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.

Waystones

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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’.