Ability

Assign Abilities

Each character receives 33 points to spend on increasing their basic attributes. In this method, all attributes start at a base of 7. A character can increase an individual score by spending some of their points. No score can be reduced below 7 or raised above 18 at level 1.

 

  • Strength (STR) – This determines the amount of weight you can carry or lift, and how hard you can hit.
  • Dexterity (DEX) – Your quickness, agility, and reflexes, e.g., how swiftly you can dodge a missile.
  • Constitution (CON) – Your toughness, stamina, and general health, e.g., resistance to becoming sick.
  • Intelligence (INT) – A measure of your overall worldly knowledge and learning aptitude.
  • Wisdom (WIS) – A measure of your judgment and ability to discern risks and rewards.
  • Charisma (CHA) – This is your general likeability, determining the outcome of social situations.

 

Ability Score Bonus Description
7 -2 Significantly Below Average
8-9 -1 Below Average
10-11 0 Average
12-13 +1 Above Average
14-15 +2 Significantly Above Average
16-17 +3 Exceptional
18-19 +4 Extraordinary
20-21 +5 Incredible

Adventuring

Carry Capacity

 

Strength Light Load Medium Load Heavy Load Lift over Head Lift off ground Push or drag
7 23 lb. or less 24-46 lb. 47-70 lb. 70 lb. 140 lb. 350 lb.
8 26 lb. or less 27-53 lb. 54-80 lb. 80 lb. 160 lb. 400 lb.
9 30 lb. or less 31-60 lb. 61-90 lb. 90 lb. 180 lb. 450 lb.
10 33 lb. or less 34-66 lb. 67-100 lb. 100 lb. 200 lb. 500 lb.
11 38 lb. or less 39-76 lb. 77-115 lb. 115 lb. 230 lb. 575 lb.
12 43 lb. or less 44-86 lb. 87-130 lb. 130 lb. 260 lb. 650 lb.
13 50 lb. or less 51-100 lb. 101-150 lb. 150 lb. 300 lb. 750 lb.
14 58 lb. or less 59-116 lb. 117-175 lb. 175 lb. 350 lb. 875 lb.
15 66 lb. or less 67-133 lb. 134-200 lb. 200 lb. 400 lb. 1000 lb.
16 76 lb. or less 77-153 lb. 154-230 lb. 230 lb. 460 lb. 1150 lb.
17 86 lb. or less 87-173 lb. 174-260 lb. 260 lb. 520 lb. 1300 lb.
18 100 lb. or less 101-200 lb. 201-300 lb. 300 lb. 600 lb. 1500 lb.
19 116 lb. or less 117-233 lb. 234-350 lb. 350 lb. 700 lb. 1750 lb.
20 133 lb. or less 134-266 lb. 267-400 lb. 400 lb. 800 lb. 2000 lb.

 

Carrying Loads

 

Load Max Dex Bonus Speed
20’ 30’ 40’ 50’ 60’ 70’
Medium +3 15’ 20’ 30’ 35’ 40’ 50’
Heavy +1 15’ 20’ 30’ 35’ 40’ 50’

 

One Day (Overland) Speed
15 feet 20 feet 30 feet 40 feet 50 feet 60 feet
Walk 4 leagues 6 leagues 8 leagues 10 leagues 12 leagues 15 leagues

 

A league is approximately 3 miles, roughly the distance a person can walk in an hour. Distances are not strict in SagaBorn. Hiking times and travel depend very much on the character and land, but a league is a good unit to use as a general distance. Maps during this time are often inaccurate as well, so the GM can lengthen or shorten travel times to work with the story.

 

Mounts and Vehicles

 

Mounts Per Hour Per Day
Light Horse 2 leagues 15 leagues
War Horse 1 1/2 leagues 12 leagues
Pony 1 league 8 leagues
Mule 1/2 league 5 leagues
Cart 1/2 league 5 leagues
Sailing Ship 2 1/2 leagues 18 leagues
Galley 4 leagues 32 leagues

 

Rest

 

An adventurer gains back 1d6 hp + thier CON bonus after 8 hours of rest. Rest is not just sleep, but also the down time after adventuring, hiking, or other activities. Cooking, sitting, and meditating all count as resting.

Archeon

Archeon – The Watchers

Lorthain the Archeon

Lorthain the Archeon

The magic users of Uteria are watched over by the Archeons, or more commonly called; the Watchers. During war against the Warlock King, Olaekin Baleband, the wizards who served the United Kingdoms (Aradan, Norhand, and Endamas) formed the Watchers and began to put forth rules to try and stop the wide use of ruinous magic. They formed the Archeons and trained them in ways to stop magic. Over the 700 years since the end of that war, the Archeons have become quite powerful, not just traveling the lands, but also keeping an eye over all the tower to make sure none begin to use forbidden magic. There are many different factions of Archeons, those who travel the lands hunting Nulthari (The Hunters, called witch hunters by commoners), those who keep an eye over those in Eredar (the Order of the Tower), and those who pair up with an Otari wizard as a guardian and partner (The Keepers).

They have the ability to nullify magic, as well as cut a person off from the energies around them. This takes a great amount of power, and often it takes many Archeons to take down a powerful Nulthari, and even more to permanently pacify a Nulthari.

SagaBorn 1.5

Hit Die: d10

Class Abilities: STR, WIS

Archeons are the watchers of the mages. Some are witch hunters, while others serve as their bodyguards. An example of an archeon could be a knight of the church, possessed of a strong will and the power to root out evil magic and spellcasters.

 

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Magic Sense, Mage Bane Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 1 Talent Point, +2 HP +1 HD, +1 HP, +1 Skill
3rd +3 Resist Magic +1 HD, +1 Skill, 1 Talent
4th +4 1 Talent Point, +2 HP, 

Endurance +2

+1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Extra Attack,1 Talent Point +1 HD, +1 Skill
6th +6 Spell Shield, +2 HP +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point +1 HD, +1 Skill, 3rd Legacy Item
8th +8 Disruption, +4 HP +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.
**All warrior classes get a total of +3 HP at level 2.

Level 1

Magic Sense: When an archeon spends time in a place, or with a person or creature, they can detect if magic has been used, and can also sense if it was ravaging magic. They must spend half an hour in the area or with a person to detect this automatically. If an archeon witnesses the use of magic, they can tell if it is ravaging magic with a DC (Difficulty Class) 15 Awareness check. If an archeon spends an hour with a person and succeeds at a DC16 Awareness check, they can tell if they have used ravaging magic (if the character has any ravage bpoints, the archeon can tell).

Magebane: An archeon can use their Magebane ability once per round against any creature or person using magic. They can roll two d20s during an attack and choose the highest roll. They can also use it during Heroic Actions.

Level 3

Resist Magic: An archeon gets to roll 2d20 and choose the highest roll on Spell Saves to throw off or resist a persistent magical effect.

Level 5

Extra Attack: You gain an additional attack each round.

Level 6

Spell Shield: Once per encounter as a move action an Archeon may create a shield that blocks magical energy. The shield extends behind the Archeon up to 10 ft. This negates any magical spell damage, including Area of Effect. This does not stop the spell, targets outside of the Archeon’s Shield will take damage as normal. An Archeon can maintain a shield for 4 rounds.

Level 8

Disruption: Once per encounter, as a move action, an Archeon can disrupt a Mage’s ability to cast magic or cancel a spell already in effect. The target must be within 40’.

Each round a Mage must make a Heroic Action (Spell Ability vs Archeon’s Choice) in order to cast spells or spend mana. An Archeon can maintain disruption on a mage by spending a free action each round. 

Spells of any mana cost are automatically canceled for as long as the Archeon maintains concentration. The cost of concentration varies per spell. 3 Mana or lower (Free Action), 5 Mana (Move Action), 7 Mana (Combat Action). When an Archeon stops concentrating or is knocked unconscious the spell becomes active again, unless the spells duration is complete.

SagaBorn RPG 1.0 Stats

Hit Die: d10

Class Abilities: STR, WIS

Archeons are the watchers of the mages. Some are witch hunters, while others serve as their bodyguards. An example of an archeon could be a knight of the church, possessed of a strong will and the power to root out evil magic and spellcasters.

 

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Feature Level Bonus*
1st +1 +0 +0 +2 Magic Sense, Magebane 1st Legacy Item, 10 Skill Points to start, 2 Talent Points
2nd +2 +0 +0 +3 +2 Hit Point +1 HP**, +1 Skill Point
3rd +3 +1 +1 +3   Resistance +1, +1 Skill Point, 1 Talent Point
4th +4 +1 +1 +4   +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +5 +1 +1 +4 Spell Shield Natural Armor +1, +1 Skill Point
6th +6/+1 +2 +2 +5   Resistance +2, +1 Skill Point, 1 Talent Point
7th +7/+2 +2 +2 +5 Disruption Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +8/+3 +2 +2 +6 Antimagic Shield +1 Ability Point, +1 Skill Point, 1 Talent Point

*Level dependent, not class dependent. These skills are completely independent of Class Feature.
**All warrior classes get a total of +3 HP at level 2.

Magic Sense: When an archeon spends time in a place, or with a person or creature, they can detect if magic has been used, and can also sense if it was ravaging magic. They must spend half an hour in the area or with a person to detect this automatically. If an archeon witnesses the use of magic, they can tell if it is ravaging magic with a DC (Difficulty Class) 15 Awareness check.

Magebane: An archeon can use their Magebane ability once per round against any creature or person using magic. They can roll two d20s during an attack and choose the highest roll. They can also use it during Heroic Actions.

Spell Shield: Archeons can create a shield that blocks magical energy around them and those behind them (within 10 feet). This blocks any damaging spell, including AOE. An archeon can do this 3 times per day.

Disruption: An archeon can disrupt a mage up to 40’ away. The mage must make a Heroic Action to cast if an archeon is disrupting him. An archeon can do this 3 times per day.

Antimagic Shield: Archeons disrupts any magic cast at them, including beneficial magic. Spells cast at an archeon have a 50% failure rate.

Attacks of Opportunity

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Bard

SagaBorn 1.5 Stats

Hit Die: d6

Class Abilities: INT, CHA

For some individuals with the talent, music and song become powerful and innately magical. These spellsingers can affect minds, summon “spirits,” and in special places, even pierce the veil between Atheles and the Navirim. Their songs can put both the performer and an audience into a magical state of mind. 

Bards do not have to carry around spellbooks or memorize spells like luminar mages do. In Atheles, it is said the world was sung into existence: music is creation, and creation is music. A bard simply taps into this process of creation on a smaller scale. 

Bards are particularly potent at hypnotic sorts of magic—the sorts of things that work on the perceptions of others. Skilled bards spend a lifetime studying the audience and intuitively learning the various psychologies of people. Most bards begin as minstrels, finding it easiest to tap into their magic while playing an instrument and singing. As their power grows, some have been known to cast magic over a crowd with just a story, a whistled tune, a dance, or even by performing a role. It is said that in times of old, with years of experience and practice, some great bards could even put themselves into a magical, creative, state of mind without actually performing out loud.

Starting Spells known at level 1
Spells 2

Bard Level Mana per Day
1st 0
2nd 0
3rd 1
4th 2
5th 6
6th 9
7th 11
8th 14

 

Mana Pool Table 2: Mana Bonus (Based on INT vs. Spellcaster Level)

INT Score Level of Spellcaster  
1-2 3-4 5-6 7-8
+1 1 1 1 1
+2 1 4 4 4
+3 1 4 9 9
+4 1 4 9 16
+5 2 5 10 17
+6 2 8 13 20

For more on Mana and Magic, please see the chapter on Magic.

 

Level Base Attack Bonus (BAB) Class Bonus Spell Memory Bard Base Mana Level Bonus*
1st +1 Bardic Knowledge, Elemental Type,  Elemental Focus, Energy Burst, Perform Talent, Spell Memory, Spell Sight, Starting Spells 4 0 Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 to Touch AC vs Spells, Mage Lore 6 0 +1 HD, +1 HP, +1 Skill
3rd +3 1 Talent Point 8 1 +1 HD, +1 Skill, 1 Talent
4th +4 +1 to Touch AC vs Spells, Survival +2, Soothing Song 10 2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 1 Talent Point 12 6 +1 HD, +1 Skill
6th +6 +1 to Touch AC vs Spells, Hymn of Horror 13 9 +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point 16 11 +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 to Touch AC vs Spells, Inspire Greatness 17 14 +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

 

Level 1

Bardic Knowledge: A bard adds their Bard Class Level to all Knowledge checks.

Elemental Type: A bard chooses one type of energy that they can infuse into elemental spells. They choose from: Fire, Water, Earth, Air, Ice, Electricity

Elemental Focus: Elemental focus is a magical ability that targets an object to become a bonded focus between the spellcaster and the element. It takes a free action to cast and the target must be an object touched. Element focus counts as a spell for detection, dispels, and other abilities; but does not count against a bard or wylder’s spell memory.

The spellcaster pulls energy from themselves to create a focus for elemental magic. While natural elements may be available, elemental focuses allow for a spellcaster to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment to the spellcasters, instead just describing how it feels to create them. A spellcaster can only have 1 focus active per 2 spellcaster levels. 

Fire

Focus: a burnable item or a piece of metal

The spellcasters body cools as they transfer heat into the focus item, their body dropping a few degrees for 10 minutes. Flammable items burst into flame while metal becomes hot for the duration of the spell. Flammable objects burn the standard amount of time and metal stays hot for 1 hour per spellcaster level.

Water

Focus: A jar or small container

The spellcaster fills a vessel with spit, sweat, or blood to create a focus causing them to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.

Water (Ice)

Focus A metal bar

The spellcaster’s body warms as they transfer heat from the focus item, their body rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.

Air

Focus: A jar or container

The spellcaster exhales air into a vessel as a focus. This causes them to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.

Electricity

Focus: A copper wire bound upon itself creating a twisted loop

The spellcaster imbues the wire with electricity from their body causing their heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.

Earth 

Focus: A jar or container filled with soil, or a rock, stone, or gem.

The spellcaster imbues the earth with part of themselves, which may be saliva, breath, blood, or spirit. The spellcaster feels numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.

Energy Burst: The bard fires a small orb of energy (caster’s focus) at the target. They must succeed on a magic attack to hit the target. The orb deals 1d4 +1 points of chosen energy damage (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus). This ability gains in power and adds 1d4 +1 damage per 2 caster levels. Range 40 ft.

Perform Talent: The Bard is skilled in poetry and song, history and verse, and can play at least one musical instrument. The Bard can use the Persuasion skill to distract, encourage, or enchant others. Each round the Bard may use a Heroic Action (if resisted Persuasion vs Awareness) to grant a +2 or -2 to one d20 roll of an affected creature.

Spell Memory: Unable to record spells in a spellbook, wylders are limited to a number of spells they can know at a given time. This is based on class, level, and ability modifier. A wylder can commit a number of spells to memory equal to their Spell Memory Allotment for a given spell level plus their primary ability modifier modifier. 

Spell Memory Allotment

Bard Level Allowed Spells in Memory 
1 4
2 6
3 8
4 10
5 12
6 13
7 16
8 17

Spell Sight: A bard can use Spell Sight to memorize a spell that they hear or witness being cast. It is detailed further in the chapter on Magic.

Starting Spells: A bard gets started spells according to the Starting Spell Chart.

Level 2

Mage Lore: Roll 2d20 when making a Knowledge or Spellcraft check to know about magical history, lore, or effects.

Level 4

Soothing Song: A bard can heal all those who hear their performance, for 1d8+4 HP, by performing for one uninterrupted hour. If interrupted, the spellsong fails, but the bard can continue to attempt the spellsong until successful.

Level 6

Hymn of Horror: Bards can use their performance to foster a sense of growing dread in their enemies, causing them to become Shaken. To be affected, an enemy must be within 30’ and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30’ and the bard continues their performance. This performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Hymn of Horror is a mind-affecting fear effect, and it relies on audible and visual components.

Level 8

Inspire Greatness: Bard inspires greatness in a single target (self or other) within 30’. Move action to start, free action each round to maintain. Effect lasts 5 rounds after Bard stops singing. Target gains 2d20 on Attack Rolls and +1d8 Damage on a successful hit.

Sagaborn 1.0 Stats

Hit Die: d8

Class Abilities: DEX, CHA

For some individuals with the talent, music and song become powerful and innately magical. These spellsingers can affect minds, summon “spirits,” and in special places, even pierce the veil between Atheles and the Navirim. Their songs can put both the performer and an audience into a magical state of mind.

Bards do not have to carry around spellbooks or memorize spells like luminar mages do. In Atheles, it is said the world was sung into existence: music is creation, and creation is music. A bard simply taps into this process of creation on a smaller scale.

Bards are particularly potent at hypnotic sorts of magic—the sorts of things that work on the perceptions of others. Skilled bards spend a lifetime studying the audience and intuitively learning the various psychologies of people. Most bards begin as minstrels, finding it easiest to tap into their magic while playing an instrument and singing. As their power grows, some have been known to cast magic over a crowd with just a story, a whistled tune, a dance, or even by performing a role. It is said that in times of old, with years of experience and practice, some great bards could even put themselves into a magical, creative, state of mind without actually performing out loud.

 

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Feature Level Bonus*
1st +0 +0 +2 +2 Bardic Knowledge, Perform Talent, Bardic Music: Countersong, Fascinate (1 person), Distract, Inspire Courage (+1) 1st Legacy Item, 10 Skill Points to start, 2 Talent Points
2nd +1 +0 +3 +3 Spell Sight +1 HP, +1 Skill Point
3rd +2 +1 +3 +3 Soothing Song once per day, Resistance +1, +1 Skill Point, 1 Talent Point
4th +3 +1 +4 +4 Fascinate (2 people) +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +3 +1 +4 +4 Inspire Courage (+2) Natural Armor +1, +1 Skill Point
6th +4 +2 +5 +5 Suggestion Resistance +2, +1 Skill Point, 1 Talent Point
7th +5 +2 +5 +5 Fascinate (3 people) Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +6/+1 +2 +6 +6 Hymn of Horror, Inspire Greatness +1 Ability Point, +1 Skill Point, 1 Talent Point

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

 

Starting Spells known at level 1
0 Mana Spells 2

 

Spell Memory Allotment

Bard Level Allowed Spells in Memory
1 4
2 6
3 8
4 10
5 12
6 13
7 16
8 17

 

Bard Level Mana per Day
1st 0
2nd 0
3rd 1
4th 2
5th 6
6th 9
7th 11
8th 14

 

Bardic Knowledge: A bard can make a special bardic knowledge check with a bonus equal to their bard level + Intelligence modifier to see whether they know some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 3 or more ranks in Knowledge, they gain a +2 bonus on this check.)

 

A successful bardic knowledge check will not reveal the powers of a magic item but might give a hint as to its general function. A bard cannot take 10 or take 20 on this check; this sort of knowledge is essentially random.

 

DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people.
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.

 

Perform Talent: Bards automatically get the Perform talent.

 

Bardic Music:

 

Once per day per bard level, bards can perform songs or poetics to produce magical effects on those around them (usually including themselves, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires a minimum bard level.

 

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If they fail, the attempt still counts against their daily limit.

 

Countersong: A bard can use their music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, they make a Perform check. Any creature within 30’ of the bard (including the bard) affected by a sonic or language-dependent magical attack can use the bard’s Perform check result in place of their own saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard can keep up the countersong for 10 rounds.

 

Fascinate: Bards can use their music or poetics to cause one or more creatures to become Fascinated with them. Each target creature must be within 90’, able to see and hear the bard, and able to pay attention to them. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, they can target one additional creature with a single use of this ability.

 

To use the ability, a bard makes a Heroic Action vs. the target’s Will save. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate. If any distraction occurs—such as combat, someone yelling, or physical contact—the spell is broken. Any obvious threat—like someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target—automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

 

Distract: A bard can use their performance to counter magic effects that depend on sight. Each round of the distraction, they make a Persuasion (CHA) skill check. Any creature within 30’ of the bard (including the bard) affected by an illusion (pattern) or illusion (figment) magical attack can use the bard’s Persuasion check result in place of its own saving throw if, after the saving throw is rolled, the Persuasion skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves.

 

Inspire Courage: Bards can use song or poetics to inspire courage in their allies (including themselves), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.

 

Spell Sight: A bard can use Spell Sight to memorize a spell that they hear or witness being cast. It is detailed further in the chapter on Magic.

 

Soothing Song: A bard can heal all those who hear their performance, for 1d8+4 HP, by performing for one uninterrupted hour. If interrupted, the spellsong fails, but the bard can continue to attempt the spellsong until successful.

 

Suggestion: A bard can make a Suggestion (as the spell) to a creature they have already Fascinated. Using this ability does not break the bard’s concentration on the Fascinate effect, nor does it allow a second saving throw against the Fascinate effect.

 

Making a Suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s CHA modifier) negates the effect. This ability affects only a single creature (but see Mass Suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

 

Hymn of Horror: Bards can use their performance to foster a sense of growing dread in their enemies, causing them to become Shaken. To be affected, an enemy must be within 30’ and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30’ and the bard continues their performance. This performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Hymn of Horror is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness: Bards can use music or poetics to inspire greatness in themselves or a single willing ally within 30’, granting them extra fighting capability. To inspire greatness, a bard must sing and an ally must hear them sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 12 bonus Hit Points, a +2 bonus on attack rolls, and a +1 bonus on Fortitude saves. Inspire Greatness is a mind-affecting ability.

Combat

Combat

Character Round:

Single Actions:

Attack (characters can only attack once per round)

Cast a spell (pay attention to casting time of individual spells)

Heroic Action

Move Action (can be split with another single action)

Standard Action (open a door, kick over a table)

Stabilize

 

Action definitions

 

Attack – Using their base attack.

 

Base Attack Bonus – The bonus added to your d20 attack roll.

 

Heroic Action – When a character wants to do something out of the ordinary, such as tackle their opponent, they must succeed at a Heroic Action. A Heroic Action is a player vs. Game Master roll: each rolls a d20 and adds the appropriate ability modifier (for a roll against the environment the GM adds a default +2). The highest roll wins. Heroic actions can be used for any non-combat actions that would be contested by another creature.

 

Skill Checks – Most skill checks are against the standard DC 15. The GM can add modifiers based on different situations.

 

Move Action – The player can move up to their full movement. She can move, then perform another action, then continue moving as long as she does not move further than their full movement.

 

Spell – Casting a single spell.

 

Stabilize – A standard action to stabilize a disabled character on a DC12 Survival check.

 

Standard Action – A standard action is one action that takes a limited amount of time. Examples: Opening a door, flipping a table, unlocking a lock.

 

How to attack another creature

 

To hit:

 

D20 + BAB (Base Attack Bonus) + Ability Modifier (STR for melee, DEX for ranged) = or > Target’s Armor Class

 

Criticals and fumbles

 

Rolling a 20 is always a Critical Hit. Some weapons have a larger range, and you can choose the Expanded Critical Talent which adds 1 to your crit range.

 

Critical Hit

A roll of a natural 20 during any attack causes double damage. Roll your damage dice twice, with all applicable bonuses, and add the rolls together for the total damage inflicted.

 

Fumble

A roll of a natural 1 during any attack or action causes the character to fumble. The circumstances and consequences of a fumble are up to the GM, but we suggest it causes the character to have some negative effect, like dropping their weapon, tripping when charging, or says something incredibly offensive during a diplomatic negotiation.

 

Armor Class

 

Your Armor Class (AC) represents how hard it is for you or your opponent to strike each other. An attack roll is made on a d20, with all appropriate modifiers added, and is successful if the result is equal to or higher than the target’s AC. Your AC is equal to the following:

 

10 + armor bonus + shield bonus + Dexterity modifier + size modifier + natural armor

 

Table: AC size modifier chart

Size Size Modifier
Colossal -8
Gargantuan -4
Huge -2
Large -1
Medium 0
Small +1
Tiny +2
Diminutive +4
Fine +8

 

Concealment

If a creature is at least 50% hidden behind an object, or has the ability to duck behind cover, then attackers suffer a -2 to attack rolls to hit. If a creature is fully Concealed, but still attacking, attackers suffer a -5 to attack rolls to hit.

 

Challenge Rating (CR)

A monster’s CR is the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty.

 

Death

 

When your character’s current hit points drop to -10 or lower, they’re dead. They cannot be healed, and barring some kind of miracle, they cannot return to the world.

 

Nonlethal Damage

A character can choose to use nonlethal damage during combat. Nonlethal damage accumulates with standard damage. If nonlethal damage exceeds your current hit points, you fall unconscious.

 

Stabilizing a Disabled Character

When a hero drops to or below 0, they become disabled. They must succeed at a DC12 Fortitude check to stabilize. If a hero is disabled they can not move, attack, communicate, or cast spells. Once they have successfully stabilized, they may try to succeed at a DC14 CON check to see if they become mobile. If they become mobile, they may do one limited action per round, such as move at 1/2 speed, cast a spell, use a skill, or attack an adjacent creature at – 5 to hit and damage. A hero keeps these disadvantages until they are healed or they naturally gain back enough HP to put them over 0 HP.

During combat, they may make a single CON check each round on their turn. Out of combat, they may make a check each in game hour at a +5 bonus.

Optional: If a character goes below 0 HP, they lose 1 HP per round until they stabilize.

Conditions

Conditions

 

  • Bleed – A creature that is bleeding takes the amount of damage listed at the beginning of its turn. Bleeding can be stopped by a DC 10 Survival check or through the application of any spell that cures hit point damage
  • Blinded – The character cannot see. They take a -2 penalty to Armor Class, lose their Dexterity bonus to AC (if any), and moves at half speed. Any target they attack gets a 50% chance to dodge the attack.
  • Confused – A Confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). 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.
  • Cower – The character is frozen in fear and can take no actions. A Cowering character takes a -2 penalty to Armor Class and loses their Dexterity bonus (if any).
  • Dazed – The character or creature loses one action.
  • Dead – A character or creature below -10 hit points.
  • Deafened – A Deafened character cannot hear. They take a -4 penalty on initiative checks, have a 50% chance of failure of Awareness checks, and a 20% chance of spell failure when casting spells. Characters who remain Deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
  • Disabled – A character or creature at or below zero (0) hit points. No actions, communication, or movement allowed.
  • Distracted – The character’s focus is so intent that they are unaware of other actions around them.
  • Energy-Drained – The character gains one or more negative levels, which might permanently drain the character’s levels. If the subject has at least as many negative levels as Hit Dice, they die. Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities).
  • Entangled – Being Entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An Entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An Entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
  • Exhausted – An Exhausted character moves at half speed and takes a -3 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes Fatigued. A Fatigued character becomes Exhausted by doing something else that would normally cause fatigue.
  • Fatigued – A Fatigued character can neither run nor charge and takes a -1 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the Fatigued character to become Exhausted. After 8 hours of complete rest, characters are no longer Fatigued.
  • Flanked – A Flanked character has two enemies on opposite sides threatening them. They lose their DEX bonus to AC (Armor Class).
  • Flat-footed – A character who has not yet acted during a combat is Flat-footed, not yet reacting normally to the situation. A Flat-footed character loses their Dexterity bonus to AC (if any).
  • Frightened – A Frightened creature flees from the source of its fear as best it can. If unable to flee, it will fight. A Frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A Frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
  • Helpless – A Helpless character is Paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A Helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a Helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can Sneak Attack Helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a killing blow to a Helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. A rogue also gets their sneak attack damage bonus against a helpless foe when delivering a killing blow. If the damage inflicted is not enough to to kill the defender, they must still make a Fortitude save (DC 10 + damage dealt) or die; multiple attacks require multiple saves.
  • Immobilized – The character or creature cannot move, but can perform any other action.
  • Incorporeal – The character or creature has no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other Incorporeal creatures, +1 or better magic weapons, legacy weapons, spells, spell-like effects, or supernatural effects.
  • Nauseated – The character or creature experiences gastric distress, and may also vomit up the contents of their stomach. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
  • Panicked – A Panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. If cornered, a Panicked creature is also considered to be Cowering.
  • Paralyzed – A Paralyzed character is frozen in place and unable to move or act. A Paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes Paralyzed cannot flap its wings and falls. A Paralyzed swimmer can’t swim and will drown. A creature can move through a space occupied by a Paralyzed creature, regardless of whether it is an ally or an opponent..
  • Prone – A character knocked down is considered Flat-footed and does not get their DEX bonus. Standing up from being Prone is a standard movement action.
  • Scared – The character or creature tries to flee the source of the fear.
  • Shaken – The character or creature takes a -2 penalty to all rolls.
  • Sickened – The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
  • Stunned – Unable to take any actions.

Unconscious – Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.

Equipment

Purchase Equipment

The coins of Atheles are gold pieces (gp), silver pieces (sp), and copper pieces (cp). The exchanges rates are 10sp=1gp, and 10cp=1sp.

 

Each player gets 3d4 x 10 + 20 gp at character creation.

 

Goods Cost Weight Goods Cost Weight
Backpack (empty) 2 gp 2 lb. Lock (amazing) 150 gp 1 lb.
Bedroll 1 sp 5 lb. Manacles 15 gp 2 lb.
Blanket, winter 5 sp 3 lb. Mirror, small steel 10 gp ½ lb.
Oil (1 pint) 5 sp 1 lb.
Caltrops 5 sp 1 lb. Pouch, belt (empty) 1 gp ½ lb.
Candle 1 cp Rations, trail (per day) 5 sp 1 lb.
Case, map or scroll 1 gp ½ lb. Rope, hemp (50’) 1 gp 10 lb.
Chain (10’) 30 gp 2 lb. Rope, silk (50’) 10 gp 5 lb.
Chalk 1 cp Sack (empty) 1 sp ½ lb.1
Flint and steel 1 gp Signet ring 5 gp
Grappling hook 1 gp 4 lb. Shovel 2 gp 8 lb.
Hammer 5 sp 2 lb. Soap (per lb.) 5 sp 1 lb.
Lamp 5 sp 1 lb. Sledge 1 gp 10 lbs.
Lantern, bullseye 12 gp 3 lb. Spyglass 1,000 gp 1 lb.
Lantern, hooded 7 gp 2 lb. Tent 10 gp 20 lb.
Lock (very simple) 20 gp 1 lb. Torch 1 cp 1 lb.
Lock (average) 40 gp 1 lb. Waterskin 1 gp 4 lb.
Lock (good) 80 gp 1 lb. Whetstone 2 cp 1 lb.

 

Tools and Kits
Alchemist’s lab 240 gp 40 lb.
Climber’s kit 80 gp 5 lb.
Healer’s kit 50 gp 1 lb.
Magnifying glass 100 gp
Musical instrument 5 gp
Musical instrument (masterwork) 100 gp
Thieves’ tools 30 gp 1 lb.
Thieves’ tools (masterwork) 100 gp 2 lb.

 

Goods or Services Cost Weight Goods or Services Cost Weight
Ale Meals (per day)
Gallon 2 sp 8 lb. Good 5 sp
Mug 4 cp 1 lb. Common 3 sp
Bread, per loaf 2 cp ½ lb. Poor 1 sp
Cheese, hunk of 1 sp ½ lb. Meat, chunk of 3 sp ½ lb.
Inn stay (per day) Wine
Good 2 gp Common (pitcher) 2 sp 6 lb.
Common 4 sp Fine (bottle) 10 gp 1½ lb.
Poor 1 sp

 

Weapons

 

All weapons do double damage, also called a critical hit, when a natural 20 is rolled: roll your damage dice twice, with all applicable bonuses, and add the rolls together for the total damage inflicted. Type of weapons is P for piercing, S for Slashing, B for Budgeoning, and 2H for Two-Handed.

 

Weapon Damage Weight Cost Type Range
Unarmed 1d3 Non-lethal
Light Weapons
Dagger 1d4 1 lb. 2 gp P 20’
Stiletto 1d4 1 lb. 4 gp P
Whip 1d4 2 lb. 2 gp S
Medium Weapons
Handaxe 1d6 3 lb. 6 gp S
Mace 1d6 5 lb. 9 gp B
Quarterstaff 1d6 4 lb. B / 2H
Rapier 1d6 2 lb. 20 gp P
Scimitar 1d6 4 lb. 15 gp S
Short Spear 1d6 3 lb. 1 gp P 40’
Short Sword 1d6 2 lb. 10 gp P
Large Weapons
Battleaxe 1d8 6 lb. 10 gp S
Longsword 1d8 4 lb. 15 gp S
Falchion 1d8 8 lb. 20 gp S / 2H
Morningstar 1d8 6 lb. 8 gp B / P
Spear 1d8 9 lb. 5 gp P / 2H
Trident 1d8 4 lb. 15 gp P
Warhammer 1d8 5 lb. 12 gp B
Extra Large Weapons
Greataxe 2d6 12 lb. 20 gp S / 2H
Great Sword 2d6 8 lb. 5 gp S / 2H
Halberd 2d6 12 lb. 10 gp P / S
Ranged Weapons
Bolas 1d3 2 lb. 5 gp B 60’
Sling 1d4 0 lb. B 50’
Crossbow 1d8 8 lb. 45 gp P / 2H 100’
Shortbow 1d6 2 lb. 30 gp P 65’
Longbow 1d8 3 lb. 75 gp P 110’
Composite bow Add STR bonus Add 100 gp +20’ range
Ammo
Arrow (20) 1 gp P
Bolt (10) 1 gp P
Bullet, sling (10) 1 sp B
Exotic Weapons
Bastard Sword 1d10 6 lb. 35 gp S
Dwarven Waraxe 1d10 12 lb. 50 gp S / 2H
Iron Chain Whip 1d6 3 lb. 15 gp S

 

Armor

 

Armor Cost AC bonus Max Dex Bonus Weight
Light Armor
Padded 5 gp 1 8 10 lb.
Leather 10 gp 2 6 15 lb.
Studded Leather 25 gp 3 5 20 lb.
Chain shirt 100 gp 4 4 25 lb.
Medium Armor
Hide 15 gp 3 4 25 lb.
Scale mail 50 gp 4 3 30 lb.
Chainmail 150 gp 5 2 40 lb.
Breastplate 200 gp 5 3 30 lb.
Heavy Armor
Splint mail 200 gp 6 0 45 lb.
Banded mail 250 gp 6 1 35 lb.
Half-plate 600 gp 7 0 50 lb.
Full plate 1,500 gp 8 1 50 lb.
Shields
Buckler 1 gp 1 2 lb.
Shield, light wooden 3 gp 1 5 lb.
Shield, light steel 9 gp 1 6 lb.
Shield, heavy wooden 7 gp 2 10 lb.
Shield, heavy steel 20 gp 2 15 lb.
Shield, tower 45 gp 4 2 45 lb.

 

Selling Items

Items commonly sell for 1/2 their listed price.

 

Masterwork Items

Masterwork items are created with superior materials and craftsmanship. A masterwork item grants a +1 to any roll using the item. This does not apply to damage. The cost for a masterwork item is quadruple the listed cost.

Heroic Action

Heroic Action – When a character wants to do something out of the ordinary, such as tackle their opponent, they must succeed at a Heroic Action. A Heroic Action is a player vs. Game Master roll: each rolls a d20 and adds the appropriate ability modifier (for a roll against the environment the GM decides the Difficulty Class and the player rolls against that DC). The highest roll wins. Heroic actions can be used for any non-combat actions that would be contested by another creature.

Kowal Lifepath

Kowal Lifepath 

Social standing 

Choose your standing or let fate decide:

Roll 1d20Result
1-2Street Urchin – You grew up alone on the streets. Bonus: You have two hidey-holes, places to store valuables, or lay low.
3-6Nomad – The road has been your life. Bonus: Wilderness Travel; when out of civilization, you gain +1 Expertise to traveling skill checks.
7-15Working Family – You grew up in a pretty stable family situation. Bonus: Family Backing, you can call on the help of your family for small matters.
16-18Criminal – Life is hard, and you did what it took to make it. Bonus: Criminal Organization. You are part of a group of other rogues who may aid or hinder you.
19Dishonored – Your family fell from grace, and life has been tough since then. Bonus: Inner Workings; you understand how politics work and gain a +1 Expertise to skill checks involving politics.
20Noble – Your family is well off and in good graces with the rulers of Kowal. Bonus: High Life, you gain a +1 Expertise bonus to skill checks involving other nobles or town guards.

Proceed to Table B1

Where are you from?

Choose your current residence or let fate decide:

Table B1

Roll 1d20Result
1-6Settlements
7-20The City

What specific area?

Choose your area or let fate decide:

Settlements

Table B2

Roll 1d20Result
1Craven’s Hollow
2Secton
3Seven
4Graten
5Tallgarden
6Yorik
7Edgewood
8Eastdale
9Marne
10-12Spring Hill
13-14Feld
15-16Radzyn
17-20Overriver

City Districts

Table B3

Roll 1d20Result
1-4The Squats
5-9Westgarden
10-11Middle Borough
12-13Towerview
14Grand Heights
15-16Woodward
17-18Oldtown
19Chimneys
20Waterfront