Legacy Items

Certain items gain power as the adventurer gains levels. These items are a part of the adventurer’s story; they are the famed sword, the lockpicks of luck, or the rope their mother gave them before they left home.

Each player should work with their GM to choose a Legacy Item for their character that they start out with at first level as a part of their backstory, which will grow in strength as they grow in skill.

These items are part of the legacy of the adventurer.

Level Advancement for Weapons
1st
2nd +1 to critical hit range. 20=19-20
3rd
4th +1 to one legacy weapon
5th
6th +2 to critical hit range 20=18-20
7th
8th +2 to one legacy weapon

 

Level Advancement for Armor
1st
2nd 1 Damage Reduction (DR)
3rd
4th +1 to armor
5th
6th 2 Damage Reduction (DR)
7th
8th +2 to armor

 

Level Advancement for Magic Focus items
1st
2nd Imbued with a 0 mana spell, can cast as a free action.
3rd
4th Imbued with a 1 mana spell that does not have a dice pool.
5th
6th Item can be called to its owner at any time.
7th
8th Imbued with a 3 mana spell that does not have a dice pool.

 

Gaining New Legacy Items – On average, the GM should plan for each character to gain a legacy item at 1st, 4th, and 7th level. There are several options for doing this.

Option 1: First and foremost, one of the character’s items which they have been using for a while, starts gaining power from having used it in the battle for such a long time, becoming something more than a normal item: a legacy item. In this case, the GM should would work with each player to pick the item and its powers.

Option 2: Another option is for the GM to work legacy items into the storyline so that each character gains one somewhere around 4th level. These could be items taken from a foe they bested, or ancient items unearthed in a long-forgotten treasure horde.

Option 3: A third option, for characters that are training under a teacher at a church, the mage tower, under a guild, or some other society or group, is to have a legacy item bestowed upon them by their teacher once they gain a certain level of skill. Within the storyline, this could require a test of skill or a quest of some sort, and might be bestowed in a formal ceremony.

Other Legacy Items – Other items can be legacy items; the GM and player should work together to define the powers of these items.

Lesser Flesh Golem

Golem, Lesser Flesh

 

These are impossible to find and study, usually having been animated by dark magics and then left to rot by its creator after its mission is complete.

 

There’s no reasoning with an animated creature such as this, because its existence is for one purpose. This is a rare case where I support killing without thought–because truly, what have we really killed? A mere object animated by magic.

 

Still, I do wonder if they can feel.

  • Delgon

Golem, Lesser Flesh

Challenge Rating: 4

Size: Medium

Type: Construct

Initiative: 0

 

Defense

Hit Points: 38 (5d10+15)

Armor Class: 19, touch 10, flat footed 19 ( +9 natural)

Saves: Fort 3 Ref 1 Will 3

Weaknesses: None

 

Offense

Speed: 30’

Base Attack: +3

Melee: 2 slams +7 (1d8+4)

Ranged: –

Special Attacks: Bellow

 

Statistics

Abilities: 19 STR , 10 DEX , – CON , – INT , 10 WIS , 1 CHA

Skills: – Acrobatics, – Athletics, +2 Awareness, +3 Endurance, – Knowledge, – Persuasion, – Spellcraft, 2 Survival,  – Thievery

Talents: Shield Bash (no shield needed)

Special Qualities: Immune to Magic, Construct Traits

Ecology

Environment: Any

Organization: Single

 

Treasure: None

 

Bellow

DC 14 Will or be Shaken for 1d4 rounds.

 

Immune to Magic

A lesser golem is immune to all spell effects that have a resistance. Some spells function differently, as noted below.

 

  • Fire and cold spells slow the golem to half speed for 1d4 rounds.

 

Construct Traits

Constructs are immune to disease, death effects, mind affecting, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save.

 

Lich

Lich

Lich

Abravian Devolos

Challenge Rating: 9

Size: M

Type: Undead

Initiative: +4

Defense

Hit Points: 66

Armor Class: 17,  touch 13 , flat-footed 16  (+1 DEX, +6 Natural )

Saves: Fort +6 Ref +6 Will +9

Weaknesses: Legacy and magic

Offense

Speed: 30

Base Attack: +5

Melee: +5

Ranged: +6

Special Attacks:

Mana: 93

Sanity Effects: First Encounter 1/1d8, Fear Aura 1/1d6

Statistics

Abilities: STR 12, DEX 14, CON 0, INT 21, WIS 13, CHA 14

Skills: Acrobatics +2, Athletics +1,  Awareness +5, Endurance +0, Knowledge +11, Persuasion +3, Spellcraft +15, Survival +2, Thievery +4

Talents: Empower Spell, Improved Initiative, Magical Aptitude, Spellmastery, Studious

Special Qualities: Damage Reduction 12/legacy and magic; immune to cold, electricity, and mind-affecting spells; immortal

Ecology

Environment:

Organization:

Treasure: Double

Spells:

0 – Arcane Mark, Daze, Detect Magic, Ghost Lights, Magic Hand, Mystic Compass, Resistance

1 – Alarm, Call the Wind, Chill Touch, Comprehend Languages, Disguise, Dream Call, Expeditious Retreat, Harm, Heal, Mage Bolt, Shocking Grasp, Spider Climb, Xavian’s Warding Armor

3 – Aid, Arcane Lock, Darkness, Flaming Sphere, Fog Cloud, Force, Hold Creature, Mirror Image, Scare, Web, Zone of Truth

5 – Animate Dead, Contagion, Dispel Magic, Fireball, Gaseous Form, Haste, Lightning Bolt, Poison, Secret Page, Tongues, Wind Wall

7 – Arcane Eye, Dream Walk, Emotion, Fear, Fire Shield, Flame Strike, Improved Invisibility, Polymorph Other, Rusting Grasp, Spiked Stones, Void Tentacles, Wall of Fire

Creating a Lich

CR

+2 to base creature’s CR

Size and Type

The creature’s type changes to undead. Size is unchanged.

Hit Dice

Increase all current and all future Hit Dice to d12s.

Armor Class

The base creature’s Armor Class improves by +5

Attack

A lich retains all attacks of the base creature.

Sanity Check

First Encounter 1/1d8, Fear Aura 1/1d6

Special Qualities

Fear Aura

Liches have an aura of death and unnaturalness. Creatures within 60’ who look upon a lich much succeed at a DC 18 Will save or be affected by a Fear spell. They must also succeed at a Sanity Check 1/1d6. A creature who succeeds the save can not be affected by the Aura for 24 hours.

Paralyzing Touch

Any living creature hit by a melee attack from the lich must save at a DC 14 Fort save or be paralyzed for 24 hours.

Spells

A lich can cast any spells it could cast while it was alive.

Mana

A lich gains 30 mana to the mana they had while they were alive.

Damage Reduction

A lich gains DR 12/legacy and magic.

Immunities

Liches are immune to cold, electricity, and mind-affecting spells.

Undead Traits

Liches gain all undead traits.

Abilities

Liches gain the following to the listed stats: +2 INT, +2 WIS, +2 CHA, and their CON drops to 0.

Treasure

Double

Weaknesses:

Phylactery

A crucial part of extending ones life as a lich is creating a magic phylactery to contain its life force. Unless it’s phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.

A phylactery can be anything, but must be a small object.

Immortal

An upir is immortal and can not be slain, unless its phylactery is destroyed.

Lord Jim’s

Lord Jim’s is a small tavern right in the heart of the Fish Town market. It is a popular tavern in the area and is known for its cheap drinks and rot gut liquor. The proprietor, Jim, is a gruff man who doesn’t take kindly to any nonsense in his bar. Overall, the smokey, worn bar is welcoming to all, if a little on the rough side.

Lorthain Tamen

Lorthain is a little taller than an average man, but his muscled frame makes him imposing. He is quiet and thoughtful, but when he is merry, his laugh fills the room. His hairless head makes him easy to pick out in a crowd, or find on a battlefield. His dark brown skin shows the scars and wrinkles of many decades of travel, looking to be over 40 cycles of age.

Background

Lorthain was born in the Tower; his father was a refugee from the Southern Empire of Ish. His father became an Archeon and his mother a librarian at the Tower. He enjoyed his time growing up among the ancient tomes and empty passages and took the mantle of Archeon with pride and reverence when he was old enough. He was assigned to Malynn when Malynn was a young initiate, as all Archeons are assigned to Luminar by the Tower; but they have grown to be good friends.

Motivations

Lorthain follows the law of the Tower to the letter. If someone is believed to the a Ravager, they must stand trial; and if found guilty, they are silenced. There is responsible use of magic and there is not, there is no gray to him in this area. His second goal is the protection of his friend Malynn.
If the adventurers end up in the drinking tent, Malynn will be waiting at a side table. He is playing a card and token game with his companion. When he sees the group read the following.

Losvari

Losvari – The Elves of the East

About

The Elves of Aradan were those who answered the call to defend the Aradan Kingdom from the northern forces of the sorcerous King Baleband. They signed a pact to defend the people of Aradan now and in the future against those who would oppose them. Members of each elven culture joined with the Aradani to try and halt the advancement of the forces of darkness from the North.

When the Disappearance happened, the Elves of Aradan became trapped in the most volatile part of the In-Between. They fought for their lives for centuries in these dream-like wastes. Now they have begun to return, sometimes violently, to the lands of Atheles.

They have adopted the name Losvari, meaning the “lost people”.

Ranariel, a Losvari elf who was captured by the Whirling Blades after he returned from the In-Between. He lost his arm in battle, but his foes have found he is just as deadly with his left hand.

Luminar

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church all have the ability to train luminar. Though their base stats may be shared, their choices of spells and Talents should reflect their path of learning.

SagaBorn 1.5 Stats

Hit Die: d6

Class Abilities: INT

A luminar is a formally trained spellcaster. They have typically received their education from one of the magical institutions in Atheles, like the Wizard Tower, the Druid Council, or one of the many established churches. Though their base stats might be shared, their spell choices and Talents should reflect their specific path of learning.

 

Starting Spells known at level 1
Spells 6+1/2 INT

 

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 Luminar Base Mana Level Bonus*
1st +1 Elemental Type, Elemental Focus, Energy Burst, Spell Book, Starting Spells, Spell Sight 2 Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 to Touch AC vs Spells, Mage Lore 4 +1 HD, +1 HP, +1 Skill
3rd +3 1 Talent Point 7 +1 HD, +1 Skill, 1 Talent
4th +4 +1 to Touch AC vs Spells,Survival +2, Energy Blast 11 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 1 Talent Point 16 +1 HD, +1 Skill
6th +6 +1 to Touch AC vs Spells, Energy Wall 24 +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point 33 +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 to Touch AC vs Spells, Call of the Elements 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 luminar chooses the types of energy that they can infuse into elemental spells. They choose from: Fire, Water, Earth, Air, Ice, Electricity. They gain 2 elemental types at level one and gain another at 2nd, 4th, 6th, and 8th levels.

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 luminar 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.

Spell Book: A luminar uses a “spell book” to keep track of their spells. This doesn’t have to be an actual book—it could be a staff inscribed with runes, detailed tattoos, or even pieces of leather inscribed with small text.

Spell Sight: A luminar 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 luminar gets starting 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

Energy Blast: Up to three times per day, the luminar can cast a small orb that explodes in a chosen energy (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus) up to 40’ away from the caster, doing 4d4 damage to all within a 15’ radius. The luminar can also cause the energy blast to instead heal 4d4 hit points to all within a 15’ radius.

Level 6

Energy Wall: Once per day, a luminar can summon a 15’x 15’ x 2’ wall of energy that does 6d4 damage of chosen energy damage (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus) to any who cross through it. The effect lasts for 2d4 rounds. 60’ range.

Level 8

Call of the Elements: Once per day, a luminar can summon a raging storm of chosen energy (fire, ice, acid, stone or air) to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC (Difficulty Class) 18, Reflex save for half damage. The luminar can also use this ability to instead Stun all creatures in a 40’ radius. A DC 18 Will save to negate.

SagaBorn 1.0 Stats

Hit Die: d6

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

A luminar is a trained spellcaster. They could have been trained by any one of the many institutions in Uteria. The Wizard Tower, the Druid Council, and the Church all have the ability to train luminar. Though their base stats may be shared, their choices of spells and Talents should reflect their path of learning.

Starting Spells known at level 1
0 Mana Spells 4
1 Mana Spells 2+1/2 Spellcaster Primary Ability Bonus*

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

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +1 +0 +2 Energy Burst, Spell Book, Spell Sight 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +1 +1 +0 +3   Bonus Hit Point, +1 Skill Point
3rd +1 +2 +1 +3 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +2 +2 +1 +4 Energy Blast +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +2 +2 +1 +4   +1 Deflection Bonus to AC, +1 Skill Point
6th +3 +3 +2 +5 Energy Wall, 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +3 +3 +2 +5   Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +4 +3 +2 +6 Call of the Elements +1 Ability Point, +1 Skill Point

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

Energy Burst: You fire a small orb of energy (caster’s focus) at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d4 +1 points of chosen energy damage. Energy: Fire, Ice, Acid, Stone, Air . This ability gains in power and adds 1d4 +1 damage for each 2 caster levels. Range 40 ft.

Spell Book: A luminar uses a spell book to keep track of their spells. This doesn’t have to be a book, it could be a staff inscribed with runes, or detailed tattoos, or pieces of leather inscribed with small text.

Energy Blast:  You cast a small orb that explodes in a chosen energy up to 40’ away from the caster, doing 4d4 damage to all within a 15’ radius. The Luminar can also cause the energy blast to instead heal 4d4 hit points to all within a 15’ radius.

Energy Wall: Once per day, you summon a 15’x2’ wall of energy that does 6d4 damage of chosen energy damage to any who cross.

Call of the Elements: Once per day, you can summon a raging storm of chosen energy to do 8d6+8 damage to a 40’ radius of creatures. Range 80’. DC 18 Reflex for half damage. The Luminar can also use this ability to instead Stun all creatures in a 40’ radius. A DC 18 Will save to negate.

Luntris

Luntris, the “White Moon of the Tides,” is one of two moons above Uteria’s night sky. While the red moon is associated with magic and seems to have almost no gravitational pull, the white moon’s path has a considerable effect on the tides.

The-Adventure-Begins_web

M Bar

M Bar, also known as Monster Bar, is a hidden pub in the Northeast part of Kowal.

M Bar is in the converted cellar of Etahn Belbane. Etahn was a merchant for many years until his traveling caravan was attacked by newly returning creatures. As his livelihood was wiped out, he picked up a bow and sword, and began to hunt the beasts that invaded his homeland. After many years of this, he hurt his leg, and settled down to retire.

He was not a person to sit still, so he converted his cellar into a trophy room, showcasing creatures, skeletons, and more from his many hunts. People came to see these oddities, and one thing lead to the next and he began serving drinks. It was nicknamed Monster Bar, but he shortened it to M Bar to not scare off potential clients.

He lives in the house above with his longtime partner, Lonald. Lonald is quite eccentric, often requesting people address him as Sir Lonald.

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