Abilities

 

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
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30-31 +10

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

Adalaide Arany

“Ada”
Wylder Lvl 1
CR 1/2
Medium Size
Initiative =+1
Mana: 3
HP 9
AC 12
Fort: 3 Ref: 1 Will: 3
Speed: 30
Base Attack: +0
Melee: Quarter Staff 1D6
Ranged:
Special Attacks:
STR: 11
Dex: 12 +1 +1
Con: 12 +1
Int: 16 +2
Wis: 13 +1
Cha: 12 +1
Acro: 2
Athl: 1
Awar: 2
Endu: 2
Know: 3
Pers: 2
Spel: 4
Surv: 2
Thie: 2
Talents: Healing, Tenacity
Special: Wild magic
Environment: Ferryport
Organization:The Wanderers
Equipment: Flint/steal, Pouch belt, Waterskin, Healer Kit, silk rope, quarterstaff
Background: My family owns a cart in the market at Ferryport, my father sells produce and my mom has herbal remedies. I discovered my magic ability while traveling to new regions to find exotic ingredients for my families cart. I am seeking adventure to get an opportunity to hone my skills.
Characteristics: thoughtful, attentive, balanced
Legacy Item(s): Cloak

Adventure Contract

Please fill out the Adventure Request form below.

    Example:

    Name: Joe Smith

    E mail: joe@smith.com

    Requested Dates: Anytime in the next two weeks, Except Tuesdays

    Adventuring Group: Kad, Bremen, Grael, Roe

    Region: E5

    Goal: To further explore the caverns discovered there.

     

    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.

    Aeric and Iyana

    It was during the reign of the Warlock King in which the story of Aeric and Iyana took place. Though it was dark in these times, they found a strength and love in each other that held them together through the tumultuous challenges ahead.

     

    During the middle of the third age of Uteria, the eastern lands were ruled by two kingdoms, that of Uthgard and Aradan. Along the northern borders of Aradan there was a small duchy ruled by Duke Aekris Dernhaim. This small province was often plagued by the roaming creatures of the wilder lands to the north. Also during this time the first patrols of Uthgard probed the boundaries of its kingdom and the soldiers of Dernhaim often found themselves chasing patrols of dark clad scouts from the forests and plains. In the area, the land was worn and not as prosperous as that of the south, but the inhabitants made due, tilling they soil and producing enough.

     

    The mind of Duke Aekris was troubled by his northern border, often sending his son with riders to patrol this savage land. The Duke’s son, Aeric, was of a different blood than his father. His father was stern and short with those around him, often judging situations by the surface, while he was quiet and thoughtful. His father spent his time engrossed in the affairs of his duchy and holding audience with his officials. While Aeric held his station with honor, he did not wish to become a ruler, nor did he enjoy the strict rules that came with the ruling class. He often found himself at odds with his father’s views, and often times their communications were no deeper than those Aekris held with his officials. But Aeric was the only child of his parents, so his lot was cast and he was to uphold the honor and loyalty of the duchy. As such, even with the eminent danger he enjoyed the long journeys and patrols in the wild lands.

     

    During the fall of his twenty-forth year he was abroad to the north, spending time alone among the paths where he preferred to be. His father approved of this, thinking his son would find strength and hardiness patrolling the area. It was near dusk, and the last rays of light turned the trees around him a glowing orange when the sound of song caught his attention. It was unlike anything he had heard before, at first thinking it was just the rustling of leaves in a cool breeze. This melody lighted his heart and started a fire within his mind and heart that he must find the source of it. He walked from the path into the darkening wood, thought the twisted vines and roots until he stumbled on the origin of the melody. In the forest ahead, a woman knelt before a small sapling. The tiny trees branches were brown and gnarled, its leaves gone to early in the fall. Her hands touched the earth around it, while she continued to hum the tune. In the twilight of dusk it seemed her hands had a halo of yellow and that the small tree righted itself, its branches becoming a bit less twisted and its few leaves uncurling.

    A branch snapped in two under Aeric’s foot and the melody faltered for a moment and she turned to face him her hand on a small sword. Their eyes met and she let her hand fall from the blade. Her eyes were a mixture of the green of spring leaves and the blue of a clear sky. She turned back to her work, and Aeric sat down to the side of her and watched. When she finished her song she wiped her hands on her pants and turned to Aeric with a smile. It was then he noticed her small horns and pointed ears. She was of the faun, a race of people who lived close to the land and viewed themselves as the healers and protectors of the land. No word was spoken, but each looked at each other with half smiles and open eyes.

    Among her people she was counted most fair, and was a reminder of the older days when things were young and all was fairer, as if a soft veil of light clothed the world. Her beauty was not ethereal as that of the elves, but more that of the soil and plants of spring, new, strong, and full of life. It was these qualities her people held most high, and she seemed to embody them as if blessed.

    The song of Iyana hung in the air and called to Aeric as if by a spell.

    It is a sweet longing because it is one that I feel is shared. A longing that the breadth of a continent can not dull. There is the longing of something that we can not attain, or that we wish to attain, and there is a longing for something that you have held in your hands or arms and want to have it near, to grow with it and be strong for it, or have it hold you up when needed.

    to be continued…

    Alchemical Items

    Acid – Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of acid), which deals 10d6 points of damage per round. You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. 10gp

    Alchemist Fire – A grenade weapon, it explodes and does 1d6 damage to the target and 2 points of damage to all within 5’. The target is on fire and will continue to take 1d6 damage until they spend 1 action to put themselves out. 12gp

    Antitoxin – 30gp

    Healing Salve – When the salve is applied over wound, it greatly accelerates the healing process. Heal 1d6. Takes one full round to apply. 25gp

    Lamp Oil – 1sp

    Alveon’s Alchemical Shop

    Alveon’s Shop is located in the Noble Quarter and is known for a variety of wares. While his potions and salves have healed many, the rich of Ferryport look to Alveon for his wines. Alveon himself is a strange fellow. Tall and angular, he often seems like he is laughing at you as he peers over his round glasses. No one is sure of his exact age, but he looks to be between thirty and forty summers. No one remembers a time when his shop wasn’t open in the quarter, and some rumors say that he resembles his father so much they may be the same person.

    Amarnium

    Amarnium

    This is a very rare metal created from a silver-like ore. It is light but strong, and after being forged can rarely be destroyed. It takes a master smith to even begin to make the most basic items with this metal, and very few can forge it into weapons and armor. Elves and Dwarves, having learned smithing long ago from the gods, are more adept with this metal. It is a satin silver color, but can be polished to a super high gloss.

    * Amarnium does not affect spellcasting as iron or steel does. A spellcaster can be touching or carrying amarnium and not be damaged during magic use. Normal armor restrictions do apply.

    HP: 30 per inch (armor or weapons made of Amarnium have x2 normal HP)

    Hardness: 15

    Other Bonuses: Weight cut by 1/2

    Armor’s Max DEX bonus +2

    All amarnium items are considered masterwork.

     

    Type of Amarnium Item Item Cost Modifier
    Light armor +1,000 gp
    Medium armor +4,000 gp
    Heavy armor +9,000 gp
    Shield +1,000 gp
    Other items +500 gp/lb.