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MICROLITE 20 – Character Creation Options

By Andrew Domino (www.dominowriting.com/games.html), version 2 (July 6, 2010)


incorporating ideas from Seth Drebitko, Greywulf, weeot
and others on the Microlite 20 forums

The following is a number of optional methods for creating Microlite 20 fantasy characters. Any of
these can be used in place of the rules listed in the Microlite20 Purest Essence document – choose
the options you like!

It’s assumed that characters are using Strength, Dexterity, Mind, Physical, Subterfuge, Knowledge,
Communication and Survival, though other stats and skills can easily be added or removed from any
of these options.

Several of these options (quick stats, class points, spending skill points, fourth edition-style
equipment) are used for characters on my blog, rpgcharacteraweek.typepad.com.

STATS
 1 Race Point for +1 to one stat score
Quick Stats: To generate a character even  1 Race Point for +1 to two different skills
faster, assign stat scores of 16, 13 and 11 to  1 Race Point for a special ability. Several
Strength, Dexterity and Mind any way you are listed below, along with the race which
wish. You can increase a stat score by most commonly has that special ability. You
decreasing another stat score by the same can select any special ability, no matter
amount. what race you decide to make your
character.
Stat Bonus Chart: After adjusting stat scores
for race and class, determine your stat Battle Fury (half-orc): if you roll the
bonuses by using (stat score –10) /2, round maximum amount of damage on at least
down. This math is done for you here. one of your damage dice (for example, a
6 when rolling 2d6), determine your total
Stat Score Stat Bonus amount of damage for the attack, then
3 -4 double the result. If you are using critical
4–5 -3 hit rules, figure the battle fury damage
6–7 -2 before applying the effects of the critical
8–9 -1 hit.
10 – 11 +0 Breath Weapon (half-dragon): you have a
12 – 13 +1 breath weapon missile/ranged attack
14 – 15 +2 (range 10 x 10-foot cone or square)
16 – 17 +3 causing 1d6 damage. Choose the type of
18 +4 damage when purchasing this special
ability: cold, fire, poison, lightning, or
acid.
RACES Magical Step (elf): once per battle, instead
of your regular move, you can teleport to
Race Points: Instead of selecting a race and any open spot you can see from your
taking the listed benefit, each character current location, within 50 feet.
begins with TWO Race Points, to be spent on Minor Arcana (gnome): choose one first-
the following. Any Race Points not spent are level spell when creating the character
lost. Since your race will not normally change, (for gnomes, this is typically the
you will never gain more Race Points. illusionist spell Silent Image). You can
use this spell without having to spend hit CLASSES
points a number of times equal to your
Mind bonus each day. Class Points: Instead of selecting a class with
Resist Fear (halfling): on a Mind + Surv roll pre-determined abilities, you can select the
to resist fear and terror, add +3 to your abilities you want for your character. See the
roll. “Class Points” part of this document.
Shapechange (lycanthrope): you can
transform into a specific type of wild Divine Domains: You have the special powers
animal, and only that type of animal, a granted by a deity or another mystical force.
number of rounds per day equal to your You must be able to cast divine or nature-
Str bonus. You do not gain hit points for based spells (like a cleric or druid) to use this
shapechanging using this special ability. option. See the “Divine Domains” part of this
You cannot speak, use equipment or document.
other abilities of your original form when
in animal form. Sorcerous Bloodlines: You have the gifts of
Stand Fast (dwarf): if an enemy attempts one sorcerous bloodline, though you do not
to knock you down or push you in any have to be a sorcerer or even a spellcasting
direction, make a Str + Phys roll (DC class to use this option. See the “Sorcerous
determined by DM, but usually 15). On a Bloodlines” part of this document.
success, you stay in place.
Tough (mechanical construct): You have DR Focus: This option replaces race and class,
of 2 (i.e. you lose 2 fewer hit points each and can be used for characters who don’t fit
time you take damage). the classic fantasy RPG stereotypes. It can
Vampiric Touch (dhampyr): you have a bite even be used to create characters for games
melee attack causing 1d3 + Str bonus in non-high fantasy, modern or future
damage. You immediately heal hit points settings. Choose one, gain the listed stat and
equal to the amount of damage the skill benefits, and select one of the special
attack causes. You must successfully abilities – whichever one best fits your image
grapple the opponent (Str + Phys vs of the character.
enemy’s Str + Phys roll) to make this
attack. Charisma: You are a diplomat, political
leader, spy, con artist, entertainer, etc.
SRD Races And Race Points: The races found
in the SRD use race points in the following +1 Mind, +3 Comm, +1 to any two other
way. skills, Can wear light or medium armor

 Dwarf: +2 Strength  Charming: You can make friends with


 Elf: +2 Mind anyone, especially those who find you
 Gnome: +1 Dexterity, +1 Mind appealing.
 Half-Elf: +1 Mind, +1 to any two skills You gain a bonus equal to your level
 Halfling: +2 Dexterity whenever you try to recruit someone to
 Half-Orc: +1 Strength, +1 to Physical, your side, calm down an aggressive
+1 to any other skill opponent, gather information, forge an
 Human: +1 to any four skills agreement with someone, etc. Most of
these actions are Mind + Comm or Mind +
Focus: see the classes section below. Subt.

 Encourage: You know just what to say to


rally your allies in battle or stir up a
crowd in protest.
All of your allies (but not you) gain a bonus etc.). Creating an item is usually Mind +
to all skill, attack, damage and other Know, while disassembling one is usually
rolls equal to ½ your level (round up), for Mind + Subt.
the next round. This can be done a
number of times per day equal to your Might: You are a soldier, mercenary,
Mind bonus +1 every five levels (level 5, professional athlete, heavy weapons
10, 15, etc.). specialist, survival expert, etc.

 Taunt: With insults and challenges, you +2 Str, +3 Phys, Can wear light, medium or
enrage your enemies, making them lose heavy armor
control before they attack you.
If you taunt an enemy, that enemy must  Combat Skill: You are an expert warrior,
roll Mind + level vs your Mind + Comm +3, skilled with dozens of weapons.
or it must make you the target of its next Add +1 to all attack and damage rolls. This
attack. You also gain a bonus equal to ½ increases by +1 every five levels (level 5,
your level to any roll to deceive an 10, 15, etc.).
individual (usually Mind + Comm). This
can be done a number of times per day  Intimidate: You have a fearsome
equal to your Mind bonus +1 every five appearance, a disturbing grin or maybe
levels (level 5, 10, 15, etc.). just a bad reputation.
You are immune to fear effects, and add
Intellect: You are a scholar, occult expert, your level to any rolls you make to
scientist, researcher, engineer, etc. intimidate (usually Str + Phys, Mind +
Subt or Str + Comm).
+2 Mind, +3 Know, Can wear light armor
 Tough: You are hard to kill.
 First Aid: You have a background as a Add +1 to your AC, and double the number
doctor or other healer, and can keep of hit points you gain each level (for
your allies alive when it’s needed most. example, if you roll a 3, you gain 6 hit
You or one ally you are in physical contact points).
with will immediately recover a number
of hit points equal to ½ your level (round Stealth: You are a professional killer,
up). This can be done a number of times martial artist, thief, gymnast, stunt
per day equal to your Mind bonus +1 performer, etc.
every five levels (level 5, 10, 15, etc.).
+2 Dex, +3 Subt, Can wear light or medium
 Research: You know a little bit about armor
everything, and with just a few hours
time, you can learn anything you don’t  Assassin: You can strike a deadly blow
already know. when an opponent doesn’t see you
You can add your level to any skill ranks coming.
you have in a skill when making a non- If you successfully sneak up on a foe or
combat roll using a skill. This can be target an enemy with a missile/ranged
done a number of times per day equal to attack without their knowledge (Dex +
twice your Mind bonus. Subt vs DC of Mind + Subt), add your Subt
skill rank to the damage of your first
 Technical: You’re good at putting things attack.
together – and taking them apart.
You have a bonus equal to your level +  Lucky: You always seem to be in the right
Mind bonus to create or disassemble non- place at the right time.
living items (traps, vehicles, weapons,
You can automatically change any of your Spending Skill Points: In the basic Microlite
die roll results to a 20 (except a damage 20 rules, every character has some degree of
roll), as if you rolled a natural 20 for talent with every skill. But characters in
purposes of critical success or critical hit. fiction often have just a few areas of
You can also automatically change any expertise – that’s why they team up.
die roll made by an opponent to a 1
(except a damage roll). You must declare To simulate this, determine the character’s
you are using your lucky ability, and if it skill points = total number of skills x level.
is luck for you or unluck for someone You can assign these skill points to skills any
else, immediately after the die is rolled. way you wish, with a limit of level +3 skill
This can be done twice per day +1 every points in any one skill. Skills without skill
five levels (level 5, 10, 15, etc.). points have a skill rank of 0 (zero). Any skill
points not assigned are lost.
 Sneak: You are quiet as a whisper and as
light on your feet as a shadow. The character will also gain a +3 class bonus
You add your level to any rolls you make to for a single skill. This is added to skill points
sneak, hide, disguise yourself, or even to determine skill rank, and doesn’t count
spot others who are trying to sneak. This against the skill point limit.
is usually Dex + Subt or Mind + Subt.
When you advance a level, gain skill points
equal to the total number of skills the
SKILLS character has. The skill point limit for a skill
is still in effect, but has increased by 1, since
Trained Skills: For more variety in skill ranks you’ve gone up a level.
between characters, choose one skill to be
the character’s trained skill. If you choose a Aptitudes: The five skills Microlite 20
class, it’s the skill that is assigned the +3 class characters have cover nearly any activity a
bonus. If you choose the rogue class, you get character might try. For characters who are
Subterfuge as your trained skill, and also especially talented in specific areas, they can
choose a second trained skill (you can’t select aptitudes. An aptitude gives the
choose Subterfuge twice). character an additional +3 when that aptitude
applies to a skill use, or a character can reroll
Physical + Subterfuge: the skill attempt when an aptitude applies to
Duellist, Street Tough, etc. a skill use. Decide whether the character’s
Knowledge + Subterfuge: aptitudes provide a bonus or a reroll when
Demolitions, Trap-Builder, etc. selecting aptitudes.
Communication + Subterfuge:
Diplomat, Spy, etc. For example, a character with the aptitude
Survival + Subterfuge: “Tracking,” which is related to the Survival
Commando, Highwayman, etc. skill, gains +3 to Mind + Surv rolls when he is
attempting to track, but not when he is
All other skills are untrained. At level 1, you attempting something else using the Survival
start with 1 skill rank for each trained skill, skill.
and 0 (zero) skill ranks for each untrained
skill. You gain +1 per level in trained skills and A character can have up to three aptitudes. If
+1 at each even-numbered level in untrained you choose fewer than three, you begin with
skills. Every five levels (5, 10, 15, etc.) you +2 hit points for each aptitude you do not
can make one untrained skill into a trained select, or you can reroll any die roll you make
skill. once per game session, with one reroll per
aptitude you do not select.
Suggested aptitudes include: Breastplate 250 gp +5
Physical: Climb, Endurance, Lift, etc. Heavy Splint Mail 250 gp +6
Subterfuge: Move Silently, Pick Locks, Pick Banded Mail 313 gp +6
Pockets, etc. Half-Plate 750 gp +7
Knowledge: Arcana, Dungeoneering, Full Plate 1875 gp +8
History, etc.
Communication: Bluff, Intimidate, Fourth Edition-Style Equipment: Instead of
Persuasion, etc. spending gold pieces, simply select one of
Survival: Animal Empathy, Poisons, each of the following, and make one of your
Tracking, etc. weapons, armor or other gear a +1 magic
item:

COMBAT  Melee weapon


 Ranged weapon (and 20 ammunition)
Fast Hit Points: Instead of rolling a die for hit  Armor
points each level, simply add Strength stat  Shield, if a fighter-type class and using a
score + 4 hit points per level. For an “old one-handed weapon as main weapon
school” experience, give fighters 6 hit points  Adventurer’s kit (backpack, bedroll, flint
per level, clerics and rogues 4 hit points per and steel, belt pouch, 2 torches, 10 days
level, and wizards 2 hit points per level. trail rations, 50 feet hempen rope,
waterskin)
Unarmored Armor Class: To represent  Simple clothing, which has no armor
characters who keep out of danger thanks to bonus
quick thinking and fast reflexes, try AC = 10 +  Class-appropriate equipment (spellbook
Dex bonus + ½ level (round up). If the for wizard, holy symbol for cleric, thieves
character wears any kind of armor, his AC is tools for rogue, etc.)
figured the standard way: AC = 10 + Dex bonus  2d8 gold pieces
+ Armor bonus.
Generic Equipment: If detailed lists of
“Chainmail Bikini”: What’s more ‘microlite’ weapons and armor aren’t what you’re
than a skimpy suit of armor? Add ¼ the cost of looking for, try generic equipment. Each has
the armor (round up) to its price, to pay for the statistics found in Microlite 20 Purest
squeezing all that protection into just a few Essence. Range for thrown or missile/ranged
inches of loincloth or chest covering. Add ½ weapons is usually 10 to 30 feet.
the character’s Comm bonus (round up) to AC,
because the more beautiful you are, the more Weapon Type Damage Cost
distracted your enemies will be. Any kind of Unarmed 1d4 Free
armor can be “bikini-ized” – traditionally, the Light Weapons 1d6 5 gp
armor is a chain shirt or hide, but the term Medium Weapons 1d8 15 gp
“breastplate” has real meaning with this Heavy Weapons 1d10 20 gp
option!
Armor Type Armor Bonus Cost
Armor Type “bikini-ized” Cost Bonus * Light +2 10 gp
* +1/2 Comm bonus (round up) Medium +4 50 gp
Light Padded 3 gp +1 Heavy +6 250 gp
Leather 13 gp +2 Light Shield additional +1 10 gp
Studded Leather 32 gp +3 Heavy Shield additional +2 15 gp
Chain Shirt 125 gp +4
Medium Hide 19 gp +3 Modern Money: One gold piece is equivalent
Scale Mail 63 gp +4 to $20 modern U.S. dollars, but good luck
Chainmail 188 gp +5
finding a bank that will do the conversion Fourth Edition DMG.
either way!
Determining task Difficulty Classes:
Easy: 3 + Character’s Level
LEVEL ADVANCEMENT Medium: 8 + Character’s Level
Hard: 12 + Character’s Level
By Encounter: Instead of adding up Encounter
Levels, simply award characters a new level Determining weapon and hazard damage –
after 9 encounters. Remember that each level in this case can mean monster Hit Dice,
combat is an encounter – but so is a trap, a trap EL, or average level of player characters:
monster that’s defeated without fighting and Low Damage: 2d4 + 1d4 for every five
even high-stakes skill situations (for example, levels after level 1 (levels 6, 11, 16, etc.)
a simple roll to find the right trail probably Average Damage: 2d8 + 1d8 for every five
isn’t an encounter, but a roll to negotiate levels after level 1 (levels 6, 11, 16, etc.)
peace between warring kingdoms probably is). High Damage: 2d12 + 1d12 for every five
levels after level 1 (levels 6, 11, 16, etc.)

PAGE 42 If the damage is limited (only once per battle,


for example), double the rolled damage
This is a conversion of the “making it up as result.
you go” rules as found on Page 42 of the

CLASS POINTS

With this character creation option, you don’t select a traditional RPG class for your character, but
instead select the talents that fit your concept for your character. Feel free to create new class
abilities, using the examples below as guidelines.

Choose one skill. You begin with a +3 class bonus to that skill.

You also begin with FOUR Class Points. Any Class Points that are not spent are lost. Every third
level (3, 6, 9, 12, etc.), you gain an additional Class Point, which can be saved or spent.

Spend 1 Class Point For… the DM to decide exactly what the results
Attack Bonus: Select one kind of attack – of your request are. Your conections can
melee, missile/ranged, magic. You gain +1 be called upon a number of times per
to attack and damage rolls with that type adventure equal to your Mind bonus + ½
of attack. This bonus increases by +1 every level (round down).
five levels (+2 at level 5, +3 at level 10, +4 Empowering Spells: You can give any spell this
at level 15, etc.). You can spend Class metamagic adjustment by spending 4 extra
Points for an attack bonus on one, two or hit points on the spell. This spell causes 50
all three types of attack. percent more damage
Cleave: If you make a melee attack against an Extending Spells: You can give any spell this
enemy and drop it to 0 (zero) hit points metamagic adjustment by spending 2 extra
this round, you may make an immediate hit points on the spell. It has twice the
melee attack against another enemy. listed duration.
Connections: You can call on a friend or Good Fortune: You can add dice to any one
business acquaintance for a piece of roll you make (attack, skill, damage, etc.),
special equipment, information or safe depending on your level. This can be done
entry into a city or other area. It’s up to a number of times per day equal to your
level. Level 1 to 3: 1d6; level 4 to 7: 1d8; Spontaneous Healing: Subtract hit points as if
level 8 to 11: 1d10; level 12 to 15: 2d6; you had cast a spell of any level you can
level 16 to 19: 2d8; level 20: 2d10 normally cast. Instead of casting the spell,
Heavy Armor and Shields: You can wear heavy however, you cure 1d6 + spell level hit
armor and use shields. You must have the points for one ally, but not yourself. If you
Medium Armor ability before selecting this have the Turn Undead ability, you can
ability. trade in one use of Turn Undead to cure
Heroism: You gain an extra heroism bonus 1d6 +2 hit points. You must have the
equal to your highest stat bonus. Rules for ability to cast spells or the Turn Undead
the heroism bonus are found in the ability to select this ability.
Microlite 20 Expert Rules. Turn Undead: Make a magic attack against an
Lay On Hands: You can heal 1d3 hit points per undead opponent (DC is the current hit
level. This healing can be applied to any points of the undead). On a success, the
number of allies, but not yourself. This can undead must turn around and move away
be done a number of times equal to your from you on its next turn. If the DC is
Mind bonus + ½ level (round up) per day. exceeded by 10, the undead is destroyed.
Lesser Spell List: You cast spells from the This can be used 2 + level + Mind bonus
bard, illusionist or druid spell list. Choose times per day.
one list when creating the character. Twin Shot: You can make two missile/ranged
Medium Armor: You can wear medium armor. attacks per turn, each at –2 to hit.
Monster Knowledge: Select one kind of Two Weapon Fighting: You can make two
monster, like orc, dragon, or even evil melee attacks per turn, each at –2 to hit.
human. You gain a bonus to attack and Each attack must be made with a separate
damage that kind of monster equal to ½ weapon.
your level (round up). Unarmed Damage: Your unarmed attacks
Music: You can use music, oratory or other cause extra damage, depending on your
performance to cause magical effects, level. Level 1 to 3: 1d6; level 4 to 7: 1d8;
usually by making a Mind + Comm roll. You level 8 to 11: 1d10; level 12 to 15: 2d6;
can do this 1 + Mind bonus +2 per level level 16 to 19: 2d8; level 20: 2d10
times per day, but only one effect at a Unarmored AC Bonus: See “Unarmored Armor
time. The effects are: Countersong (cancel Class” above.
one sound-based effect against an ally), Wealth: Determine your character’s starting
Fascinate (one target suffers -4 to any amount of gold as normal, then triple the
perception-type roll for a number of turns result. After an adventure, when treasure
equal to your Mind bonus), Inspire Courage is determined, figure out how much you
(all allies within hearing distance gain +1 earn, then multiply that total by 1.5.
to attack and damage for the next round That’s the amount you actually earn, after
+1 for every 5 levels (level 5, 10, 15, all your investments, businesses and
etc.)), Enhance Skill (all allies within holdings are added to your adventuring
hearing distance gain +1 to all non-combat income. For example, a character who gets
rolls for the next round +1 for every 5 100 gp from a treasure hoard and another
levels (level 5, 10, 15, etc.)). 20 gp from a grateful lord has not 120 gp
Smite: Choose a target you have just rolled a for the adventure, but 120 x 1.5 = 180 gp.
successful hit against. Add your level to Weapon Finesse: Your melee attack bonus is
the damage. You can do this once per day equal to Dex bonus + level, instead of Str
+1 time every three levels (level 3, 6, 9, bonus + level. You must be wielding a light
12, etc.). weapon to use this ability.
Speed Boost: Move an extra 5 feet (1 square Widening Spells: You can give any spell this
on a battle grid) per turn. You can spend metamagic adjustment by spending 6 extra
more than one Class Point on this ability. hit points on the spell. This spell’s area of
effect is twice as large as normal.
Wild Empathy: You have skill with nature, and though you can end a rage early. You can
are not affected by non-magical plant life shift into a rage a number of times per day
(thorns, vines, etc.). You cannot be equal to your Str bonus.
tracked on any terrain if you do not want Sneak Attack: If you successfully sneak up on
to be, and you gain a +3 bonus to calm a foe or target an enemy with a missile
normal, “real world” animals (this is attack without their knowledge (Dex +
usually a Mind + Comm roll). Subt vs DC of Mind + Subt), add your Subt
skill rank to the damage of your first
Spend 2 Class Points For… attack.
Animal Companion/Mount: Choose a normal, Weird Science: Choose one or more spells
“real-world” animal with hit dice up to from any spell list of up to 4th level. You
your level +1. It remains loyal to you and can instill those spells into a device, which
will perform tasks and fight for you to the can be used a number of times per day
best of its ability, but will not fight until equal to 3 + ½ your level (round up)
death. When you increase in level, your without spending hit points. The device
animal companion or mount does as well. costs 4 hours and 100 gp per spell level to
At level 10, you can take a fantasy construct. It is free for you to use, but it
creature (like a griffon or dragon, but not requires a Mind + Know roll (DC 15 +
an orc or elf) as a companion or mount. number of spells in device) for anyone else
Divine Magic: You can use divine spells as if to use.
you were a cleric, as described in the
Microlite 20 Purest Essence rules. Spend 3 Class Points For…
Enchanted Weapon: Select one of your Arcane Magic: You can use arcane spells as if
weapons. It has a permanent +1 to attack you were a magi, as described in the
and damage. This bonus increases by +1 Microlite 20 Purest Essence rules.
every three levels (+2 at level 3, +3 at Psionics: You can use psionic powers as if you
level 6, +4 at level 9, etc.). were a psion or psychic warrior, as
Rage: Gain +2 to melee attacks and damage, described in the Microlite 20 psionics rules.
+2 to Str bonus, and –2 to AC for a number Choose the combat (psychic warrior) or
of rounds in a row equal to twice your Str general (psion) powers when creating your
bonus (before this bonus is applied), character.

SRD Classes And Class Points: The classes in the SRD use class points in the following way.

Barbarian Bard Cleric Druid


+3 Physical +3 Communication +3 Communication +3 Survival
Medium Armor Lesser Spell List: Bard Divine Magic Animal Companion
Rage Medium Armor Medium Armor Lesser Spell List: Druid
Speed Boost Monster Knowledge Turn Undead Wild Empathy
Music

Fighter Monk Paladin Ranger


+3 Physical +3 Physical +3 Physical +3 Survival
Attack Bonus: Melee Attack Bonus: Melee Heavy Armor And Shields Animal Companion
Cleave Two Weapon Fighting Lay On Hands Attack Bonus: Missile/Ranged
Heavy Armor and Shields Unarmed Damage Medium Armor Medium Armor
Medium Armor Unarmored AC Bonus Smite

Rogue Sorcerer Wizard


+3 Subterfuge +3 Knowledge +3 Knowledge
Good Fortune Arcane Magic Arcane Magic
Sneak Attack Attack Bonus: Magic Empowering Spells
Weapon Finesse
DIVINE DOMAINS: You can select one or more domains from any SRD. You gain the domain’s power,
and treat all the spells in the domain as signature spells. Clerics can select a maximum of 3
domains, while characters of other classes can only select 1 domain. Domains must be appropriate
to the character concept. You must be able to use divine or nature-based magic, like a cleric, druid
or some paladins to gain a domain.

In exchange for a single domain, a character has a penalty of -1 to a roll for hit points at each level
(minimum hit points gained when advancing a level is 1). If a character has the Turn Undead
ability, the character can instead choose to permanently have 2 less uses of the Turn Undead
ability each day.

Several example domains are below. Each uses information from the Pathfinder SRD
(www.d20pfsrd.com). The domain’s power is the SRD first level power, and the spells are the
same. Details on those spells are available in the SRD.

Destruction Sun
Power: Destructive Smite Power: Sun’s Blessing
Each time you use this power, all your melee Whenever you attack an undead creature, add
attacks on a turn have a bonus to damage equal your level to the amount of damage you cause.
to ½ your level (round up). You can use this You can also add your level to any die roll you
power a number of times a day equal to your make to turn an undead creature.
Mind bonus +3. Spells –
Spells – First Level: Endure Elements
First Level: True Strike Second Level: Heat Metal
Second Level: Shatter Third Level: Searing Light
Third Level: Rage Fourth Level: Fire Shield
Fourth Level: Inflict Critical Wounds Fifth Level: Flame Strike
Fifth Level: Shout Sixth Level: Fire Seeds
Sixth Level: Harm Seventh Level: Sunbeam
Seventh Level: Disintegrate Eighth Level: Sunburst
Eighth Level: Earthquake Ninth Level: Prismatic Sphere
Ninth Level: Implosion
Travel
Luck Power: Agile Feet
Power: Lucky Touch You can move more quickly for a short time. On
You can touch an ally to provide him or her with a your next turn, you take no penalties and are
bit of luck. On your next turn, any time the not slowed when moving through difficult
target rolls any dice, he or she can roll the dice terrain. You also move 5 feet (1 square) more
a second time and use the better result. You can than normal. You can use this power a number
use this power a number of times a day equal to of times a day equal to your Mind bonus +3.
your Mind bonus +3. Spells –
Spells – First Level: Longstrider
First Level: True Strike Second Level: Locate Object
Second Level: Aid Third Level: Fly
Third Level: Protection From Energy Fourth Level: Dimension Door
Fourth Level: Freedom Of Movement Fifth Level: Teleport
Fifth Level: Break Enchantment Sixth Level: Find The Path
Sixth Level: Mislead Seventh Level: Greater Teleport
Seventh Level: Spell Turning Eighth Level: Phase Door
Eighth Level: Moment Of Prescience Ninth Level: Astral Projection
Ninth Level: Miracle
SORCEROUS BLOODLINES: You can select one bloodline from any SRD, and gain its benefits. In
exchange for a bloodline, a character has a penalty of -1 to a roll for hit points at each level
(minimum hit points gained when advancing a level is 1). Any character can select a bloodline.

Several example bloodlines are below. Each uses information from the Pathfinder SRD
(www.d20pfsrd.com). The bloodline’s powers are found in the SRD as the bloodline arcana and the
first listed power.

Aberrant but other abilities are available in the SRD as


Extended Magic: Whenever you cast a spell of feats. You can use this power a number of
level 3 or lower, increase the duration of the times a day equal to your Mind bonus +3.
spell by 50 percent.
Acidic Ray: You can fire an acidic ray as a Draconic
missile/ranged attack up to 30 feet away. The Breath Weapon Magic: When you select this
ray causes 1d6 damage +1 for every even- bloodline, also select an energy type: cold,
numbered level. You can use this power a fire, electricity, acid or poison. Whenever you
number of times a day equal to your Mind cast a spell which causes damage with that
bonus +3. energy type, the spell causes +1 point of
damage per die you roll.
Arcane Claws: You can grow claws from your fingers and
Familiar: You gain a small creature or an toes as a free action. These claws are natural
enchanted item, which provides magical weapons, causing 1d4 + Str bonus damage. You
enhancement to you as long as it is within your can attack twice in a turn with these claws.
line of sight. Your familiar can be any shape
you desire. Select one skill; you gain a +2 Infernal
bonus to that skill. You can also use spells Charm Magic: Whenever you cast a spell that
through the familiar, as if it was part of your influences a person’s behavior, increase the
body (for example, you can use a spell DC of the spell by +2.
requiring you to touch another character from Corrupting Touch: You can touch (make a melee
a distance by using the spell through your attack) an enemy and cause it to become
familiar, a bow with magical arrows). corrupted, suffering a -2 penalty to all die rolls
Metamagic Adept: You can apply one metamagic for a number of turns equal to ½ your level
ability to a spell you are about to cast without (round up). You can attempt this power a
it costing you extra hit points. The number of times a day equal to your Mind
empowering, extending or widening are listed bonus +3.
in the “Class Points” section of this document,