Saga

Adding to Your Saga

After each adventure, the players retell their most heroic moment, which is added to their Saga. It is up to the Game Master to determine Level Advancement, but a player should add a line to their Saga for each level.

The Saga is what the players are creating, the stories of their characters, within the overarching storyline the GM has crafted. What the heroes do within that storyline is what makes them legendary. A Saga could be more than just heroic battles—it could be a fumble so awkward that it is miraculous anyone survived, or that a silver tongue was more powerful than a sword in a saving the party from certain doom. Your Saga is what makes this your game.

Sanity

Sanity rules

A note from the authors.

Tabletop roleplaying games are an abstraction. We take a complex world and assign numbers and rules to it. These rules must simplify life so that they are understandable and usable as a game. The following rules are very much an oversimplification of mental health issues. But this is also a way to deal with issues in game that add depth and a little understanding to what can normally be a hack-and-slash game. We hope you enjoy the rules, and please know that we have the best intentions at heart.

—The SagaBorn Crew

A Twisted World

Sanity rules in SagaBorn try to simulate the character’s mind dealing with the strange world of Atheles and their actions within it.

There are two reasons we think this is an important addition to the Sagaborn core game. First is to illustrate the difficulties in the minds of the characters dealing with the strange things happening around them. The first time the undead rise up to fight would be a mind numbing event, not just a combat encounter. Opening and reading a Grim Mortis warps the character’s perspective of the universe. Keeping track of sanity becomes a scale trying to balance a sane mind and the horrors that Atheles contains.

The second is to add consequences to overt violence. We don’t have alignments in SagaBorn, but acts of unwarranted violence is considered evil. When one commits these acts, they erode that which makes them more than animals. In a tabletop game where we are simplifying a complex world into a world built on numeric formulas, thus is a way to also deal with the loss of compassion and understanding.

These rules are not necessary for the core game, but a GM and players can choose to incorporate them into their game.

The Sanity page of your Character Sheet

Sanity Points

 

Sanity points are a representation of a character’s mental stability. This attribute is a way to define the inherent mental stability in a character, the most stable they can be, and the current level of sane rationality.

 

Starting Sanity

Starting Sanity is 75 plus the sum of all three mental stat modifications(INT,WIS,CHA). This is your Starting Sanity and Maximum Sanity. After character creation, Sanity will fluctuate quite a bit and may never reach your Starting Sanity again.

 

Example: Brin has INT 14, WIS 9, and CHA 10. Her bonuses are +2, -1, 0. Combining the bonuses gives her +1. So her Starting Sanity is 75 +1 for a total of 76.

Base Sanity

Base Sanity is Starting Sanity plus any bonuses.

Sanity Threshold

A character’s sanity threshold is 1/4 their total starting sanity (round up).

 

Affliction threshold (AT)

Affliction threshold is the amount of sanity points a character can lose after one sanity roll before they suffer a temporary disorder. AT is 2 +your Wisdom bonus+Level+Misc modifiers.

 

Sanity Resistance

Sanity Resistance is the amount of Sanity damage that is negated before it affects your Current Sanity point level.

Current Sanity

A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his hit points.

 

Making a Sanity Check

When a character encounters a gruesome, unnatural, or supernatural situation, the GM may require the player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or less than the character’s current Sanity.

 

On a successful check, the character either loses no Sanity points or loses only a minimal amount. Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails (in this case, between 1 and 4 points).

 

A character’s current Sanity is also at risk when the character reads certain books, learns certain types of spells, and attempts to perform dark rituals.

 

In most cases, a new Sanity-shaking confrontation requires a new Sanity check. However, the GM always gets to decide when characters make Sanity checks. Confronting several horribly mangled corpses at one time or in rapid succession may call for just one Sanity check, while the same corpses encountered singly over the course of several game hours may require separate checks.

 

Losing Sanity

Losing more than a few Sanity points may cause a character to gain disorders or lose themselves completely, as described below. If a character’s Sanity score drops to 0 or lower, they begin the quick slide into permanent insanity. Each round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, they are hopelessly, incurably insane. The Survival or Persuasion skills can be used to stabilize a character on the threshold of permanent insanity; see Mental Treatment, for details.

 

A GM’s description of a Sanity-shaking situation should always justify the threat to a character’s well-being. Thus, a horde of frothing rats is horrifying, while a single ordinary rat usually is not (unless the character has an appropriate phobia, of course).

 

Temporary Disorder

If a person loses Sanity points equal to or greater than their Affliction threshold they gain a Temporary Disorder. This can either be determined by the GM to match the event (pulling from the Temporary Disorder Chart), or they may roll a d100 and randomly pick a disorder.

 

Indefinite Disorder

 

If a person’s sanity drops below their sanity threshold, they gain a temporary disorder indefinitely. This lasts until their sanity points go above their sanity threshold.

 

Phobias and fears

 

A character can choose something which normally does not require a sanity check and name it a fear. For each fear they gain + 1 to their sanity score and +1 misc modifier to their Affliction threshold. But everytime they encounter that fear they must roll a sanity check with a – 3 penalty.

 

If a character drops below their sanity threshold due to a chosen fear sanity roll, that fear becomes a phobia. Phobias are permanent and the character suffers – 5 on all sanity rolls vs them.

 

Sanity Loss Severity Chart

Sanity Loss Examples
Minor 0/1d2 Finding a dead body, a stream of blood, encounter with a minor demon, translating another’s spellbook.
Moderate 1/1d4 Being buried alive, witnessing a friend’s death, encountering a ghost, harming an innocent
Significant 1/1d8 Being tortured, seeing a ritual to raise the dead, killing an innocent
Severe 2/2d8 Assassinating someone, being part of a dark magic ritual,torturing someone
Extreme 1d10/1d100 Meeting a great one from the Navirim

 

Sanity Loss Spell Chart

Spell Sanity Loss
Cause Fear 1/1d6
Doom 1/1d6
Scare 1/1d6
Fear 2/1d8+1

 

Creature Sanity Effects by CR

Creature CR Sanity Effects
<1 0/1
1 0/1d2
2 0/1d3
3 1/1d4
4 1/1d4
5 1/1d6
6 1/1d6+1
7 1/1d8
8 2/1d8+1
9 2/1d10+1
10 2/1d12+1

 

Temporary Disorders

d% Effect
01-20 Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken until duration expires).
21-30 Character has a screaming fit.
31-40 Character flees in panic.
41-50 Character shows physical hysterics or emotional outburst (laughing, crying, and so on).
51-55 Character babbles in incoherent rapid speech.
56-60 The situation creates a new Fear for the character.
61-65 Character loses interest in their own well being. They don’t care for their safety, or those around them.
66-70 Character has hallucinations or delusions (details at the discretion of the GM).
71-75 The character becomes Unconscious
76-90 Character falls into a stupor (assumes fetal position, oblivious to events around her).
91-99 Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action).
100 Situation Causing the temporary disorder creates a new phobia for the character.

 

Temporary Disorder duration chart

 

d% Temporary Insanity Type Duration
01-80 Short-term 1d10+4 rounds
81-100 Long-term 1d10×10 hours

 

Indefinite Disorders

d% Effect
01-10 Character performs compulsive rituals (washing hands constantly, praying, walking in a particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded, and so on).
11-20 Character has hallucinations or delusions (details at the discretion of the GM).
21-30 Character becomes paranoid.
31-40 One fear randomly becomes a phobia.
41-45 Character loses interest in their own well being. They don’t care for their safety, or those around them.
46-55 Character develops an attachment to a “lucky charm” (embraces object, type of object, or person as a safety blanket) and cannot function without it.
56-65 Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.
66-75 Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except those purely mental in nature).
76-85 Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).
86-90 Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or hallucinations).
91-95 Character loses ability to communicate via speech or writing.
96-99 Character loses self. All class abilities are unusable, though HP, BAB, and Saves stay the same.
100 Character becomes catatonic (can stand but has no will or interest; may be led or forced into simple actions but takes no independent action).

 

NPC’s and Sanity

 

An NPC always starts with sanity equal to their two highest mental stats added together.

Mental Treatment

 

A little help from my friends

 

Immediate help

A companion or NPC can try and use their Persuasion or Survival skill to stop someone from slipping into permanent insanity. As a full round action they can use either skill to try and help, one a successful DC15 check, the person’s Sanity points revert to 0.

 

Long Term

Adventurers grow bonds together and these can be used to help those who have lost Sanity regain it. Once per day, another character spends 4 hours talking with another, they both roll a DC18 Persuasion or Survival roll. If successful their companion can gain back 1 Sanity.

 

Peace and quiet

For every 3 day period the character spends relaxing (no combat, no training, no research) they will gain back 1 Sanity Point.

Forbidden Knowledge

A stand alone skill, Forbidden Knowledge is gained through research into the dark world. Forbidden tomes, ancient artifacts, or forgotten temples can allow a person to gain Forbidden Knowledge. For each point in Forbidden Knowledge, an adventurer can add a point to their Affliction Threshold as a Misc bonus, as well as add a +1 to any Knowledge check involving dark lore.

 

Researching Forbidden Knowledge is a dangerous and mind bending task. There are high risks to gain Forbidden Knowledge points, risking your health and sanity.

 

The highest Forbidden Knowledge score a character can have is +5.

 

Examples of sources of Forbidden Knowledge:

Examination

Period

Knowledge DC

to Research

Number of Spells to be gained Initial

Sanity Loss

Sanity Loss

upon Completion

Forbidden Lore

ranks gained

1 week 20 0 1 1d4 1
1 week 20 1 1d4 1d4 1
1 week 25 2 1d4 2d6 1
2 weeks 25 1d4 1d6 2d6 2
2 weeks 25 1d6 1d10 2d6 2
2 weeks 25 3 1d6 2d6 2
2 weeks 30 1d6+1 1d6 2d6 3
3 weeks 20 1d4+1 1d10 2d6 2
3 weeks 25 1d6 1d6 2d10 2
3 weeks 30 1d4+5 1d10 3d6 3

 

Talents

Blood Magic (1) – You draw your own blood to add power to your next spell. You take 1d4 damage and 1d3 Sanity to cast a blood magic spell. The effects is either an additional 2d6 damage or the target loses its Save roll vs the spell.

Dark Lore (1) – You gain a +3 to Knowledge checks involving all dark things, the Navirim, demons, and dark magics as well as gaining a +1 misc bonus to your Affliction Threshhold.

Stonewill (1) – When studying forbidden sources you take 1 less point of Sanity Loss at initiation and completion of the research.

 

Ravaging and Sanity

 

When you ravage the world for magic, you must succeed at a Sanity Check or you take sanity danger equal to double the mana cost of casting the spell.

 

Dark Spells

Some spells automatically take a mental toll on the caster. These spells cause Sanity damage with no chance of a Sanity Check.

 

Spell Mana Cost Sanity Cost
1 1
3 1d3
5 1d6
7 1d8

 

Spell Book

Spell Summaries – Detailed spell descriptions in the following section.

1 Mana

Blood Wave A wave of blood trips opponents and makes the ground slippery.

3 Mana

Bleed A victim bleeds from all orifices.

Phantom Hooks Hook ending chains appear out of the mist and grapple the victim.

Speak to the Dead Allows caster to speak to a deceased sentient creature.

 

5 Mana

Break Caster breaks one of the victims hands or feet.

Cause Madness Target loses sanity.

Flay 2d6+1 damage and the skin peels back on the victim.

 

7 Mana

Circle of Death Kill creatures within a 40’ radius.

Nightmare Terrain Area turns into a nightmarish landscape.

 

1 Mana Spells

Blood Wave

Mana: 1

Casting Time: 1 standard action

Range: 15’ cone

Target: cone shaped burst

Duration:  1 round

Saving Throw: Will negates

Sanity Cost: 1

 

The mage pricks their hand and using their own blood, expands it into a giant wave of blood that crashes out 15’. Those within the area of effect must succeed at a Heroic action vs. the caster ( DEX vs. Spellcraft) or be tripped and end up prone. The area covered by the cone remains slick for 1 round, requiring a successful DC 10 Acrobatics check from any creature attempting to move within it.

 

3 Mana Spells

Bleed

Mana: 3

Casting Time: 1 standard action

Range: 30’

Target: 1 creature

Duration: 1 round

Saving Throw: Will half

Sanity Cost: 1d3

 

Blood seeps from all orifices of a victim doing 1d8+1 in damage, 1 Bleed  and causing 1d3 Sanity damage if they fail their Sanity roll.

 

Phantom Hooks

Mana: 3

Casting Time: 1 standard action

Range: 30’

Target: 1 creature

Duration: 1d4+1 rounds

Saving Throw: Reflex half, see text

Sanity Cost: 1d3

 

Mist surrounds the target in which hooked chains fly towards the victim. The hooks embed themselves in the target, pulling skin loose and slowing movement. They receive 1d3 Sanity damage if they fail their Sanity roll. If they fail their reflex save, the hooks grapple the victim and do 1d6+1 damage. If grappled, the target can not move. If they succeed at the initial Reflex save, the target is still hooked, but only suffer half the damage and can move at half speed. Each round the spell lasts the target may attempt a Heroic Action (DEX vs. Spellcraft) to escape, which allows them to move at full speed.

 

Speak to the Dead

Mana: 3

Casting Time: 10 minutes

Range: Touch

Target: 1 dead sentient creature

Duration: 1 minute per level

Saving Throw: Will negates

Sanity Cost: 1d3

 

You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive.

 

This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. This spell does not affect a corpse that has been turned into an undead creature.

 

5 Mana Spells

Break

Mana: 5

Casting Time: 1 standard action

Range: 100’

Target: Single creature

Duration: Instant

Saving Throw: Will, see text

Sanity Cost: 1d6

 

The mage breaks their target’s hand or foot, the digits shattering and twisting backwards. The caster chooses which appendage is damaged. This causes 2d8+1 damage plus renders that extremity useless. This means they can not wield a weapon, use an object, or hold anything with a hand. With a broken foot, they can only move at 1/2 speed, and it is with great suffering that they do move. The victim must roll a Sanity save, and if failed, they suffer 1d4 Sanity damage.

 

A successful Will save means the victim takes half damage and they can use their extremity.

 

Cause Madness

Mana: 5

Casting Time: 1 standard action

Range: 100’

Target: Single creature

Duration: Instant

Saving Throw: Will partial

Sanity Cost: 1d6

 

The spellcaster causes the target to experience their greatest unknown fear. They will lose 2d8 Sanity unless they successfully save, in which they will take only 1d6 Sanity damage.

 

Flay

Mana: 5

Casting Time: 1 standard action

Range: 100’

Target: Single creature

Duration: Instant

Saving Throw: Will partial

Sanity Cost: 1d6

 

The spellcaster causes the target’s skin to peel back from their body. This causes 2d6+1 damage, 3 Bleed, and 1d6 sanity damage if they fail their Sanity save. A will save halves the damage and negates the need to roll a Sanity save.

7 Mana Spells

Circle of Death

Mana: 7

Casting Time: 1 standard action

Range: 100’

Target: Several living creatures within a 40-ft.-radius burst

Duration: Instant

Saving Throw: Fortitude negates

Sanity Cost: 1d8+1

 

The spell slays 4 HD worth of living creatures per caster level. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first.

 

Nightmare Terrain

Mana: 7

Casting Time: 1 standard action

Range: 100’

Target: Several living creatures within a 40-ft.-radius burst

Duration: Instant

Saving Throw: Fortitude negates

Sanity Cost: 1d8

 

The mage contorts the terrain to look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Mist fills the area, and the stench of death fills the air.

 

The nightmare terrain created is mostly illusory, but the obstacles are partially real. Creatures within, entering, or viewing the area are entitled to Will saves to discern the illusion. Creatures that fail their saves become entangled and must make a Sanity save. If they fail the Sanity check, they suffer 1d8+1 sanity damage.

Dark Rituals

Summon Greater Navirite

 

Casting Time: 10 hours

Duration: 1 hour

Materials: A single candle whose wax is mixed with the blood of the caster, silver wire (400gp), 5 gold runestones (200 gp), amarnium hooks (2000gp)

Skill Checks: Fortitude DC 2 first hour, each hour after reroll DC adds a +1. At apex a cost of 40 mana as well as a DC 40 spellcraft check (mana is subtracted  from the group of casters, and each caster rolls a spellcraft check and they are all added together)

Cost: Each spellcaster suffers one temporary negative level. Each day the spellcaster can try to to regain the lost level with a DC20 will save.

Failure: Gain 1 phobia

Sanity Cost: 2/3d4

 

The circle is drawn in a place untouched by sun or moon. The single candle is lit on the northern side. A net is woven of the silver wire, with the amarnium hooks attached. The five runestones are set equidistant apart along the circle.

 

The casters begin the ritual, weaving the magic to enchant the net to hold the greater being. As they weave, the begin to tear the rift to the Navirim.

 

If the ritual is successfully cast, the creature is bound in the net. They will remain prisoner for one hour, and will be subject to answer questions or be bound by another ritual to serve the mages.

 

Magic Items

Mind’s Eye Amulet – This ancient amulet was made to protect mages while experimenting with unknown magics. This gives the wearer +5 to their starting Sanity while it is worn. When the amulet is first worn, it adds the +5 to the wearer’s base sanity bonus as well as allowing them to regain 5 Sanity points. If removed, the wearer loses the +5 bonus as well as losing 5 points of Sanity.

 

Psyward – This item can come in many forms, but it shields the mind of the wearer against mental attacks. The wearer gains a +1 to their Sanity Resistance.

 

Grim Mortis, Minor – A Grim Mortis contains ancient knowledge which impart the reader with Forbidden Knowledge.

Minor Grim Mortis

Examination

Period

Knowledge DC

to Research

Number of Spells to be gained Initial

Sanity Loss

Sanity Loss

upon Completion

Forbidden Lore

ranks gained

1 week 20 2 1d4 2d6 1

 

Grim Mortis, Major – A Grim Mortis contains ancient knowledge which impart the reader with Forbidden Knowledge.

Major Grim Mortis

Examination

Period

Knowledge DC

to Research

Number of Spells to be gained Initial

Sanity Loss

Sanity Loss

upon Completion

Forbidden Lore

ranks gained

2 weeks 22 3 1d6 2d6 2

 

Diary of Daloron the Leech – Daloron was the right hand of the Warlock King. He performed unimaginable experiments of both science and magic. He extended his own life and the Warlock King to many centuries. He combined man and beast. He summoned creatures from beyond. And his diary holds the coded secrets to these dark experiments.

 

Diary of Daloron

3 weeks 28 1d4+5 1d10 3d6 3

 

Sample Legacy Items

 

Mother’s Guard – This amulet was created to protect their child as magic returns. At level 2 it protects the bearer against the Daze spell, giving the bearer an 80% chance to negate the Daze spell if they failed their save. At 4th level the amulet allows a reroll on a sanity check once per day. At 8th level it gives the bearer a +5 to their Affliction threshold and they gain back 2 Sanity per day.

 

Skill Challenge

A skill challenge is a way to handle a non combat encounter and allows the players to use their characters skills to overcome obstacles. It can be used as a way to describe traveling, handling large social encounters, or events like a chase scene.

The GM will set a DC and the players must roll skill checks to beat the DC. A GM will choose a certain number of skill rolls needed to overcome the challenge. The resulting numbers of successes and failures defines the outcome of the challenge. More successes means the players have an easier time with the encounter, and more failures means a harder encounter.
When making a skill challenge check, no player can go twice in a row, and no player can use the skills already used, until at least 3 seperate skills have been used. A player must explain how that skill is used to overcome the challenge.

Standard DC for a moderate skill challenge is DC 13-15
A standard number of rolls is 3 or 5, choosing an odd number so there is always a tiebreaker.

Example traveling sc
5 rolls, DC 14

5 successes – beneficial encounter, merchant, ruin a treasure
4 successes – nothing, arrive on time
3 – easy encounter
2 – moderate encounter
1 – hard encounter
0 Run!

Skills

Skills are things anyone can learn to a lesser or greater extent if they study or train hard, especially if they train under a tutor or master. In game terms, skills are measured by ranks. Skill ranks run from 0 (unskilled) to 5 (world class). A player has 10 skill points to spend on their character’s skill ranks during character creation at first level.

 

A skill roll is d20 + Ability Modifier + Skill Rank. Skill ranks cannot be higher than your current player level plus one (to a max of 5). You receive one skill point per level after first level.

 

The skill names in the following chart cover a broad range of actions a character can do. This is, of course, an incomplete list, and it is between the player and GM to decide what skill an action would fall under.

 

Skill Name Ability Actions
Acrobatics DEX Balance, Escape Artist, Juggle, Tumble
Athletics STR Climb, Jump, Swim
Awareness WIS Investigate, Listen, Search, Spot, Sense Motive, etc.
Endurance CON Run, Swim, Hold Breath, Row, Endure Pain/Torture, Endure Heat or Cold Better, etc.
Knowledge INT Appraise, Knowledge (history, legends, herbology, monster lore, etc.), Detect Poison, etc.
Persuasion CHA Bluff, Diplomacy, Gather Information, Intimidate, etc.
Spellcraft Spellcaster Primary Ability* Spell Sight, Focusing, Ravaging, etc.
Survival WIS Track, Forage, Hunt, Start Fire, Fletch, Skin, Set Snares, Fish, Identify Edible Foods & Herbs, Locate Potable Water, Detect Poison, etc.
Thievery DEX Sneak, Hide, Pick Locks, Find/Set/Disarm Traps, etc.

*The Spellcaster Primary Ability Bonus is the ability bonus listed in Ability Bonus chart. The spellcaster chooses their Spellcaster Primary Ability (INT, WIS, or CHA) when they choose a spellcaster class.

 

Standard Skill Check

1d20 + Skill Points + Ability Modifier > DC15

 

Determine Derived Stats

  • Armor Class (AC) = DEX modifier + Armor bonus
  • Hit Points = Max + CON modifier at 1st level. Roll hit dice + CON modifier thereafter.

 

Savings Throws

Savings Throws are based on Skills. Acrobatics for reflex type saves (dodging a fireball), Survival for mind affecting saves (being under a Charm Creature Spell), and Endurance for fortitude type saves (saving vs disease).

 

Difficulty Class

Some checks are made against a Difficulty Class (DC). The DC is a number you must roll equal to or higher on a d20 in order to succeed on your skill check. The DC is set by the GM using the skill rules as a guideline,.

 

Difficulty Class (DC) Examples

Easy 0 Climb a knotted rope (Athletics)
Average 5 Hear an approaching creature (Awareness)
Tough 10 Set up a snare trap (Thievery or Survival)
Challenging 15 Swim through stormy water (Endurance)
Formidable 20 Open an average lock (Thievery)
Heroic 25 Leap across a 30’ chasm (Athletics)
Nearly Impossible 30 Track creatures across hard ground after a rain. (Survival)

 

Spell Lists

While spells are available to all in SagaBorn, we have gone through and divided the spells to different lists showing where they would be easily learned due to their type. This can help GM’s award spells and figure out NPC spells.

Stabilizing

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.

Talents

Talents are special abilities a character might be born with or gain through training. Unlike “abilities,” talents are not ranked; either a character has a specific talent or they do not. A player has 2 points to spend on initial talents when creating their character. The cost for each talent is shown in parentheses beside each description. As characters go up in level, they gain one or two additional talent points every few levels, depending upon their class (see leveling tables under each class description for specifics). These points can be spent right away or saved up and spent on a higher-cost talent later on.

 

  1. Advantage (2) – Once per game day, you put all your focus into making the best of a situation. You roll 2d20 and pick the result you want.
  2. Agile (1) – You get a +2 bonus to all Acrobatic, Thievery, and DEX checks.
  3. Alertness (1) – You get a +2 bonus to all Awareness and WIS checks.
  4. Animal Affinity (1) – You get a +2 bonus to all Persuasion checks with animals.
  5. Animal Companion (1) – The character has an animal follower that is loyal and understands the character’s commands. The animal is typical of its species but can improve as the character gains experience.
  6. Blind Fight (1) – In melee, any time you miss because of Concealment you can reroll your miss chance percentile roll one time to see if you actually hit. An Invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being Invisible. The Invisible attacker’s bonuses do still apply for ranged attacks, however.
  7. Call of Nature (1) – You have an affinity with nature. You can calm animals with a CHA check, you leave no tracks in natural environments, and are unhindered by natural undergrowth.
  8. Cleave (2) – If you deal a creature enough damage to make it Disabled (typically by dropping it to below zero hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5’ step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  9. Deceitful (1) – You get a +2 bonus to all Persuasion checks concerning disguise, forgery, or lying.
  10. Deflect Arrows (2) – You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit by a ranged weapon, you can deflect it so that you take no damage. You must be aware of the attack and not Flat-footed. It is handled like a Heroic Action, but attempting to deflect a ranged weapon doesn’t count as an action. Unusually large ranged weapons and ranged attacks generated by spell effects can’t be deflected.
  11. Disperse Magic (2) – Once per round when you would normally be affected by magic you can negate it so that you take no damage. You must be aware of the attack and not Flat-footed. It is handled like a Heroic Action. Attempting to Disperse Magic doesn’t count as an action.
  12. Dodge (1) – You receive a +1 bonus to your AC.
  13. Dual Wield (2) – You can fight with two weapons with a penalty of -1 to hit on your primary weapon and -2 to hit on your off-hand weapon.
  14. Empower Spell (1) – You spend one mana to add a 1d6 to your spell’s dice roll.
  15. Enlarge Spell (1) – You can double the range of spells by doubling the mana.
  16. Exotic Weapon Proficiency (1) – You are proficient with one exotic weapon.
  17. Expanded Critical (1) – Add one to your potential critical range for all weapons.
  18. Far Shot (2) – When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.
  19. Focused Ravaging (1) – A ravaging spellcaster can focus where their energy comes from, dealing the spell’s mana cost in damage to the target. Range 30’. The caster must succeed at a Heroic Action vs the target (Spellcraft skill vs Will save), otherwise the energy comes from the spellcaster.
  20. Great Fortitude (1) – You can add +2 bonus to  all Fortitude checks.
  21. Healing (1) – You can take a round to bind an injury (the target gains back +1 HP). During rest a healer can use their abilities to allow other characters gain back double the normal hit points.
  22. Investigator (1) – You get a +2 bonus to all Awareness and WIS checks.
  23. Improved Initiative (1) – You get a +2 bonus to your initiative.
  24. Lightning Reflexes (1) – You get a +2 bonus to all Reflex saving throws.
  25. Magical Aptitude (1) – You get a +2 bonus to Spellcraft checks.
  26. Maximize Spell (2) – You can triple the mana for a spell and all numeric effects of that spell are maximized.
  27. Multi-Shot (2) – As a standard action, you can fire two arrows at the same time in a single shot at a single opponent within 60’. Both arrows use the same attack roll (with a -2 penalty) to determine success and deal damage normally.
  28. Mythic Heroic Action (3) – You get a +2 bonus to any Heroic Action.
  29. Negotiator (1) – You get a +2 bonus to all CHA and Persuasion checks.
  30. Over-Extended Attack (1) – You add an additional 1d6 damage to a successful melee hit, but you also receive the same damage as you strain your body in the attack.
  31. Parry (2) – Once per round, if you would normally be hit with a melee weapon you can parry it so that you take no damage. You must be aware of the attack and not flat-footed. It is handled like a Heroic Action, but attempting to parry a melee weapon doesn’t count as an action.
  32. Perform (1) – The adventurer is skilled in a form of entertainment. It can be used to distract, encourage, or enchant others.
  33. Powerful (1) – You get a +2 bonus to all Athletics and STR skill checks.
  34. Rapid shot (2) – You gain one more attack with a ranged weapon. The additional attack is at your highest attack bonus -2.
  35. Run (1) – Three times per combat, as a single Move Action per round, you can move double your normal speed with no disadvantage. While running, you retain your Dexterity bonus to AC.
  36. Shield Bash (1) – As an action, which does not count as an attack, you can attempt to knock prone an adjacent opponent with a Heroic Action. If successful, it also does 1d4 damage.
  37. Sidestep (1) – If your opponent misses you with an attack, you can move 5’ afterwards.
  38. Skilled (1) – You receive two extra skill points.
  39. Spell Mastery (2) – You get a +3 bonus to all Spellcraft checks.
  40. Spell Resistance (1) – You get a +3 to all saves vs. magic.
  41. Stealthy (1) – You get a +2 bonus to all DEX checks, which include hiding and/or moving silently.
  42. Studious (1) – You get a +2 bonus to all Knowledge and INT checks.
  43. Stunning Strike (1) – You take a -5 to attack, but if your attack hits your opponent is Stunned for one round.
  44. Survivalist (1) – You get a +2 bonus to all Survival and WIS checks.
  45. Take a Hit (1) – You can take a hit and suffer less damage. Damage Reduction (DR) -1.
  46. Tenacity (1) – You get a +2 bonus to all Endurance and CON checks.
  47. Unbreakable Will (1) – You get a +2 bonus to all Will saving throws.
  48. Weapon Dexterity (1) – You can use your DEX bonus on small and medium melee weapons as your To Hit bonus.
  49. Weapon Specialty (1) – You can choose a weapon with which you are specialized, gaining a +1 bonus to all attack and damage rolls made using that weapon. Weapon choice cannot be changed.
  50. Whirlwind Attack (2) – Once per round, you can attack all of those within reach with your full base attack bonus. Dice are rolled for each target attacked, and each target after the first gets an additional -1 to the attack roll.
  51. Wild Empathy (1) – You can improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person.
  52. Weapon Specialty – You may choose a weapon and gain +1 to the attack and +1 to damage.
  53. Wild Empathy –  You improve the attitude of an animal. This ability functions just like a Persuasion check made to improve the attitude of a person.
  54. Whirlwind Attack (2) – Once per round, you can attack all of those within reach with your full base attack bonus. Dice are rolled for each target attacked, and each target after the first gets an additional -1 to the attack roll.

Wylder

Untrained in the delicate and precise nature of magic, some wylders have learned through trial and error how to live with their special gifts, while others perished due to the dangerous effects of their gift. Raised in a world that fears magic, wylders strive to keep their abilities a secret and try to live a normal life. Instead of isolating themselves in the intense study of magic like the luminari, they go about their lives, becoming proficient with more weapons and armor, honing their skills, and leading more active lives, granting them more toughness than their learned counterparts.

SagaBorn 1.5 Stats

Hit Die: d6

Class Abilities: INT

Untrained and undisciplined, the wylders are the wild mages of Atheles. 

 

Starting Spells known at level 1
Spells 4

 

Mana Pool Table 1: Base Mana per Day

Caster Level Mana per Day
1st 2
2nd 4
3rd 7
4th 11
5th 16
6th 24
7th 33
8th 44

 

Mana Pool Table 2: Mana Bonus (Based on INT Score 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 Wylder Base Mana Level Bonus*
1st +1 Elemental Type, Elemental Focus, Spell Memory, Spell Sight, Starting Spells, Wild Magic 6 2 Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 to Touch AC vs Spells, Mage Lore 7 4 +1 HD, +1 HP, +1 Skill
3rd +3 1 Talent Point 8 7 +1 HD, +1 Skill, 1 Talent
4th +4 +1 to Touch AC vs Spells, Survival +2, Discordian Shield 9 11 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 1 Talent Point 12 16 +1 HD, +1 Skill
6th +6 +1 to Touch AC vs Spells, Chaos Wave 14 24 +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point 17 33 +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 to Touch AC vs Spells, Focused Wild Magic, Magical Attack 19 44 +1 HD, +1 Skill, 1 Talent Point, +1 Ability

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

Level 1

Elemental Type: A wylder can use any type of energy which they can infuse into elemental spells. They choose from: Fire, Water, Earth, Air, Ice, Electricity. The Wylder gains one elemental type at level 1, and another at level 3. They can only have 2 Max elemental foci. These can not be changed.

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.

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

Spellcaster Level Allowed Spells in Memory 
1 6
2 7
3 8
4 9
5 12
6 14
7 17
8 19

 

Spell Sight: A wylder can use Spell Sight to memorize a spell that they witness being cast. This ability is detailed further in the chapter on Magic.

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

Wild Magic: A burst of energy explodes from the wylder’s hands toward a target. On a successful magic attack, the wylder inflicts 1d4+1 points of damage, gaining 1d4 in power every 2 levels. It is a force effect. Range 60’. 

Alternatively a Wylder may charge their weapon with this ability as a free action. With a successful hit, this adds the wild magic damage to the melee weapon’s damage.

Level 2

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

Level 4

Discordian Shield: A swirling vortex of chaos energy gives the wylder a +2 shield bonus to their AC and DR 1. This can be cast as a standard or move action and lasts as long as the wylder wishes.

Level 6

Chaos Wave: A wave of chaotic energy bursts from the wylder in all directions, doing 4d6+3 damage to all in a 10’ radius. A wylder can do this 2 times per day.

Level 8

Focused Wild Magic: At level 8, a wylder has learned to control the wild magics that flow through them. Their wild magic ability allows them to cast a burst of wild force doing 4d4+4 points of damage. Now that they can focus this energy, they can change the energy type to any elemental focus they have. Range 120’.

Alternatively a Wylder may charge their weapon with this ability as a free action. With a successful hit, this adds the wild magic damage to the melee weapon’s damage.

Magical Attack: If a wylder casts a spell that costs mana, they may, as a free action, make one melee attack with a weapon.

SagaBorn 1.0 Stats

Hit Die: d8

Class Abilities: Primary Spellcaster Ability (INT,WIS, CHA)

Untrained and undisciplined, the wylders are the wild mages of Uteria.

Starting Spells known at level 1
0 Mana Spells 3
1 Mana Spells 1

 

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +2 +0 +2 Spell Memory, Spell Sight,Wild Magic 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +1 +3 +0 +3   Bonus Hit Point, +1 Skill Point
3rd +2 +3 +1 +3 1 Talent Point, Chaos Wave All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +3 +4 +1 +4   +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +3 +4 +1 +4 1 Talent Point +1 Deflection Bonus to AC, +1 Skill Point
6th +4 +5 +2 +5 Discordian Shield All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +5 +5 +2 +5   Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +6/+1 +6 +2 +6 Focused Wild Magic +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of class bonus.

Spell Sight: A mage can use Spell Sight to memorize a spell that he witnesses being cast. It is detailed further in the Magic Chapter.

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

Spell Memory Allotment

Spellcaster Level Allowed Spells in Memory
1 6
2 7
3 8
4 9
5 12
6 14
7 17
8 19

Wild Magic: A burst of energy explodes from your hands towards a target. You must succeed at a ranged touch attack +2. It causes 1d4+1 points of damage, gaining 1d4 in power every 2 levels. It is a force effect. Range 60’.

Chaos Wave: A wave of chaotic energy bursts from you in all directions doing 1d6+1 damage to all in a 10’ radius around you. You may do this 2 times per day.

Discordian Shield: A swirling vortex of chaos energy gives you a +2 shield bonus to your AC. It lasts 1d6+1 rounds. You may do this 2 times per day.

Focused Wild Magic: At level 8, a Wylder has learned to control the wild magics that flow through them. When they turn level 8, their wild magic ability allows them to cast a burst of wild force doing 4d4+4 points of damage. Now that they can focus this energy, they can change the energy type to any in which they choose – acid, fire, force, ice, water, or wind. Range 120’.