphs to the needs of the elan. This mechadendrite can be upgraded to
masterwork quality through a bio-technological process that takes a full week and costs
500gp. The mechadendrite can be uses as a natural off-hand weapon that deals 1d6
damage, modified by the elans strength modifier. Attacks with the mechadendrite
suffer the usual penalties for using an off-hand weapon. A masterwork mechadendrite
counts as a MW weapon in all respects.
+2 racial bonus on Craft(Machinery) and Use Machinery skill checks.
Automatic languages: Common and Elan
Bonus Languages: Gnome, Elven, Datastream, Goblin, Draconic

Favored Class: Engineer

Elves
Elves are gracious and lithe creatures, far older than the race of man. Slightly aloof, elves
mostly keep to themselves and prefer to live with their kin, often forming completely elven
quarters in cities. Powerful practitioners of magic, elves combine their arcane might with a
great enthusiasm for new technology. The elven race resolutely chose to fight alongside the
free races during the Cataclysm wars and their arcane power
was crucial to banish the hosts of the abyss back and to
close the Rift that spawned them.

ELF RACIAL TRAITS


+2 Dex, -2 Con
Base Speed: 30ft
Size: Medium
Low-Light Vision
Immunity to magic sleep effects, and a +2 racial
saving throw
bonus against enchantment spells or effects.
Weapon Proficiency: Elves receive the Martial Weapon
Proficiency
feats for the broadsword, rapier, longbow and
shortbow as bonus feats.
+2 racial bonus on Listen, Search and Spot checks.
Secret door detection
Automatic languages: Common, Elven
Bonus Languages: Draconic, Abyssal, Gnoll, Orc, Datastream, Sylvan
Favored Class: BIomagus

Half-Elf
Offspring of elven and human parents, half-elves are both blessed and cursed with mixed
ancestry. Their human parent leaves them human ambition and inventiveness while they
receive some elven refined senses and artistic tastes. Caught between the two cultures, halfelves often become spokespersons for one faction or another. In the current era, half-elves
have taken greatly to politics and diplomacy, often finding their way into positions of power
thanks to their innate people-skills.
HALF-ELF RACIAL TRAITS
Base Speed: 30ft
Size: Medium
Immunity to magic sleep effects and a +2 racial saving throw bonus against
enchantment spells and effects
Low-Light Vision
+1 Racial bonus on Listen, Search and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood
Automatic Languages: Common and Elven
Bonus Languages: any
Favored Class: any

Halfling
Small of stature, but quick of hand, Halflings are a clever opportunists who use their size to
great effect. Nomads out of tradition, Halflings move around in family units called clans. Their
travels take them far and wide and they often live as merchants of sorts. Adaptive and
survivalists, Halflings take to new technology and other advancements with easy, using them
to further their own, or their clans goals. Halflings like living the high life and are very
curious. They revel in challenges and often display daring and cunning far beyond that which
people would normally suspect from such small-statured creatures.
HALFLING RACIAL TRAITS
+2 Dex, -2 Str
Base Speed: 20ft
Size: Small
+2 racial bonus on Climb, Jump and Move Silently checks
+1 racial bonus on all saving throws
+2 morale saving throw bonus on all saving throws against fear
+1 racial attack bonus on attack rolls with throwing weapons, bolas and slings
+2 racial bonus on Listen checks.
Automatic languages: Common, Halfling
Bonus languages: any
Favored Class: Rogue

Half-Orc
Half-orcs are the offspring of human and orc parents. They are
strong and tough but through their orcish ancestry, lack social
grace. This leads many people to think of them as primitive
brutes. While a great many half-orcs act perfectly according to
this role, many more are just victims of society. Most often, halforc find employment doing heavy labor or mercenary work, to
which they take extremely well. When angered, half-orcs can
enter a violent state. In this crazed state, they can lay waste to
anything that stands in their way. They make most people even
more hesitant and distrustful of them.
HALF-ORC RACIAL TRAITS
+2 Str, -2 Int, -2 Cha
Base Speed : 30ft
Size: Medium
Darkvision: 60ft
Blood Craze: 1/day a half-orc can enter a state of rage that

grants him a +4 bonus to Strenght and a +2


bonus on Will saving throws
for a number of rounds equal to his Con modifier.
During this time, he
also suffers from a -2 penalty to his AC and can
perform no actions that
require care or patience.
Orc Blood
Automatic languages: Common, Orc
Bonus languages: Draconic, Giant, Gnoll, Goblin, Abyssal
Favored Class: Barbarian

Human
Humans populate most of the world. A relatively young race, humans are ambitious and
expansive. Most are inventive and adaptive, able to scratch a living out of every possible
environment. In times past, humans were greatly attracted to all things magical and many
became wizards and sorcerers. Many could not fully harness the power of magic flowing
through their veins however, and they were corrupted and seduced by the hosts of the abyss.
This eventually, over many ages, led to the great war we now refer to as the Cataclysm War,
when a coven of immensely powerful human magi tore a Rift in the very fabric of reality, thus
allowing the endless hordes of the Abyss to stream into the material realm. The war lasted for
over 70 years, and reduced the world to a barren shadow of its former self. The remaining
areas of nature and fertile ground are very carefully guarded and protected, and the use of
magic by humans is very carefully controlled and registered nowadays. Mankind, it would
seem, learned from their gravest error.
HUMAN RACIAL TRAITS
Base Speed: 30ft
Size: Medium
1 extra feat at 1st level
4 extra skill points at 1st level, and 1 extra skill point at every level thereafter
Automatic languages: Common
Bonus languages: any
Favored Class: any

Gnome

Inquisitive and skilled, gnomes are a race of small but enduring creatures. They have a
penchant for alchemy and engineering and are often welcomed for their skills in almost any
craft. Despite their popularity, most gnomes prefer to live amongst their kin in the scarce
woodlands where they seek ways to combine magic and technology without harming nature.
Despite their skill in technology and mechanics, gnomes seem to have an innate bond with
nature, allowing them to harness the very powers of the land itself. During the Cataclysm
Wars, gnomes fiercely assaulted the unnatural hosts of the abyss, using magic, technology
and even calling on wilds animals to attack. If not for the gnomes dedication to the defense of
woodlands and other marvels of nature, the desecration caused by the hosts of the abyss
would have been far graver indeed.
GNOME RACIAL TRAITS
+2 Con, -2 Str
Base Speed: 20ft
Size: Small
Low-Light Vision
+2 racial saving throw bonus against Abjuration spells and effects
Add +1 to the Difficulty Class for all saving throws against Abjuration spells cast by
gnomes.
+1 racial bonus on attack rolls against evil outsiders
+4 dodge bonus to AC against monsters of the giant type.
+2 racial bonus on Listen checks
+2 racial bonus on Craft(Biochemistry) checks
Spell-like abilities: 1/day Speak with animals (burrowing mammals only, duration 1
minute). A gnome with a Charisma score of at least 10 also has the following spell-like
abilities: 1/day Disrupt Undead, Prestidigitation, Know Direction. Caster level 1st; save
DC 10 + gnomes Cha modifier + spell level. See the spell description in Chapter 11 of
the PHB.
Automatic languages: Common, Gnome

Bonus languages: Elven, Sylvan, Terran, Abyssal, Infernal, Draconic


Favored Class: Druid

CLASSES
Artist
Barbarian
Biomagus
Druid
Enforcer
Engineer
Martial
Artist
Paladin
Priets
Rogue
Scout
Sorcerer

A performer, who can use his music to inspire and compel. A wielder of magic
and people skills.
A mighty warrior who relies on his strength of arm and endurance, and the rage
burning in his heart.
A master of nano-technology and mighty spells to flay his enemies and bolster
his friends.
A protector of nature, this reclusive hermit channels the very wrath of nature.
The hammer that strikes or the shield that guards, combat is all this warrior
cares for.
A skilled crafter and commander of mighty machines, the engineer takes to the
battlefield to aid his allies, commanding fierce cyberhounds.
Through inner perfection and meditation, this warrior scorns weapons and
armor, cutting swathes through his enemies using his bare fists.
Healer and protector of his allies, the paladin takes to battle with vigor,
channels his spells and keeping his friends battle-ready.
Remnants of a better age, priest channels the power of the gods to bolster and
protect, smite and destroy.
Opportunistic and cunning, a rogue wields shadow and guile as deadly
weapons;
Highly skilled in tracking and hunting, the scout gathers information for his
companions and is a master at bringing down his prey.
A vessel of arcane power, the sorcerer lays waste to his enemies through
powerful spells.

Artist
As bard (PHB1 page 27) with the following exceptions.
Weapon and Armor proficiency: an artists is proficient with all simple weapons, plus the
broadsword, rapier, sap, short sword and whip. Artists are proficient with light armor and
shields (except tower shields)

Barbarian

As barbarian (PHB1 page 25) with the following exceptions.


Weapon and Armor proficiency: a barbarian is proficient with all simple and martial
weapons except firearms and crossbows, which are considered exotic weapons for him. A
barbarian is proficient with light and medium armor and shields (except tower shields)
Rage (Ex): a half-orc who becomes a barbarian loses his Blood Craze ability, but gains 1
extra daily use of Rage.

Biomagus
Lv
l
1

BaB

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

+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+
5

+0

For
t
+0

Re
f
+0

Will

Special

+2

Spells, Summon Familiar, Detect Biosignal

+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Detect Poison
Improved Detect Bio-signal
Craft Nano-tech (1st-level)
Lesser Nano-Control
Craft Nano-tech (2nd-level)
Improved Nano-Control
Craft Nano-tech (3rd level)
Greater Nano-Control

Nano-Mastery

Spells per day


0 1 2 3 4 5 6 7 8 9
3 1 - - - - - - - 4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4

1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4

1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4

1
2
2
3
3
3
4
4
4
4
4
4
4
4

1
2
2
3
3
3
4
4
4
4
4
4

1
2
2
3
3
3
4
4
4
4

1
2
2
3
3
3
4
4

1
2
2
3
3
4

GAME RULE INFORMATION


Abilities: Intelligence determines how powerful a spell a biomagus can cast, how many spells
she can cast, and how hard these spells are to resist (see Spells, below). A high Dexterity
score is helpful for a biomagus, who typically doesnt wears little or no armor, because it
provides her with a bonus to AC. A good Constitution score gives a biomagus extra hit point, a
resource that she is otherwise very low on.
Alignment: any
Hit Dice: d4
CLASS SKILLS
The biomagus class skills (and the key ability for each skill) are Concentration (Con), Craft
(Int), Decipher Script (Int), Drive (Dex), Knowledge (all skills taken individually) (Int),
Profession (Wis) and Spellcraft (Int). See Skills (below) and Chapter 4: Skills (PHB1 page 61)
for skill descriptions.
Skill points at 1st level: (2+Int modifier) x 4
Skill points at each additional level: 2+int modifier.
CLASS FEATURES
Weapon and Armor proficiency: A biomagus is proficient with the club, dagger,
quarterstaff and weapons from the pistol and submachine gun type. A biomagus is not
proficient with any type of armor or shield. Armor of any type interferes with a biomagus
movements, which can cause her spells with somatic components to fail.
Spells: a biomagus casts arcane spells, which are drawn from the biomagus spell lists (see
below). A biomagus must choose and prepare her spells ahead of time (see below). To learn,
prepare or cast a spell, the biomagus must have an Intelligence score equal to at least 10 +
the spell level. The DC for a saving throw against a biomagus spell is 10 + the spell level +
the biomagus Intelligence modifier. Like other spellcasters, a biomagus can only cast a
certain number of spells of each spell level per day. Her base daily spell allotment is given on
the table above. In addition, she receives bonus spell per day if she has a high Intelligence
score (see PHB1 page 8). Unlike an artist or sorcerer, a biomagus may know any number of

1
2
3
4

spells. She must choose and prepare her spells ahead of time by getting a good nights sleep
and spending 1 hour studying her codex. While studying, the biomagus decides which spells
to prepare.
Codex: A biomagus must study her codex each day to prepare her spells. She cannot prepare
any spell not recorded in her codex, except for read magic, which all biomagi can prepare
from memory. A biomagus begins play with a codex containing all 0-level biomagus spells plus
three 1st level spells of your choice. For each point of Intelligence bonus the biomagus has,
the codex holds an additional 1st-level spell of your choice. At each new biomagus level, she
gains two new spells of any spell level or levels that she can cast (based on her new biomagus
level) for her codex. At any time, a biomagus can also add spells found in other biomagus
codexs to her own.
Summon Familiar: A biomagus can summon a familiar, a magical creature that can aid the
biomagus in various ways. Summoning the familiar takes 24 hours and uses up magical
materials that cast 100gp. See the Sorcerer class description (PHB1 page 54) for details.
Detect Bio-signal(Sp): Biomagi are so adept with their craft that they can detect Bio-signals
at will, as if using the Detect Evil spell (see PHB1 page 218). At 4th level, a biomagus can use
this ability to learn the status of any creature it can see and detect as though the Deathwatch
spell (see PHB1 page 217).
Detect Poison(Sp): Biomagi can detect poisons in the bio-signal of creatures they perceive.
This ability works like the spell Detect Poison (see PHB1 page 219)
Craft Nano-Tech: At 5th level, a biomagus gains the ability to create various Nanotechnologic materials. Most commonly, these take the form of nanobots, miniscule
biomechanical organism that are injected into a subjects bloodstream that empower the
recipient in some way. To create a Nano, as these materials are often called, a biomagus
needs an intelligence score of at least 12 + the level of the nano she wants to create, and the
schematic to that specific nano. When gaining this ability, a biomagus gains 3 schematics of
her own choice from the list below. At every level thereafter, a biomagus can learn a new
schematic. Schematics are a material manifestation of the biomagus knowledge of biomagic
and look like small shards of crystal that appear on the biomagus body. They cannot be
removed, and are part of the biomagus in all respects. Crafting a nano takes 1 day per level of
the nano and consumes biochemical and magical materials costing 100gp for each level of
the nano. To use a nano, the biomagus must touch the recipient. When trying to inject a nano
in an unwilling recipient, the biomagus must succeed at a touch attack roll. Failure does not
ruin the nano. Injecting a nano is a standard action that provokes attacks of opportunity. Some
nano require the target to make a fortitude save to resist the effect. The DC for these saves is
10 + the level of the nano + the biomagus intelligence modifier.
Lesser Nano-control: As she grows in power, the Biomagus becomes able to manipulate
nano she created in various ways. At 8th level, she can opt bestow a +2 enhancement bonus
or -2 penalty to any single one of the recipients ability scores when injecting the nano. This
bonus or penalty has a duration equal to the duration of the injected nano, up to a maximum
of 24 hours. At 12th-level, this bonus or penalty increases to +4/-4, and the biomagus can
launch his nano from up to 20ft per 5 biomagus levels (40ft at 12 th level, 60ft at 15th level, and
so on). This counts as a ranged touch attack that provokes attacks of opportunity. At 16 th
level, the biomagus can use his nano to read the surface thoughts of the recipient without the
recipients notice. The nano can also channel any spell the biomagus can cast that has a
range of touch. At 20th level, the biomagus can use his nano to take direct control over the
recipient as if using the dominate monster spell (see PHB1 page 224) with a duration equal to
the duration of the injected nano, up to 1 day, and a save DC of 20 + the biomagus
Intelligence modifier.
BIOMAGE SPELL LIST
0 Cure Minor Wounds, Detect Magic, Detect Poison, Daze, Guidance, Resistance, Virtue, Read Magic, Acid
1
2

Splash, Touch of Fatigue, Light, Ray of Frost, Purify food and drink
Bless, Bane, Cure Light Wounds, Endure Elements, Inflict Light Wounds, Entangle, Detect Animals or Plants,
Produce Flame, Grease, Mage Armor, Comprehend Languages, Detect Undead, Identify, Hypnotism, Magic
Missile, Shocking Grasp, Disguise Self, Chill Touch, Ray of Enfeeblement, Magic Weapon
Cure Moderate Wounds, Calm Emotions, Delay Poison, Inflict Moderate Wounds, Resist Energy, Lesser
Restoration, Silence, Flaming Sphere, Acid Arrow, Blur, Scorching Ray, Ghoul Touch, Blindness/Deafness,
Scare, Alter Self, Levitate, Spider Climb, Invisibility, See Invisibility, Web, Darkvision, Knock, Daze Monster,

Chill Metal, Heat Metal, Fog Cloud

4
5
6
7
8
9

Contagion, Cure Serious Wounds, Inflict Serious Wounds, Protection from Energy, Remove
Blindness/Deafness, Remove Curse, Remove Disease, Water Breathing, Poison, Snare, Dispel Magic,
Nondetection, Deep Slumber, Heroism, Hold Person, Suggestion, Lightning Bolt, Displacement, Vampiric
Touch, Flame Arrow, Fly, Haste
Cure Critical Wounds, Inflict Critical Wounds, Restoration, Blight, Freedom of Movement, Rusting Grasp,
Stoneskin, Evards Black Tentacles, Arcane Eye, Scrying, Detect Scrying, Confusion, Crushing Despair, Fire
Shield, Shout, Enervation, Fear
Disrupting Weapon, Spell Resistance, Slay Living, Death Ward, Transmute Rock to Mud, Transmute Mud to
Rock, Dismissal, Cloudkill, Teleport, Hold Monster, Mind Fog, Cone of Cold, Wall of Force, Magic Jar, Waves of
Fatigue, Baleful Polymorph, Passwall, Permanency, Telekinesis
Antimagic Field, Repulsion, Acid Fog, True Seeing, Chain Lightning, Veil, Eye-bite, Disintegrate, Flesh to Stone,
Stone to Flesh, Tensers Transformation, Anti-life Shell, Greater Dispel Magic, Banishment, Harm, Heal, Wind
Walk, Planar Binding
Spell Turning, Plane Shift, Greater Arcane Sight, Insanity, Mass Invisibility, Waves of Exhaustion, Ethereal
Jaunt, Animate Object, Animate Plants, Control Weather, Destruction Regeneration, Greater Restoration
Control Plants, Finger of Death, Whirlwind, Dimensional Lock, Protection from Spells, Maze, Greater Planar
Binding, Trap the Soul, Mass Charm Monster, Greater Shout, Iron Body
Mass Hold Monster, Dominate Monster, Shapechange, Teleportation Circle, Elemental Swarm, Storm of
Vengeance, Astral Projection, Energy Drain, Soul Bind, Mass Heal

Nanobot Programs
1 Power Surge, Endurance, Coordination, Power Leech, Vampire, Disorient, Blindness, Deafness, Nightvision,
2
3

Purify, Muscle Lock, Sedative


Poison, Translator, Cure, Wall, Overload, Infect, Arcane Scanner, Minor T-Virus, Repair Video, Repair Audio
Spell Shield, True Vision, Shapeshifter, Communication, False Vision, Liberator, Gas Bomb, Mental Shock

Druid

As druid (PHB1 page 33) with the following exceptions.


Weapon and armor proficiency: a druid is proficient with the weapons listen in. Druids are
proficient with light and medium armor and shields (except tower shields), but are prohibited
from using synthetic armor. They may use metal armors, but suffer an additional -1 Armor
check penalty when use these. A druid who uses a prohibited armor or shield is unable to cast
druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24
thereafter.
Scorn technology: A druid gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and
Survival checks when using these skills against creatures of the Mechanical subtype. Likewise
he gets a +2 bonus on weapon damage rolls against such creatures.
At 10th level he gains the same bonuses against evil outsiders.

Enforcer
As fighter (PHB1 page 37) with the following exceptions.
Weapon and armor proficiency: an enforcer is proficient with all simple and martial
weapons, all armors and shields (including tower shields). Enforcers are the only class that
can learn to wield Heavy Weapons.

Engineer
Lv
l
1
2
3
4
5
6
7
8
9
10

BaB
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2

Fo
rt
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Re
f
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Wi
ll
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Special
Trapfinding, Spells, Battlefield Companion
Jury-rig +1

Jury-rig +2
Skill Mastery, Mechanical Companion

Spells per day


0 1 2 3 4 5 6
2
3
3
3
3
3
3
3
3
3

0
1
2
3
3
3
3
3
3

0
1
2
2
3
3
3

0
1
2
2

11
12
13
14
15

+8/+3
+7 +3 +7
3 3 3 3 1 - +9/+4
+8 +4 +8 Jury-rig +3
3 3 3 3 2 - +9/+4
+8 +4 +8
3 3 3 3 2 0 +10/+5
+9 +4 +9
4 3 3 3 3 1 +11/+6/
+9 +5 +9
4 4 3 3 3 2 +1
16 +12/+7/
+1 +5 +1 Jury-rig +4
4 4 4 3 3 2 0
+2
0
0
17 +12/+7/
+1 +5 +1
4 4 4 4 3 3 1
+2
0
0
18 +13/+8/
+1 +6 +1
4 4 4 4 4 3 2
+3
1
1
19 +14/+9/
+1 +6 +1
4 4 4 4 4 4 3
+4
1
1
20 +15/+10 +1 +6 +1 Jury-rig +5
4 4 4 4 4 4 4
/+5
2
2
GAME RULE INFORMATION
Engineers have the following game statistics.
Abilities: Intelligence governs many of the engineers skills. It also determines how powerful
a spell an engineer can cast, how many spells she can cast, and how hard these spells are to
resist (see Spells, below). A high Dexterity score improves the engineers armor class and
increases his effectiveness with guns. A good Constitution score improves the engineers
staying power on any battlefield.
Alignment: any.
Hit Die: d6.
CLASS SKILLS
The engineers class skills (and the key ability modifier for each skill) are Appraise (Int), Craft
(Int), Concentration (Con), Disable Device (Int), Drive (Dex), Knowledge (Arcane) (Int),
Knowledge (Cyberware) (Int), Knowledge (Mechanics) (Int), Open Lock, Profession (Wis), Ride
(Dex), Search (Int), Spellcraft (Int), Use Cyberware (Int), Use Magic Device (Cha) and Use
Mechanics (Int). See Skills (below) and Chapter 4: Skills (PHB1 page 61) for skill descriptions.
Skill points at 1st level: (4+Int modifier) x 4.
Skill points at each additional level: 4+int modifier.
CLASS FEATURES
All of the following are class features of the engineer.
Weapon and Armor Proficiency: The engineer is proficient with all simple weapons and
with weapons of the assault weapons type. He is proficient with light armor, but not with
shields.
Trapfinding(Ex): Engineers can use the Search skill to locate traps when the task has a DC
higher than 20. An engineer (and only an engineer) can locate cybernetic traps. Using the Use
Cyberware skill, they can also disarm these traps. An engineer who beats the traps DC by 10
or more with a Disable Device or Use Cyberware skill check can study a trap, figure out how it
works and bypass it (with her party) without disarming it.
Spells: Engineers cast arcane spells which are drawn from the engineer spell list (see below).
An engineer can cast any spell he knows without preparing it ahead of time. To learn or cast a
spell, an engineer must have an Intelligence score equal to at least 10 + the spells level. The
DC against spells cast by the engineer is equal to 10 + the spells level + the engineers
Intelligence modifier. Like other spellcasters, the engineer can cast only a certain number of
spells of a given spell level per day. His base daily allotment is given on the table above. In
addition, he receives bonus spells per day if he has a high Intelligence score (see PHB1 page
8). When the table above indicates that the engineer gets 0 spells per day of a given spell
level, he gains only the bonus spells that he would be entitled to based on Intelligence score
for that spell level. The engineers selection of spells is extremely limited. An engineer begins
play knowing four 0-level spells of your choice. At most new engineer levels, he gains one or
more new spells, as indicated on the table below (Engineer Spells Known). Upon reaching 5 th
level, and at every third engineer level thereafter (8 th, 11th and so on), an engineer can choose
to learn a new spell in place of one he already knows. In effect, the engineer loses the old

spell in exchange for a new one. The new spells level must be the same as that of the spell
being exchanged and it must be at least two levels lower than the highest-level spell the
engineer can cast. An engineer may swap only a single spell at any given level and must
choose whether or not to swap the spell at the same time that he gains new spells known for
the level. As noted above, an engineer need not prepare his spells in advance. He can cast
any spell he knows at any time, assuming he has not yet used up his allotment of spells for
the spells level.
Battlefield Companion: The engineer is accompanied into battle by a tough beast, further
enhanced through bio-mechanical means. This cyborg follows his every command to the best
of its abilities. The player can work out he looks of his companion as he pleases, together with
the DM. As the engineer advances in level, the companions power also increases as a result
of the engineers constant tinkering and improving.
Class
level

Bonus
HD

1st-2nd

+0

Natural
Armor
Adj.
+0

Str/Dex
Adj.

Bonus
Tricks

3rd-5th
6th-8th

+2
+4

+2
+4

+1
+2

2
3

9th-11th
12th14th
15th17th
18th20th

+6
+8

+6
+8

+3
+4

4
5

+10

+10

+5

+12

+12

+6

+0

Special.
Link, Share Spells,
Emphatic Link
Evasion
Devotion, Speak with
Master
Multitask
Improved Evasion

Jury-rig: Engineers are famous for constantly tinkering with anything they can get their
hands on. Once per day, per point of Intelligence bonus the engineer has, he can spend a fullround tinkering with a ranged or melee weapon, or set of tools. For weapons, this provides a
+1 enhancement bonus on attack and damage rolls made with the weapon. For tools, this
provides a +1 circumstance bonus when using the tools. This circumstance bonus stacks with
any and all other bonuses that might apply. An item that has been jury-rigged provides the
bonus the first time its used, after the engineer tinkered with it. As the engineer gains in
power, he becomes able to improve weapons and tools even more, as shown in the table
above.
Skill Mastery: At 10th level, the engineer can master a number of skills equal to his
Intelligence modifier. When making a skill check with one of these skills, he may take 10 even
if stress and distractions would normally prevent him from doing so.
Mechanical Companion: A 10th level engineer receives a powerful mechanical companion as
recognition of his abilities. This construct follows the orders of the engineer to the best of its
abilities and can be configured to fill several roles. (See below). It also increases in power as
the engineer gains levels, but does so as if the engineer were half his level. (So the
companion of a 17th level engineer would gain the bonuses of a 8 th level companion). A
mechanical companion can be refitted to fill another combat role by paying one-half the cost
of the original configuration in addition to the cost of the new configuration. There is no limit
on the number of times a mechanical companion can be reconfigured.
Engineer Spells
Known
L 0 1 2 3 4 5 6
vl
1 4 - - - - - 2 5 2 - - - - 3 6 3 - - - - 4 6 3 2 - - - 5 6 4 3 - - - 6
7
8
9
1
0
1
1
1
2
1
3
1
4
1
5
1
6
1
7
1
8
1
9
2
0

6
6
6
6
6

4
4
4
4
4

3
4
4
4
4

2
3
3
4

6 4 4 4 3 -

6 4 4 4 3 -

6 4 4 4 4 2 -

Engineer spell list


0 Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Light,
Mending, Open/Close, Resistance, Read Magic, Guidance,
Virtue, Ray of Frost, Acid Splash, Touch of Fatigue
1 Alarm, Erase, Expeditious Retreat, Grease, Magic Weapon,
Magic Stone, Entropic Shield, Endure Elements, Produce Flame,
Repair Light Damage, Inflict Light Damage, Hold Portal, Detect
Secret Doors, True Strike, Shocking Grasp, Floating Disk,
Feather Fall
2 Arcane Lock, Protection from Arrows, Shatter, Invisibility, Bulls
Strength, Bears Endurance, Spider Climb, Levitate, Fire Trap,
Status, Repair Moderate Damage, Inflict Moderate Damage
3 Repair Serious Damage, Inflict Serious Damage, Locate Object,
Obscure Object, Daylight, Resist Energy, Water Breathing,
Delay Poison, Fly, Slow, Haste
4 Minor Creation, Repair Critical Damage, Inflict Critical Damage,
Fire Shield, Greater Magic Weapon, Spell Immunity, Rusting
Grasp, Solid Fog, Dimension Door

6 4 4 4 4 3 6 4 4 4 4 3 -

5 Major Creation, Fabricate, Telekinesis, Spell Resistance, True


Seeing, Overland Flight, Passwall, Sending, Fireball

6 5 4 4 4 4 2
6 5 5 4 4 4 3
6 5 5 5 4 4 3
6 5 5 5 5 4 4
6 5 5 5 5 5 4

6 Demolish, Restore, Blade Barrier, Guards and Wards, Wall of


Iron, Chain Lightning, Forceful Hand

Example Battlefield companion:


The precise name of the creature may be determined by the player himself.
Battlefield Companion
Medium-size Cyborg
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reac
h:
Special
Attacks:
Special
Qualities:
Saves:
Abilities:
Skills:

3d8+6
+2(Dex)
40ft.
16 (+2Dex, +4 natural)
Bite +5 melee
Bite 1d6+6
5ft. by 5 ft./5ft.

Mechanical Companion
Medium-size Construct
(Mechanical)
5d10
+3(dex)
Fly 40ft. (perfect)
19 (+3 dex, +6 natural)
5ft. by 5ft./ -

Trip

Scent, Hardness 2

Hardness 5, Mind-Impulse
Link
Fort +
Str 25, Dex 17, Con Int -, Wis 11; Cha 1
-

Fort +5, Ref +5, Will +1


Str 19, Dex 15, Con 15
Int 2, Wis 12, Cha 6
Listen +5, Spot +5,
Swim +5, Wilderness
Lore +1 (+4 racial
bonus when tracking by
scent)

A mechanical companion can be equipped with any of the following.


Name
Effect
Melee
Two mechanicals arms are attacked to the Companion. Each hand
upgrade
holds a single Melee weapon of your choice. The companion is
considered proficient with the item and gains the feats Power
Attack and Combat Reflexes. The companion fights as if it had the
Two-Weapon fighting feat and was wielding a light weapon in the
off-hand.
Sniper
The companion is equipped with a sniper rifle and gains
upgrade
proficiency with sniper rifles and the feat Precise Shot. The
companion holds storage for 10 clips of ammo, or 50 shots and
can reload by itself.
Heavy
The companion can be fitted with a single heavy weapon of the
Weapon
engineers choice. It gains the skill Profession (gunner) with 8
platform
ranks modified by its own or its commanding engineers wisdom
modifier, whichever is higher. In addition, the companion gains
proficiency with heavy weapons. The weapon platform has a total
weight limit of 400lbs for purposes of storing the weapon and
ammo. It can reload itself.

Price
Cost of
weapons
+100gp

Cost of
weapon and
ammo +
100gp
Cost of
weapon and
ammo +
100gp

Martial Artist
As monk (PHB1 page 39) with the following exceptions.
Weapon and Armor Proficiency: A martial artist is
proficient with the club, crossbow (light and heavy), dagger,
handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken,
siangham and sling. Alternatively, you may choose to not
gain the Flurry of Blows class feature at first level and instead
gaining proficiency with pistol type weapons. Further, if this
option is chosen, the martial artist gains the feat Weapon
Focus (Pistol). Also, add the following options to the martial
artist class features. At fist level, add the option to choose
Rapid Shot (Pistols only), at 2nd level add Rapid Reload and at
6th level add Two-Weapon Fighting (Pistols only). This reflects
some schools of martial artists shift in focus from unarmed
attacks to almost spiritually bonding with pistols. Martial
artists who follow this path often claim to practice a martial
art called Gun-kata.

Paladin

As paladin (PHB1 page 42) with the following exceptions.


Special Mount: Reminiscent of the paladins of ages past, modern-day paladins are awarded
a special mount to carry them aloft in battle. Unlike their predecessors, the paladins are gifted
with a beast of bio-mechanical marvel. To represent this creature, use the stats for a heavy
warhorse or a warpony (for Medium- or Small-sized riders respectively) but change their type
to Cyborg, and increase their natural armor and their Strength score by 2.

Priest
As cleric (PHB1 page30).

Rogue

As rogue (PHB1 page 50) with the following exceptions.


Weapons and Armor Proficiency: Rogues are proficient with all simple weapons, plus the
hand crossbow, rapier,
sap, shortbow, shortsword and bola. Rogues are proficient with light armor, but not with
shields.
Trapfinding: A rogue (and only a rogue) can use the Disable Device skill to disarm magic
traps. A rogue cannot use the Use Cyberware skill to disarm cybernetic traps.

Scout
As ranger (PHB1 page 46) with the following exceptions.
Class skills: the Scout gains access to the skills Bluff, Diplomacy, Intimidate, Knowledge
(local) and Sense Motive. She loses access to the skill Knowledge (Nature) and the Wild
Empathy class feature at 1st level.
Animal Companion: replace this class feature with Battlefield Companion. This functions
exactly like the engineers ability of the same name, except that the scouts effective engineer
level is one-half his scout level.
Woodland Stride: replace this ability with access to the following spell-like abilities, which
can be uses as a sorcerer of one-half the scouts class level, 3 times per day. Expeditious
Retreat and Feather Fall.
Camouflage: The scout can use the Hide skill in any sort of urban terrain, even if the terrain
doesnt grant cover or concealment.
Hide in Plain Sight: While in any sort of urban terrain, the scout can use the Hide skill even
while being observed.

Sorcerer
As sorcerer (PHB 1 page 50).

EQUIPMENT
Weapons
The following weapons are added to the list of weapons found on
Simple weapons
Cost
Dmg
Dmg
Critical
(S)
(M)
Ranged weapons
Revolver
50gp
2d3
2d4
1920/x2
Revolver bullets (6)
1gp
Pistol
75gp
1d4
1d6
x2
Pistol bullets (12)
2gp
Submachine Gun
120gp 2d3
2d4
x2
Submachine gun
3gp
bullets (20)
Martial weapons

Cost

Ranged weapons
Rifle, bolt action

180gp

2d4

2d6

2gp
150gp
5gp
200gp
1gp
300gp
1gp

1d8
1d10
1d10
-

1d10
2d6
2d6
-

Rifle bullets (10)


Rifle, assault
Rifle bullets (30)
Shotgun, pump action
Shotgun shells (5)
Shotgun, automatic
Shotgun shells (8)

Dmg
(S)

Dmg
(M)

Exotic weapons

Cost

Ranged weapons
Rifle, sniper

500gp

2d8

2d10

1gp

Rifle bullets (5)


Heavy weapons
Ranged weapons
Rotary machine gun2
Machine gun ammo
drum
RPG2

Dmg
(S)

Cost
1000g
p
50gp

Dmg
(M)

Dmg
(S)

Dmg
(M)

page 116 in PHB1.


Range
Weig
Inc.
ht1
80ft

2 lb.

60ft
70ft
-

lb.
2 lb.
1 lb.
6 lb.
1 lb.

P
P
-

Critical
1920/x2
x2
x3
x3
-

Range
Inc.

Weig
ht1

Type

120ft

8 lb.

80ft
50ft
50ft
-

1 lb.
6 lb.
1 lb.
5 lb.
lb.
6 lb.
lb.

P
P
P
-

Critical
1920/x3
-

Type

Range
Inc.

Weig
ht1

Type

200ft

6 lb.

lb.

Critical

Range
Inc.

Weig
ht1

Type

2d6

2d8

35 lb.

10 lb.

50ft.

15 lb.

special

9 lb
70 lbs

special

1200g 4d8
4d10
x2
p
RPG missile (1)
50gp
Flamethrower2
1500g special
special
p
Fuel Tank
10pgp 1: Weight figures are given for Medium weapons. A Small weapon
large weapon weighs twice as much.
2: See the weapons description for special rules.

30 lb
weighs half as much, and a

Bullets, Pistol: These lead casings hold a small amount of gunpowder and are held in a clip
which is inserted into the pistols handle.

Bullets, Revolver: These lead casings hold a small amount of gunpowder and are held in a
cylinder.
Bullets, Rifle: These lead bullets come in different clip sizes, depending on the weapon they
are intended for.
Bullets, Submachine gun: These lead bullets are held in a clip, which is inserted into the
submachine gun.
Flamethrower: This weapon comes with a fire hose, a tank of nitrogen and a tank of fuel to
be ignited. The tanks are held in a contraption strapped to the wielders back. A newly
acquired flamethrower comes with a full set of tanks. The tanks prevent the wielder from
wearing a backpack. To use the flamethrower, the wielder makes a Profession (Gunner) check
against a DC of 15. Failure indicates a malfunction and prevents the weapon from firing. A
second check may be necessary to find out what exactly has gone wrong (DMs discretion). A
failure by 10 or more means that the wielder lit himself on fire. This deals the wielder 2d6 fire
damage every round unless he succeeds at a DC 20 Reflex save. A success means that the
wielder manages to spray forth a gout of fire in a line 10ft wide and 50ft long. Everyone in the
line takes 4d6 fire damage, unless they succeed at a Reflex Save (DC = the wielders initial
Profession (Gunner) check), in which case they take only half damage. Those who fail this
Reflex save are lit on fire and follow exactly the same rules as detailed above. The fuel tanks
provide enough fuel for 4 gouts of flame. Firing a Flamethrower is a full-round action that
provokes attacks of opportunity.
Fuel tank: This large canister holds 2 gallons of combustible fuel.
Machine gun ammo drum: These lead bullets are held in a clip or ammo drum which is
attacked to the machine gun prior to firing. One drum contains enough bullets for 5 burst of
fire.
Machine gun, rotary: This large gun has 3 or 4 barrels which are rotated by an engine
inside the weapon itself. Firing a machine gun is a full-round action that provokes attacks of
opportunity. To fire, the wielder must pass a Profession (Gunner) check (DC 15). Failure
indicates a malfunction. A second check may be necessary to find out what exactly has gone
wrong (DMs discretion). A success means the weapon fires a stream of bullets in a line 10ft
wide and 80ft long. Anyone caught in the line takes 3d8 damage, unless they succeed at a
Reflex Save (DC = the wielders initial Profession (Gunner) check), in which case they take only
half damage.
Pistol: This hand-held firearm shoots leaden bullets through a single barrel. It can fire up to 4
rounds per round and may shoot 12 bullets before it needs to be reloaded. Reloading is a
move action that provokes attacks of opportunity. You may use a pistol in your off-hand,
taking all the normal penalties for using two weapons. The pistol counts as a light weapon.
Note that you need at least one free hand for reloading.
Revolver: This hand-held firearm shoots leaden bullets through a single barrel. You can fire a
single shot each round. Reloading a revolver is a move action that provokes attacks of
opportunity. A revolver can be constructed with multiple barrels, up to a maximum of 4
barrels. Doing so multiplies the cost by the amount of barrels, but allows the wielder to make
additional attacks per round, up to the number of barrels. Reloading a multi-barreled revolver
is a full-round action that provokes attacks of opportunity. You may use a single-barreled
revolver in your off-hand, taking all the normal penalties for using two weapons. The revolver
counts as a light weapon. Note that you need at least one free hand for reloading.
Rifle, assault: This rifle can fire multiple bullets in rapid succession. The weapons can fire up
to 4 bullets per round, and can fire 30 bullets before it needs reloading. Reloading an assault
rifle is a standard action that provokes attacks of opportunity.
Rifle, bolt-action: This rifle can deal tremendous damage in the hands of a trained user, but
can only fire once per round. It can fire 10 bullets before it needs reloading. Reloading is a
standard action that provokes attacks of opportunity.
Rifle, sniper: This rifle is fitted with a telescopic sight and can fire at extremely long ranges.
It can fire a single bullet per round but can fire 5 times before it needs reloading, which is a
standard action that provokes attacks of opportunity. A sniper may add one-half his dexterity
modifier (rounded down) to his damage. This extra damage is not multiplied in a critical hit.
Looking through a telescopic sight grants a +2 circumstance bonus to Spot checks.
RPG: This device is in essence a launch mechanism for missiles. Firing an RPG or reloading
one is a full-round action that provokes attacks of opportunity. If the missile hits the target, it
deals its damage in a 10ft spread centered on the target. Anyone caught in the area, may

make a reflex save for half damage. If the missile misses, roll for deviation as with a grenadelike weapon, using the d12 deviation diagram found on page 68 of DM1.
RPG Missile: this missile is highly explosive and is most often used to knock out heavy
machinery or fortifications. It requires an RPG to be launched.
Shotgun, combat: This short-ranged firearm has tremendous stopping power and can fire up
to 4 times per round. It can fire a total of 8 rounds before it needs reloading, which is a fullround action that provokes attacks of opportunity.
Shotgun, pump-action: This shotgun can fire a single shot per turn. It can fire up to 5 shells
before it needs reloading, which is a full-round action that provokes attacks of opportunity.
Shotgun shell: These canisters provide the ammunition for shotguns and come in different
sizes, depending on the weapon.
Submachine gun: This compact automated firearm can fire up to 4 bullets per round and
can fire up to 20 times before it needs reloading. Reloading is a move action that provokes
attacks of opportunity.

Armor
The following armors are available to players.
Armor/shi
eld
Bonus

Maximu
m
Dex
Bonus

5 gp

+1

+8

5%

Leather

10 gp

+3

+6

10%

Studded leather

25 gp

+3

+5

-1

15%

Mesh shirt

100 gp

+4

+4

-2

20%

15 gp

+3

+4

-3

20%

Iron-weave shirt

50 gp

+4

+3

-4

25%

Mesh body armor

150 gp

+5

+2

-5

30%

Breastplate

200 gp

+5

+3

-4

25%

200 gp

+6

+0

-7

40%

250 gp

+6

+1

-6

35%

600 gp

+7

+0

-7

40%

1500
gp

+8

+1

-6

35%

15 gp
3 gp

+1
+1

-1
-1

9 gp

+1

7 gp

+2

20 gp

Armor
Light armor
Padded

Medium armor
Fiber-weave

Heavy armor
Armaplas body
armor
Iron-weave body
armor
Plasteel body
armor
Plasteel combat
armor
Shield
Buckler
Shield, light
armaplas
Shield, light
plasteel
Shield, heavy
armaplas
Shield, heavy
plasteel
Shield, riot
Extras
Armor spikes
Gauntlet, locked
Shield spikes

Cost

Armor

Arcane

Check
Pen.

Fail.
Chance

Speed
(30f
t)

(20ft
)

Weigh
t1

30
ft.
30
ft.
30
ft.
30
ft.

20 ft.

10 lb.

20 ft.

15 lb.

20 ft.

20 lb.

20 ft.

25 lb.

20
ft.
20
ft.
20
ft.
20
ft.

15 ft.

25 lb.

15 ft.

30 lb.

15 ft.

40 lb.

15 ft.

30 lb.

20
ft.2
20
ft.2
20
ft.2
20
ft.2

15 ft.2

45 lb.

15 ft.2

35 lb.

15 ft.2

50 lb.

15 ft.2

50 lb.

5%
5%

5 lb.
5 lb.

-1

5%

6 lb.

-2

15%

10 lb.

+2

-2

15%

15 lb.

30 gp

+43

+2

-10

50%

45 lb.

+50 gp

8 gp
+ 10
gp

Special

4
-

+10
lb.
+5 lb.
+5 lb.

Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters
weighs half as much, and armor fitted for Large characters weighs twice as much.
2
When running in heavy armor, you move only triple your speed, not quadruple.
3
A riot shield can instead grant you cover. See the description.
4
Hand not free to cast spells.
ARMOR DESCRIPTIONS
The types of armor found on the table above are described below (in alphabetical order),
along with any special benefits they confer on the wearer (you).

Armaplas body armor: This armor is made of narrow vertical strips of armaplas, a durable
synthetic, to a backing of leather that is worn over cloth padding. Flexible mesh protects the
joints. This suit includes gauntlets.
Armor spikes: You can have spikes added to your armor, which allow you to deal extra
piercing damage on a successful grapple attack. The spikes count as a martial weapon. If you
are not proficient with them, you take a -4 penalty on grapple checks when you try to use
them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they
count as a light weapon in this case. An enhancement bonus to a suit of armor does not
improve the spikes effectiveness, but the spikes can be made into magic weapons in their
own right.
Breastplate: A breastplate covers your front and your back. It comes with a helmet and
greaves. A light suit or skirt of studded leather beneath the breastplate protects your limbs
without restricting movement much.
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or
crossbow without penalty while carrying it. You can also use your shield arm to wield a
weapon (whether you are using an off-hand weapon or using your off-hand to help wield a
two-handed weapon), but take a -1 penalty on attacks while doing so because of the extra
weight on your arm. This penalty stacks with those that may apply for fighting with your offhand and for fighting with two weapons. In any case, if you use a weapon in your off hand,
you dont get the bucklers AC bonus for the rest of the round. You cant bash someone with a
buckler.
Fiber-weave: This armor is prepared from multiple layers of leather and organic fiber,
alchemically hardened to provide viable protection. Its stiff and hard to move in. This type of
armor is popular among druids.
Gauntlet, locked: This armored gauntlet has small chains and braces that allow the wearer
to attach a weapon to the gauntlet so that I cannot be dropped easily. It provides a +10 bonus
on any roll made to keep from being disarmed in combat. Removing a weapon from a locked
gauntlet, or attaching a weapon to a locked gauntlet is a full-round action that provokes
attacks of opportunity. The price given is for a single locked gauntlet. The weight given applies
only if youre wearing a breastplate, light armor or no armor. Otherwise, the locked gauntlet
replaces a gauntlet you already have as part of your armor.
While the gauntlet is locked, you cant use the hand wearing it for casting spells or employing
skills. Like a normal gauntlet, a locked gauntlet lets you deal lethal damage, rather than
nonlethal damage with an unarmed strike.
Iron-weave body armor: This armor is made of overlapping strips of synthetic iron-weave
sewn to a backing of leather and mesh. The strips cover vulnerable areas, while the mesh and
leather protect the joints and provide freedom of movement. Straps and buckles distribute the
weight evenly. The suit includes gauntlets.
Iron-weave shirt: This armor consists of a coat and leggings (and perhaps a separate skirt)
of leather covered with overlapping pieces of synthetic iron-weave, much like the scales of a
fish. The suit includes gauntlets.
Leather: The breastplate and shoulder protectors of this armor are made of leather that has
been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible
leather.
Mesh body armor: This armor is made of interlocking rings of a synthetic material. It
includes a layer of quilted fabric underneath to prevent chaffing and to cushion the impact of
blows. Several layers of mesh are hung over vital areas. Most of the armors weight hangs
from the shoulders, making mesh body armor uncomfortable to wear for long periods of time.
The suit includes gauntlets.
Mesh shirt: A mesh shirt protects your torso while leaving your limbs free and mobile. It
includes a layer of quilted fabric worn underneath to prevent chaffing and to cushion the
impact of blows. A mesh shirt comes with an armaplas cap.
Padded: Padded armor features quilted layers of cloth and batting. It gets hot quickly and
can become foul with sweat, grime, lice and fleas.
Plasteel body armor: This armor is a combination of mesh with plasteel plates covering
vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the
armor still hangs more loosely than a suit of combat armor. The suit includes gauntlets.
Plasteel combat armor: This armor consists of shaped and fitted plasteel plates, riveted
and interlocked to cover the entire body. The suit includes gauntlets, heavy leather boots, a

visored helmet, and a thick layer of padding that is worn underneath the armor. Buckles and
straps distribute the weight over the body, so combat armor hampers movement less than
armaplas armor even though armaplas is lighter. Each suit of combat armor must be
individually fitted to its owner by a master armorsmith, although a captured suit can be
resized to fit a new owner ar a cost of 200 to 800 (2d4 x 100) gold pieces.
Shield, Heavy, armaplas or plasteel: You strap a shield to your forearm and grip it with
your hand. A heavy shield is so heavy that you cant use your shield hand for anything else.
Armaplas or plasteel: Armaplas and plasteel shields offer the same basic protection, though
they respond differently to special attacks. Armaplas is a synthetic, while plasteel is an
advanced form of steel.
Shield bash attacks: You can bash an opponent with a heavy shield, using the rules found on
page 125 of PHB1.
Shield, Light, armaplas or plasteel: You strap a shield to your forearms and grip it with
your hand. A light shield lets you carry items in that hand, although you cannot use weapons
with it.
Armaplas or plasteel: Armaplas and plasteel shields offer the same basic protection, though
they respond differently to special attacks. Armaplas is a synthetic, while plasteel is an
advanced form of steel.
Shield bash attacks: You can bash an opponent with a heavy shield, using the rules found on
page 125 of PHB1.
Shield, riot: This massive armaplas shield is nearly as tall as you are. In most situations, it
proved the indicated shield bonus to your AC. However, you can instead use it as total cover,
though you must give up your attacks to do so. The shield does not, however, provide cover
against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are
holding. You cannot bash with a riot shield, nor can you use your shield hand for anything
else. When employing a riot shield in battle, you take a -2 penalty on attack rolls because of
the shields encumbrance.
Shield spikes: When added to your shield, these spikes turn it into a martial piercing weapon
that increases the damage dealt by a shield bash as if the shield were designed for a creature
one size category larger than you (from 1d4 to 1d6 , for instance). You cant put spikes on a
buckler or a riot shield. Otherwise, attacking with a spiked shield is like making a shield bash
attack. An enhancement bonus on a spiked shield does not improve the effectiveness of a
shield bash made with it, but a spiked shield can be made in to a magic weapon in its own
right.
Studded leather: This armor is made from tough but flexible leather, reinforced with closeset metal rivets.

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