Chronicles of Eaetheria

by mystickdreamer

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Welcome to Eaetheria

Thank you for joining me on this adventure thats kind of been a whirlwind.



















Players Handbook














Monster Manual














GameMaster Manual


Preface

Thank you all for taking the time to read this. While other RPGs are excellent, they weren't quite what I wanted. This is my attempt to make an RPG I'm happy with.



Introduction

World of Adventure

Using this book

How to play

Adventures

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Contents

Chapter 1: Characters

Character Creation

Steps to Create Character

  • Step 1 - Choose a Race
  • Choose a Background
  • Record Starting Experience - 320
  • Ability Scores start at 1
  • Skills start at 0
  • Spend Experience to buy Ability Scores, Skills, Perks, and Spells Experience Chart Note: Make sure to account for any multiplier modifiers Race and Background give.
  • Record Mana (Intelligence + Willpower)
  • Record Health (5)
  • Record Stamina (Endurance + Might)
  • Record Speed (Agility X 10Ft + Racial Modifiers)
  • Record starting gold: 3d10X10
  • Purchase starting equipment



Beyond Character Creation


Experience Chart

TraitExperience Cost
Ability ScoresNew Dice X 10
SkillsNew Dice X 8
PerksPerk Cost
Health LevelsNew Dice X 10
Spells/ManeuversRank X 5
Mana/Stamina LevelsNew Rank X 8

Spending XP

Xp is spent like a currency to gain more power. the chart above shows how much different parts of your character cost to gain a new dice in

Example Neriyan is a Elf outlander.

If Neriyan wants to improve his Might to 3 then he has to buy each pip. Neriyan starts out with 1 pip in Might for free. Neriyan then spends 20 xp to raise his Might to 2 Neriyan then has to spend 30 xp to raise it to Might 3

If Neriyan wants to raise his Agility to 3 he gets a bonus because he's an elf Neriyan's multiplier for agility is not X 10, it's X8 So Neriyan for Agility 2 spends 16 xp and for Agility 3 he spends 24 xp.

If Neriyan wants to increase Endurance to 3 because he is an elf he gets a panalty so his multiplier is X 11 Endurance 2 costs 22 xp Endurance 3 costs 33 xp

Chapter 2: Races

Choosing a race


Every character belongs to one race or another. All manor of beings inhabit Eatheria. The most common races are Humans, Elves, Dwarves. Your first step into this new fantastical world is choosing your race.






Human

Humans are the descendants of pioneers, conquerors, traders, travelers, refugees, and other people on the move. As a result, human lands are home to a mix of people—physically, culturally, religiously, and politically different. Hardy or fine, light-skinned or dark, showy or austere, primitive or civilized, devout or impious, humans run the gamut.

Bonus Impact
XP Multiplier Modifiers -1 to all Ability Scores
Size Medium
Vision Normal
Skill Points 1st dot in 4 skills for free to show how versatile humans are
Automatic Language Common
Bonus Language Any

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Personality:

Humans are the most adaptable, flexible, and ambitious people among the common races. They are diverse in their tastes, morals, customs, and habits. Others accuse them of having little respect for history, but it’s only natural that humans, with their relatively short life spans and constantly changing cultures, would have a shorter collective memory than dwarves, elves, gnomes, or halflings.

Physical Description:

Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kinky, or straight), and their facial hair (for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, orc, or other lineages. Members of this race are often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body piercings, and the like. Humans have short life spans, reaching adulthood at about age 15 and rarely living even a single century.

Language

Humans speak Common. They typically learn other languages as well, including obscure ones, and they are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elven musical expressions, Dwarven military phrases, and so on



Elves

Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.

Bonus Impact
XP Multiplier Modifiers Agility -2 Endurance +1
Size Medium
Speed +10 Ft
Vision Dark Vision
Special Immunity to sleep magic effects +1 dice to Willpower against charm spells
Weapon Prof Elves receive the [[Perks]] Weapon focus (longsword) and (longbow)
Bonus to Skill +2 dice to Perception
Automatic Language Common and Elf

Personality:

Elves are more often amused than excited, and more likely to be curious than greedy. With such a long life span, they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. When pursuing a goal, however, whether an adventurous mission or learning a new skill or art, they can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Physical Description:

Elves are short and slim, standing about 4- 1/2 to 5-1/2 feet tall and typically weighing 95 to 135 pounds, with elf men the same height as and only marginally heavier than elf women. They are graceful but frail. They tend to be pale-skinned and dark-haired, with deep green eyes. Elves have no facial or body hair. They prefer simple, comfortable clothes, especially in pastel blues and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine features. Many humans and members of other races find them hauntingly beautiful. An elf reaches adulthood at about 110 years of age and can live to be more than 700 years old. Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf dreams, though these dreams are actually mental exercises that have become reflexive through years of practice. The Common word for an elf’s meditation is “trance,” as in “four hours of trance.”

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Dwarves

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth’s secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.

Bonus Impact
XP Multiplier Modifiers Endurance -2 Charisma +2
Size Medium
Speed -10 Ft not reduced by encumberance
Vision Dark Vision
Special Stonecunning, Weapon Familiarity, Stability
Poison Resistance +2 Dice to save vs poison
Health +1 Health Level (maybe damage resistance instead)
Stonecunning When making checks related to stonework -1 difficulty on the die
Automatic Language Common and Dwarven

Personality:

Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance. Among gnomes, who get along famously with dwarves, a mild oath is “If I’m lying, may I cross a dwarf.”

Physical Description:

Dwarves stand only 4 to 4-1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves’ skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 40, and they can live to be more than 400 years old.

Language:

Dwarves speak Dwarven, which has its own runic script. Dwarven literature is marked by comprehensive histories of kingdoms and wars through the millennia. The Dwarven alphabet is also used (with minor variations) for the Gnome, Giant, Goblin, Orc, and Terran languages. Dwarves often speak the languages of their friends (humans and gnomes) and enemies. Some also learn Terran, the strange language of earth-based creatures such as xorn.

Stonecunning:

.This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity:

Dwarves are so familiar with dwarven waraxes and dwarven urgroshes (see Equipment) they receive a -1 difficulty to their attack rolls.

Stability:

Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

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Halflings

Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors.

Bonus Impact
XP Multiplier Modifiers Agility -2 Might +1
Size Small
Speed -10 Ft
Vision Normal
Luckly Once per day if you botch a roll you can reroll, but you must keep your second roll
Brave +2 dice to save against being frightened
Halfling Nimbleness Halfling Nimbleness
Automatic Language Common and Halfling

Personality:

Halflings prefer trouble to boredom. They are notoriously curious. Relying on their ability to survive or escape danger, they demonstrate a daring that many larger people can’t match. Halflings clans are nomadic, wandering wherever circumstance and curiosity take them. Halflings enjoy wealth and the pleasure it can bring, and they tend to spend gold as quickly as they acquire it. Halflings are also famous collectors. While more orthodox halflings may collect weapons, books, or jewelry, some collect such objects as the hides of wild beasts—or even the beasts themselves. Wealthy halflings sometimes commission adventurers to retrieve exotic items to complete their collections.

Physical Description:

Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. Their skin is ruddy, their hair black and straight. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. They like to wear simple, comfortable, and practical clothes. A halfling reaches adulthood at the age of 20 and generally lives into the middle of her second century.

Gnomes

Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.

Bonus Impact
XP Multiplier Modifiers Endurance -2 Might +2
Size Small
Speed -10 Ft
Vision Normal
Weapon Familiarity Gnome hooked hammers = martial not exotic
Illusion familiarity +1 success to WIllpower saves when dealing with illusions
Automatic Language Common and Gnomish

Personality:

Gnomes adore animals, beautiful gems, and jokes of all kinds. Members of this race have a great sense of humor, and while they love puns, jokes, and games, they relish tricks—the more intricate the better. They apply the same dedication to more practical arts, such as engineering, as they do to their pranks. Gnomes are inquisitive. They love to find things out by personal experience. At times they’re even reckless. Their curiosity makes them skilled engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react.

Physical Description:

Gnomes stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

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Half-Elf

Humans and elves sometimes wed, the elf attracted to the human’s energy and the human to the elf’s grace. These marriages end quickly as elves count years because a human’s life is so brief, but they leave an enduring legacy—half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becoming physically an adult but culturally still a child by elven standards. Typically, she leaves her elven home, which is no longer familiar, and finds her way among humans. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers: more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in among humans, while others find their identities in their difference. Most find places for themselves in human lands, but some feel like outsiders all their lives.

Bonus Impact
XP Multiplier Modifiers None
Size Medium
Speed -
Vision Dark Vision
Special Immunity to sleep magic effects +1 dice to Willpower against charm spells
Bonus to Skill +1 dice to perception, -1 dice difficulty for investigation
Automatic Language Common and Elf

Personality:

Most half-elves have the curiosity, inventiveness, and ambition of the human parent, along with the refined senses, love of nature, and artistic tastes of the elf parent.

Physical Description:

To humans, half-elves look like elves. To elves, they look like humans—indeed, elves call them half-humans. Half-elf height ranges from under 5 feet to about 6 feet tall, and weight usually ranges from 100 to 180 pounds. Half-elf men are taller and heavier than half-elf women, but the difference is less pronounced than that found among humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tone, hair color, and other details vary just as human features do. Half-elves’ eyes are green, just as are those of their elf parents. A half-elf reaches adulthood at age 20 and can live to be over 180 years old. Most half-elves are the children of human–elf pairings. Some, however, are the children of parents who themselves are partly human and partly elf. Some of these “second generation” half-elves have humanlike eyes, but most still have green eyes.

Half-Orc

Half-Orcs, as seen by civilized races, half-orcs are monstrosities, the result of perversion and violence—whether or not this is actually true. Half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Half-orcs as a whole resent this treatment, and rather than play the part of the victim, they tend to lash out, unknowingly confirming the biases of those around them. A few feared, distrusted, and spat-upon half-orcs manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it’s easier just to crack a few skulls. Some half-orcs spend their entire lives proving to full-blooded orcs that they are just as fierce. Others opt for trying to blend into human society, constantly demonstrating that they aren’t monsters.

XP Multiplier Modifiers Agility -2 Endurance +1
Size Medium
Speed -
Vision Dark Vision
Menacing +2 dice to Intimidation
Relentless Endurance When becoming incapacitated heal two health levels. This is usable once per day.
Savage Attacks When cuit with a weapon roll half your strength score again for damage
Automatic Language Common and Orc

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Personality

Half-orcs tend to be short-tempered and sullen. They would rather act than ponder and would rather fight than argue. Those who are successful, however, are those with enough self-control to live in a civilized land, not the crazy ones. Half-orcs love simple pleasures such as feasting, drinking, boasting, singing, wrestling, drumming, and wild dancing. Refined enjoyments such as poetry, courtly dancing, and philosophy are lost on them. At the right sort of party, a half-orc is an asset. At the duchess’s grand ball, he’s a liability.

Physical Description

Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds. A half-orc’s grayish pigmentation, sloping forehead, jutting jaw, prominent teeth, and coarse body hair make his lineage plain for all to see. Orcs like scars. They regard battle scars as tokens of pride and ornamental scars as things of beauty. Any half-orc who has lived among or near orcs has scars, whether they are marks of shame indicating servitude and identifying the half-orc’s former owner, or marks of pride recounting conquests and high status. Such a half-orc living among humans may either display or hide his scars, depending on his attitude toward them.

Draconian

Draconians vary by their sub-race.

Bonus Impact
XP Multiplier Modifiers Might -2
Size Medium
Speed -
Vision Normal
Gliding Wings As a draconian, you have a pair of leathery, vestigial wings that sprout from your back. While these are not capable of full flight, you can use them glide. You have a fly speed equal to your current walking speed. You fall if you end your turn in the air and nothing else is holding you aloft.
Automatic Language Common and Draconic

Baaz

Baaz are the smallest of the draconians and hatched from brass dragon eggs they are used as ground troops in the dragon armies forces. The weakest of the draconians, baaz draconians are often abused and treated as slaves by others. However, their small size makes it easy for them to work in disguise and infiltrate the enemy. Additionally, the baaz can use their wings to intimidate their enemies. Baaz draconians turn to stone upon their deaths.




























XP Multiplier ModifierAgility -1.
Intimidating ChargeYou can flap your wings rapidly to increase your speed by 5 feet. While flapping your wings, if you move at least 10 feet straight toward a target, the target must immediately succeed a Willpower check with target number of successes equal to the intimidation score or become frightened by you until the end of its next turn. After you use your Intimidating Charge, you can’t use it again until you complete a short or long rest.
Damage ResistanceThanks to your brass dragon ancestry, you have resistance against fire damage.

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Bozak

Created from the eggs of bronze dragons, bozak draconians are most well known for their leadership and understanding of warfare. In addition, they are gifted with magic. Bozak bones explode after death, injuring and potentially killing anyone near it.

XP Multiplier ModifierCharisma -1
Martial ExpertiseOnce per turn, whenever you hit a creature with a weapon attack and that creature is within 5 feet of one of your allies that isn’t incapacitated, you can reroll one of the damage dice. You must keep the new result.
Damage ResistanceThanks to your bronze dragon ancestry, you have resistance against lightning damage.

More subraces to come


Tiefling

Tieflings are simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human's capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections. Though the power of their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint and the grandchild of a pit fiend an unsuspecting hero.

Bonus Impact
XP Multiplier Modifiers Intelligence -1 Charisma +1
Size Medium
Speed -
Vision Dark Vision
Hellish Resistance Fire damage -2 levels
Infernal Legacy Your blood carriess a bit of thaumaturgy in it, You can cast the hellish rebuke spell and the darkness spell once per day..
Automatic Language Common and Infernal

Personality:

Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human's capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections. Though the power of their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint and the grandchild of a pit fiend an unsuspecting hero.

Physical Description:

No two tieflings look alike; the fiendish blood running through their veins manifests inconsistently, granting them an array of fiendish traits. One tiefling might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of fiend that spawned the tiefling's bloodline, but even then the admixture of human and fiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings is a thing of wonder, running the gamut from oddly beautiful to utterly terrible.

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Pixie

Pixies are an enchanted race born of raw fey magic, pixies are the diminutive tiny folk of the Feywild. Under the direction of the Court of Stars, they etch the patterns of frost on the winter ponds and rouse the buds in springtime. They cause flowers to grow and sparkle with summer dew, and they color the leaves with the blazing hues of autumn. It is said that they taught the birds to fly and to sing. These childlike sprites have a penchant for mischievous fun, and there is no game a fairy will not play, no sport it will not attempt, and no revelry it will avoid or decline.

Pixies are nature's immature answer to elves. They are chaotic even with their laws. They are shy and reclusive and adore playing tricks and pranks, seldom bothering outsiders otherwise unless their curiosity gets the better of them.

Bonus Impact
XP Multiplier Modifiers Agility -3 Might +4
Size Tiny
Speed Your base walking speed -30 Ft Your flying speed is normal and you can hover no more than 10 feet off the ground if you are more than 10 feet off the ground when you end your turn you will fall until you are within the 10 feet of the ground. you can’t be wearing medium or heavy armor.
Vision Normal
Fey Ancestry +2 dice to Willpower rolls vs Charms Magic can’t put you to sleep
Invisibility Once per day
Shrink You can touch an object that is sized for a Medium or Small creature and shrink it to a size appropriate for you. If the object is a weapon, decrease its damage dice by one size unless it has the finesse or light weapon properties (the versatile damage dice of that weapon also decreases). If it is a container, such as a backpack or coin purse, all objects inside shrink proportionately. You can have multiple object shrunk at once but once the object leaves your person, it's container or you die, it returns to its original size.
Tiny Hands -2 dice to Athletics +1 dice to thievery
Automatic Language Common and Sylan

Personality:

Physical Description

Pixies rarely reach over 1 foot tall, and their wings come in many designs and patterns, ranging from butterfly to beetle. They often look like tiny elves, with pointed ears and ranging skin tones. They carry the normal array of human skin tones as well as light shades of the rest of the spectrum of colors, coming from light shades of red to copper and bronze. They can even carry small attributes of the insect family they hail from, including antennae, fluff, and the wing styles. Their eyes often look like a molten liquid but the pupils can be visible if you can ever get a close enough look. They love vibrantly colored clothes or shiny metal armor, something that speaks about their personality on a level that other pixies and some people can understand.

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Goblin

Bonus Impact
XP Multiplier Modifiers Agility -1 Endurance -1
Size Small
Speed -10 Ft
Vision Dark Vision
Speak with Small Beasts. Through sounds and gestures you can communicate simple ideas with Small of smaller beasts. Dankwood goblins love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Nimble Escape You can take the Disengage or Hide action as a bonus action on each of your turns.
Automatic Language Common and Goblin

Personality:

Physical Description:

Tortle

Bonus Impact
XP Multiplier Modifiers Might -2 Willpower -1
Size Medium
Speed
Vision Normal
Claws Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike
Hold Breath You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
Natural Armor Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, Your base Damage reduction is +3
Shell Defense You can withdraw into your shell as an action Until you emerge, your damage reduction is doubled
Survival +2 dice to survival
Automatic Language Common and Aquan

Personality:

Physical Description:

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Tabaxi

Tabaxi hail from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

Bonus Impact
XP Multiplier Modifiers Agility -1 Charisma -1
Size Medium
Speed +10 Ft
Vision Dark Vision
Feline Agility Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage of Might +1, instead of the bludgeoning damage normal for an unarmed strike
Cat's Talent Perception +2 dice Stealth +2 Dice
Automatic Language Common and choice

Personality:

Physical Description:

Forged

Bonus Impact
XP Multiplier Modifiers Wisdom +2 Endurance -2
Size Medium
Speed -
Vision Normal
Immunity poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Heal Cannot heal damage normally, must be healed by cure spells or repair damage spells
A forged can be raised or resurrected Does not need to eat, sleep, or breath, but can still benefit from potions and food that gives bonus
Automatic Language Common and choice

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Personality

Forged can have unique personality traits, though, as they are constructs, those are restricted in some ways. they experience anger, pain, fear, and hatred like their human creators. all forged naturally seem reserved, stoic, and pensive, hiding an array of emotions behind their inexpressive metallic faces. their faces were not designed to display facial expressions, so it can seem like they are distant to the conversation. despite their lack of physical facial expressions, they're not completely without them, as their eyes tend to brighten when experiencing strong or specific emotions. some forged have their faces modified to be more expressive for their companion's comfort, but these expressions are learned rather than natural and often appear stilted and awkward. some forged can be incredibly naïve and lack a sense of introspection. however, many others are the opposite and question their existence, they wonder if, as constructs, they have souls, and ask what becomes of them in the after life. the more intelligent forged create complex philosophies about what they perceive and learn. though forged can show loyalty to religions and organizations, typically they become loyal to a small group of comrades. Forged often have little life experience as they have spent most of their time working towards one specific duty, usually soldiering. if there is one interest all forged share it is their love of working and the satisfaction of a job well done. many create endless lists of goals and chores to feed that feeling. they take pride in their work and can work incredibly hard, both traits that make them dislike idleness and failure. forged can excel at most tasks, having a single-minded efficiency, especially in combat related roles. but this same single-mindedness can often translate to a lack of creativity and they can be easily surprised or "outflanked." war and military thinking are the foundation of forged personalities. they understand duty, the chain of command, and conflict. forged dislike being called "it" and usually accept the gendered pronoun that they most closely resemble. some forged adopt names from the culture they were created in, though most of their names were assigned at construction and are straightforward and related to their job, abilities or rank. many forged simply accept the nicknames given to them by their comrades while others seek more meaningful names that best describe them.

Creation

The process to create a Forged has been lost to history and has not been practiced en masse for a really long time. The Forged that exist today caught the attention of a God who actually gave them souls and their own being. Normal people cannot actually create the Forged as they exist today. New Forged are created at a place known as the Foundry, where the bodies are created then presented to the God, if the God is pleased with the work, he imbues a soul into the construct creating a new Forged. Think of the god akin to Hephaestus from Greek mythology. All Forged awake fully formed with an inkling of a divine presence at their creation. This does not mean they have to follow the God, but they know a God had a hand in their making.

Physical Description:

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Chapter 3: Skills

Skill Summary

Skills are a characters experience in the world, the things they have learned to do and how to survive.

DiceAbility
1 Basic knowledge
2Practictioner, Working knowledge
3Professional, detailed knowledge
4Expert, Exceptional
5Master, A leader in your field
6-10Epic Ranks, Beyond normal capability

Martial Skills

Martial skills are physical attack and defense skills. These skills allow characters to use weapons effectively, to evade attacks, or to absorb damage with their armor.

Archery

Archery is a fighting style that allows a user to effectively wield a bow, longbow, crossbow, or heavy crossbow in combat. Firing a ranged weapon while in melee range, give the attacker an opportunity attack.

RankBenefit
5Attackers no longer get an opportunity attack when in melee

Two Weapon Fighting

Two weapon fighting allows you to fight with a weapon in each hand. Utilizing this skill allows you to make an offhand attack as a bonus on the round you make your attack. This bonus attack is at a +2 difficulty. This category also includes quarterstaffs.

RankBenefit
5Reduce the offhand penalty to 0

Great Weapon Fighting

Great Weapon Fighting allows you to utilize two handed weapons. These weapons are large and are much slower when fighting, this is represented as a -2 to initiative.

RankBenefit
5Remove penalty to initiative.

One Handed Weapon

This skill covers any weapons that are used in 1 hand, while not being dual wielded.

RankBenefit

Thrown Weapon Fighting

The thrown weapon skill, is the act of using daggers, shruikan, chakras, or other thrown weapon.

RankBenefit

Protection

The protection skill, is a purely defensive skill. This skill allows you to hunker down behind a tower shield or find cover. This skill also allows you to help protect others nearby, within 5 feet.

RankBenefit

Martial Arts

Martial artsare a variety of fighting styles that mostly use hand to hand combat. This skill represents years of hard work learning an unarmed fighting style.

RankBenefit

Shield

Ranks in Shield allow you to effectively use a shield to defend yourself, and absorb some of the incoming damage. Add your shield dice to your armor roll.

RankBenefit

Light Armor

This skill gives you the ability to utilize Light Armor.

RankBenefit

Medium Armor

This skill gives you the ability to utilize Medium Armor.

RankBenefit

Heavy Armor

This skill gives you the ability to utilize Heavy Armor.

RankBenefit

Evasion

Evasion is the ability to dodge incoming attacks.

RankBenefit

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Magickal Skills

Arcana

Your Arcana check measures your ability to recall information about spells, magick items, magickal symbols, magickal traditions, the planes of existence, and the inhabitants of those planes.Use this skill to identify spells as they are cast or spells already in place.

Abjuration

The abjuration class of magic deals with casting protective spells, creating either physical or magickal barriers. Abjuration can also remove those spells from opponents, Abjuration class also has the ability to banish subjects to other planes of existences.

Conjuration

Summoning items/creatures, creating items by manipulating matter. This school also governs teleportation

Divination

The Divination class of magick contains spells that enable the caster to learn secrets, predict the future, or to find hidden things or counteract spells that are deceptive. Detect magic and the spell scry are some of the more well known spells in this class.

Charm

The Charm class specializes in affecting the minds of others, potentially controlling their behavior.

Evocation

The Evocation class of magick manipulates energy and creates something out of nothing., Evocation class is the battle magick of the wizarding world.

Illusion

The Illusion class of magick is meant to deceive opponents. Causing people to see things that are not there, or to hide things that are there, hear noises that are not there.

Necromancy

Necromancy class of magick depending on how it is used can be controversial. On one hand Clerics and healers use Necromancy to heal the wounded or bring back the dead. On the other hand Necromancy can be used to speak with the dead, raise dead creatures into unlife. Necromancy affects both the living and the dead.



Transmutation

Transmutation class of magick alters the properties of an item or creature. Examples of Transmutation spells are bull’s strength, and the various polymorph spells.

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Non Combat Skills

Athletics

Athletics covers situations you might encounter that require climbing, jumping, swimming, etc.

Craft

Craft skill requires you to pick a type of craft that you are adept at making. Blacksmithing, Jewelcrafting, etc.

Deception

Deception allows you to bluff your target, getting them to react in a way that is favorable to you. This may include feinting during combat, or lying your way out of getting arrested for something you did, or didn't do. This skill is opposed by the Insight skill.

History

History allows you to recall lore about events that happened long ago, legendary people, or ancient kingdoms, lost civilizations, wars, etc.

Insight

Insight is the ability to determine when people are being less than truthful, or have alterior motives to what they are presenting to you.

Intimidation

Intimidation is attempting to influence somebody through the threat of violence, with hostile actions and physical violence.

Investigation

Investigation is searching an area attempting to find clues on something, this could be location of a hidden object, the type of weapon that caused a wound, or to determine if a tunnel is going to collapse.

Knowledge

Knowledge encompasses different areas of study. This could be Architecture, Dungeoneering, Geography, Nobility, or the planes. This list is not meant to encompass all knowledge, just to give examples.

FirstAid

FirstAid is the ability to quickly study wounds and use a medicine kit to treat those wounds out in the field. Firstaid also lets you take care of a patient long term allowing them to heal twice as many health levels per day of complete care.



Nature

Nature allows you to recall lore about plants, animals, the weather, and natural cycles of things. This skill could be used to determine an animals moods and mannerisms.

Perception

Perception lets you spot, hear, or otherwise detect the presence of something. This is your general awareness of your surroundings. This skill is opposed by Stealth.

Performance

Performance is how well you can play an instrument, dance, since, storytell, or some other form of entertainment.

Religion

Religion is your ability to remember details about deities, rites, prayers, holy symbols, or other practices of the worship of a deity.

Ride

Ride is the ability to spur a mount faster, control a mount in battle, mount or dismount a steed quickly. More exotic mounts require a higher ride skill.

Stealth

Stealth is the ability to hide and remain unhidden and quiet. Stealth is used to sneak by somebody. Stealth is opposed by Perception.

Survival

Survival allows you to follow tracks, hunt game, guide a group through hard to follow terrain, identify the weather, find shelter, avoid hazards, etc. This skill gives you the ability to live in the wild.

Thievery

Thievery is the skill that allows you to do all the skullduggery. This skill is used to pickpocket, pick a lock, disarm or set a trap. This skill also lets you palm items. Thievery could be opposed by Perception in cases another person is involved.

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Skill Usage

  • You decide how many rounds up to your rank in the skill
  • Roll your Ability + Skill each round tallying up the successes
  • If on any of the rounds you do not make at least 1 success you fail. If you make no successes and roll a 1 you critically fail
  • If you make 3 more successes than required you critically succeed
  • If you decide to stop halfway through, or are interrupted for any reason, the attempt is considered a critical failure.



Chapter 4: Background and Personality

Character Details

Your character's name , and physical description will probably be the first things that your group learns about your character. It is a good idea to think about how these characteristics and how they affect your character.

Name

Choose your name, put some thought into your name it is how everybody in the world will likely refer to you.

Sex

Your character is either male or female, this is a personal choice and bears no difference in how your character actually functions. This could affect roleplaying aspects.

Height and Weight

You can decide your characters height and weight, think about what your characters ability scores might say about your characters height and weight

Other characteristics

Choose your other characteristics, like your characters age, eye color, hair color, etc. you may want to give your character memorable physical characteristics, a scar, tattoo, or some other feature.


Backgrounds

Acolyte

You have spent your life in the service of a temple to a god. You perform sacred rites, and conduct worshippers into the presence of the divine. You are not necessarily a cleric performing rites is not the same thing as channeling divine power.

ProficiencyBonus
Insight-1 XP Multiplier
Religion - 1 XP Multiplier

Equipment: A holy symbol (gift to you when entering the priesthood), a prayer book, vestments, common clothes

Adventurer

Whether you left home to adventure, or your parents were adventurers, the adventurer life has always been in your blood. You are willing and able to do the work that nobody in their right mind would even consider.

ProficiencyBonus
Athletics-1 XP Multiplier
Perception - 1 XP Multiplier
Might-1 XP Multiplier
Language 1 more language learned

Equipment: A set of traveler's clothes, a cloak, shovel, crowbar,

Archaeologist

You learned about long lost cultures by studying their remains, surviving masterworks, and their tombs. You like going through lost dungeons digging in search of artifacts that may tell the stories of lost civilizations.

ProficiencyBonus
History-1 XP Multiplier
Survival - 1 XP Multiplier
Intelligence-1 XP Multiplier
Language 1 more language learned

Equipment: A wooden case containing a map to a ruin or dungeon, a bullseye lanter, a miner's pick, set of traveler's clothes, a shovel, a two person tent, a trinket received from a dig site.

Charlatan

You know what makes people tick, you can get what people really want after a few minutes of speaking with them. After a few leading questions you can read then like a children's book. It's useful and a talent you are perfectly willing to use for your advantage.

ProficiencyBonus
Deception-1 XP Multiplier
Thievery - 1 XP Multiplier
Cunning - 1 XP Multiplier

Equipment: a set of fine clothes, a disguise kit, con tools

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Criminal

You are an experienced criminal with a history of going against the law. You have spent time among other criminals and still have contacts within the underworld. You have survived up to this point by skirting the rules of society.

ProficiencyBonus
Deception-1 XP Multiplier
Stealth - 1 XP Multiplier
Cunning - 1 XP Multiplier

Equipment: Thieves tools, a crowbar, dark common clothes with a hood.

Entertainer

You thrive in front of an audience. You know how to entertain and inspire them. Your poetics can stir the hearts of those who hear you. Your music raises their spirits or captures their sorrow. Whatever techniques you use, your art is your life.

ProficiencyBonus
Athletics-1 XP Multiplier
Performance - 1 XP Multiplier
Charisma - 1 XP Multiplier

Equipment: A musical instrument, the favor of an admirer, a costume

Folk Hero

You come from a humble social rank, but your destiny lies elsewhere. Aleady the people in your home village know you as their protector, although your destiny calls you to stand against monsters and tyrants alike.

ProficiencyBonus
Nature-1 XP Multiplier
Survival - 1 XP Multiplier
Endurance - 1 XP Multiplier

Equipment:A set of artisan's tools, a shovel, an iron pot, set of common clothes

Gambler

All you need to make a little gold is a little gold, and maybe some dice. Whether you are a good gambler or a bad one rarely matters because no one can divine the whims of lady luck. Sometimes you win, sometimes you lose, but the thing about gambling is that someone is always willing to take the bet.

ProficiencyBonus
Deception-1 XP Multiplier
Insight - 1 XP Multiplier
Cunning - 1 XP Multiplier

Equipment: Gaming set, a lucky charm, set of fine clothes

Gladiator

You are the gladiator of a colosseum, you were captured, and forced to fight in death matches. your fighting style made you a successful gladiator or kept you alive at least. The colosseum is in your blood now, the memories that replay in your dreams and your experiences have become you. Although you are free, through being released or escaping, you'll never be free of the arena.

ProficiencyBonus
Athletics-1 XP Multiplier
Intimidation - 1 XP Multiplier
Might - 1 XP Multiplier

Equipment: Costume, set of common clothes, an inexpensive weapon

Hermit

You live in seclusion, either in a community such as a monastery, or entirely alone. In your time apart from society you found quiet, solitude and perhaps some of the answers you were looking for.

ProficiencyBonus
FirstAid-1 XP Multiplier
Nature - 1 XP Multiplier
Willpower - 1 XP Multiplier

Equipment: A scroll case stuffed with notes from studies or prayers, a winter blanket, set of common clothes, herbalism kit

Knight

You belong to an order of knights who have sworn oaths. Your goals depend on the order you serve, but in your eyes is a vital and honorable endeavor.

ProficiencyBonus
Arcana-1 XP Multiplier
Religion - 1 XP Multiplier
Willpower - 1 XP Multiplier

Equipment: set of traveler's clothes, a signet, banner, seal representing your place or rank in the order

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Noble

You understand wealth and privelage. You carry a noble title, and your family owns land, wields significant influence, and all the benefits of that station. You might be a pampered aristocrat, a former merchant risen to nobility, or a disinherited scoundrel. You could just be a hard working landowner who cares about the people who live on your land.

ProficiencyBonus
History-1 XP Multiplier
Persuasion - 1 XP Multiplier
Appearance - 1 XP Multiplier

Equipment: a set of fine clothes, a signet ring, scroll of pedigree

Outlander

You grew up in the wilds away from civilization. You'vge witnessed the migration of herds, survived extreme weather, and enjoyed solitude of being alone in the wilderness. The wilds are in your blood, whether you are a nomad, an explorer, a recluse, or even a marauder. You know the ways of the wild.

ProficiencyBonus
Athletics-1 XP Multiplier
Survival - 1 XP Multiplier
Agility - 1 XP Multiplier

Equipment: A staff, hunting trap, set of traveler's clothes

Sailor

You sailed on a vessel for years. In that time you faced stormed, monsters of the deep, and those who want to sink your ship to the deep. Your first love is the distant horizon, however, the time has come for you to try something new.

ProficiencyBonus
Athletics-1 XP Multiplier
Perception - 1 XP Multiplier
Agility - 1 XP Multiplier

Equipment: A belaying pin, 50 feet of silk rope, a random trinket, set of common clothes

Sage

You spend years learning the lore of the multiverse. You studied scrolls and listened to the greatest experts on the subjects that interest you. Your effects have shown you a capable scholar.

ProficiencyBonus
Arcana-1 XP Multiplier
Magick School of your Choice - 1 XP Multiplier
Intelligence - 1 XP Multiplier

Equipment: a bottle of black ink, a quill, a small knife, set of common clothes, letter from a colleague posing a question you have not yet been able to answer

Soldier

War has been your life as long as you remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive in war. You might have been a part of a national army or a mercenary group.

ProficiencyBonus
Weapon skill of choice-1 XP Multiplier
Armor skill of choice - 1 XP Multiplier
Might - 1 XP Multiplier

Equipment: aninsignia rank, trophy taken from enemy, set of bone dice, set of common cards

Urchin

You grew up on the streets alone and poor. You had no one to watch over you, so you learned to provide for yourself. You fought fiercely over food and kept constant watch from those who would liberate your meager belongings. You slept on rooftops, alleyways, or anywhere else you could get away from the elements, or you didn't and endured sickness without medicine.

ProficiencyBonus
Thievery-1 XP Multiplier
Stealth - 1 XP Multiplier
Agility - 1 XP Multiplier

Equipment: a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes

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Chapter 5: Perks

Acrobatic

XP CostRequirementsBenefit
10Agility 3You receive a -1 difficulty on all athletics rolls

AlterMagick

NameXP CostRequirementsBenefit
Tie the weave15Intelligence 3, WillPower 3When you cast a spell that requires concentration, you can spend 3 mana to cast it without requiring concentration. While you have this spell tied off your mana pool is reduced by 3. You can only have one spell tied off at a time. You regain 2 of the mana when the tie is released or broken.
Cautious Spell15Intelligence 3You can spend a mana point and protect an amount of creatures up to your Willpower rating from suffering the effects of the spell.
Concuss Spell15Willpower 2 When you cast a spell and deal damage to a target, you can spend a mana point to push the target 5 feet. Only 1 target can be moved in this manner.
Contingent Spell20Intelligence 4, Willpower 3You can spend 1mana for every 10 minuts you want the spell to last in waiting. The spell you cast will last for the time you pay it for, you can then activate the spell as a bonus action of your choosing.
Extend Distance10Intelligence 2You can extend the range by 5 ft per mana spent. A spell with range of touch gets a 30 foot range with 1 mana point.
Powered Spell15Intelligence 3, Willpower 3When you start casting a spell you pay 1 mana, and when you are rolling your casting rolls, you can spend mana per dice you want to reroll.
Extend Time15Intelligence 3, Willpower 2You can spend 1 mana to double a spells duration up to a maximum of 24 hours.
NameXP CostRequirementsBenefit
Stop Resisting20Intelligence 4, Willpower 4When you cast a spell you can spend mana points to increase the difficulty of the resist roll, up to 3 mana points.
Hide a spell20Intelligence 3, Willpower 4You can spend 3 mana, and hide your spellcasting aura.
Immutable Spell20Intelligence 6, Willpower 5You can choose to change the damage type of a spell, mostly used to bypass target’s immunity. This change takes 5 mana to use.
Quick Spell15Intelligence 4When you are casting another spell, you can spend 2 mana to cast another spell as a bonus action without disrupting your current casting
Double Spell20Intelligence 5, Willpower 3When you cast a spell that targets only 1 creature you can spend the mana a second time and have the spell affect two targets.

Ambidextrious

XP CostRequirementsBenefit
8Agility 3Removes the penalty for using your offhand, including for Two Weapon Fighting.

Aura of Protection

XP CostRequirementsBenefit
15Divine Grace, Charisma 2When a friendly creature is withjin 15 feet of you and has a willpower contested roll, they gain a modifier of – 1 difficulty to their roll. You must be conscious to grant this benefit.

Aura of Courage

XP CostRequirementsBenefit
15Divine Grace, Charisma 2When a friendly creature is within 15 feet of you, they can’t be frightened while you are conscious.

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Awareness

XP CostRequirementsBenefit
10Perception 1, Cunning 2You receive a -1 dificulty for all your perception rolls

Bardic Inspiration

XP CostRequirementsBenefit
New rank X 10Performance 2 Influence 2You can inspire others through music, speeches, or just plain old charisma. You reduce the targets difficulty on the targets a roll the target chooses within the next 10 minutes by the amount of ranks you have in Bardic inspiration. Once this roll has been made the target is no longer inspired. Bardic inspiration can be used a number of times per day as your Influence rank.

Blind Fight

XP CostRequirementsBenefit
15Cunning 3, Agility 2You take only half the usual penalty for being unable to see. This includes for invisible creatures, acting in darkness, or poor visibility.

Potion Brewing

XP CostRequirementsBenefit
New rank X 10Intelligence 3, Willpower 2This perk allows you to create various different kinds of potions. The higher the rank of the Perk the better potions you are able to craft, See Crafting Potions

Cleave

XP CostRequirementsBenefit
10Might 3If you deal enough damage to incapacitate a target, you can immediately make a quick attack against another target in your reach. This ability can only be used once per round

Combat Caster

XP CostRequirementsBenefit
10Intelligence 3, Agility 3While casting a spell in melee range of an enemy you receive a -1 difficulty of Defense rolls made against you.

Danger Sense

XP CostRequirementsBenefit
New Rank X 10Agility 3 This Perk lets you sense when things aren’t quite what they seem. This gives you an edge when reacting to danger such as traps and spells. Each rank reduces your difficulty roll by 1 when rolling to avoid a trap or spell. To gain this benefit you can’t be blinded, deafened, or incapacitated.

Deflection of Missiles

XP CostRequirementsBenefit
15Agility 4, Martial Arts 2When an arrow is shot at you and you are hit, you can use a bonus action to roll your defense to reduce the damage done to you by the missile. If you reduce the damage to 0 you redirect the momentum and can make a base attack against the attcker, using the missile you deflected

Die Hard

XP CostRequirementsBenefit
15Endurance 3When you are reduced to 0 health levels, you have 1 more round where you can act before you go unconscious.

Divine Grace

XP CostRequirementsBenefit
New Rank X 10Willpower 2, Necromancy 1, Charm 1, Transmutation 1 Religion 1Divine grace is the grace from your God, Your god gives you the ability to channel their divine power, to turn and effect undead, this also gives you access to your God’s domain of spells if you meet the requirements of the spell. Deal this rank in damage to the undead being turned, if the rank outnumbers their health the undead is destroyed. You can use this Perk a number of times per day as your rank in it.

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Divine Sense

XP CostRequirementsBenefit
10Divine Grace, Religion 1, Charisma 2You can feel the presence of evil, and registers as a stench, powerful good rings like heavenly music in your ears. In combat using a stamina point allows you to open your awareness to detect such forces until your next turn. You know the location of any celestial, fiend, or undead within 60 feet of you. You can also detect the presence of any place or object that has been consecrated or desecrated as with the hallow spell. Outside of combat it does not use your stamina.

Divine Smite

XP CostRequirementsBenefit
New Rank x 10Divine Grace, Necromancy 2, Religion 1,You deal radiant damage to the target, you add 1 dice to your damage roll per rank in Divine Smite. You must expend a mana point per dice of damage added.

Dodge

XP CostRequirementsBenefit
10Agility 2On your action you may select an opponent, with that opponent you receive a -1 difficulty on Defense rolls, until you select another opponent. You can select another opponent to apply this to on any of your actions.

Evasive Actions

XP CostRequirementsBenefit
20Cunning 8, Agility 8You are so evasive that attackers rarely gain any advantage against you. No attack ever gains any bonuses against you unless you are incapacitated,

Great Cleave

XP CostRequirementsBenefit
15Might 4, Perk CleaveThis perk is an enhancement to the Cleave Perk, it allows you to continue attacking as long as the target dies with your attack. You can also take a 5 foot step between each attack if needed.

Greater Archery

XP CostRequirementsBenefit
15Agility 3This perk enhances your archery Skill. You get a -1 difficulty on all of your Archery attacks and maneuvers.

Greater Two Weapon Fighting

XP CostRequirementsBenefit
15Agility 3This perk enhances your Two Weapon Fighting Skill. You get a -1 difficulty on all of your Two Weapon Fighting attacks and maneuvers.

Greater Great Weapon Fighting

XP CostRequirementsBenefit
15Might 3This perk enhances your Great Weapon Fighting Skill. You get a -1 difficulty on all of your Great Weapon Fighting attacks and maneuvers.

Greater Sword

XP CostRequirementsBenefit
15Agility 3This perk enhances your Sword Skill. You get a -1 difficulty on all of your Swordattacks and maneuvers.

Greater Thrown Weapon Fighting

XP CostRequirementsBenefit
15Agility 3This perk enhances your Thrown Weapon Skill. You get a -1 difficulty on all of your Thrown Weapon Fighting attacks and maneuvers.

Greater Protection

XP CostRequirementsBenefit
15Endurance 3This perk enhances your Protection Skill. You get a -1 difficulty on all of your Protectionattacks and maneuvers.

Greater Martial Arts

XP CostRequirementsBenefit
15Agility 3This perk enhances your Martial Arts Skill. You get a -1 difficulty on all of your Martial Arts attacks and maneuvers.

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Improved Initiative

XP CostRequirementsBenefit
10Agility 3You gain a bonus to your initiative of 2.

Jack of all trades

XP CostRequirementsBenefit
New rank X 10Cunning 3Jack of all trades allows you once per day to use your rank in JOAT in an untrained skill. EG No ranks in Nature, but need to make a Nature roll. You would roll + JOAT rank instead of just the ability score. You would not be able to use this ability again until after a long rest.

Fast Movement

XP CostRequirementsBenefit
New Rank X 6Agility 2Land speed increases by +10 ft per rank. This benefit applies only when they are wearing no armor, light armor, or medium armor and not carrying a heavy load.

Feral Perception

XP CostRequirementsBenefit
15Cunning 6, Perception 6, Perk - BlindFightYou gain heightened senses to help you fight creatures you can’t see. When you attack a creature you can’t see your inability to see doesn’t impose a penalty. You are also aware of the location of any invisible creature within 30 feet of you, provided you aren’t blinded or deafened.

Flurry of Blows

XP CostRequirementsBenefit
New rank X 10New rank X 10This ability allows a martial artist to attack multiple times in a round 1 extra attack per rank. You cannot prepare a flurry.

Ki Strike

XP CostRequirementsBenefit
New rank x 20Agility 3, Martial Arts 3You can spend a mana point to infuse your unarmed attacks to make your fists magickal weapons. The bonus for the magick is equal to the rank in this Perk.

Lucky

XP CostRequirementsBenefit
New Dice X 20Cunning 8, Agility 6, Willpower 5Once per long rest you may reroll a number of dice up to your rank in the perk

Nature’s Awareness

XP CostRequirementsBenefit
15Nature 2You can expend mana to focus on the region around you for 1 minute per mana spent, within 1 mile of you you can sense the following creatures, aberrations, celestials, dragons, elementals, fey, fiends, and undead. This Perk does not reveal the creatures locations.

Nimble Hands

XP CostRequirementsBenefit
10Agility 3You have very deft hands, you gain a -1 difficulty for Thievery and Performance rolls.

Point Blank

XP CostRequirementsBenefit
15Archery 3, Agility 3When you are within 15 feet of an opponent you get a -1 difficulty to your archery or to your Thrown Weapon.

Quick Draw

XP CostRequirementsBenefit
5Agility 2With this perk you can draw a weapon with 0 stamina usage. This also allows you to attack the same round you draw your weapon.

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Rage

XP CostRequirementsBenefit
New Rank X 10Endurance 3A character can fly into a rage a certain number of times per day as the Rank of Rage. In a rage the characters gains +2 dice on Might rolls, +2 ranks to Endurance, a +2 dice to Willpower, but takes a -2 dice penalty to Defense rolls. The increase in Endurance gives temporary health levels, which will disappear when the rage ends. When raging the character can’t use Social skills, Agility skills, or Intelligence skills. Can’t cast spells when in rage. Rage lasts for a number of rounds equal to 3 plus the characters improved Endurance. A character can prematurely end his rage, after the rage ends the character becomes fatigued (-2 dice to Might, -2 dice to Agility) for the encounter. A character can enter rage once per encounter and a total of half their Endurance per day.

Sneak Attack

XP CostRequirementsBenefit
New Rank X 15Cunning 2, Stealth 2You know how to strike subtly and exploit a foes distraction. If the target doesn’t know you are there you add your rank in Sneak Attack to your damage roll in dice.

Stunning Fist

XP CostRequirementsBenefit
15Agility 3, Martial Arts 2You spend a mana point to disrupt the flow of energy in an opponent potentially stunning them.

Thieves Cant

XP CostRequirementsBenefit
10Cunning 2, Performance 1You have been trained in the secret language of a thieves guild. This is a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes 4 times longer to convery such a message than it does to speak the idea plainly. In addition you know symbols used to mark an area if there is loot nearby, easy marks, or the area is dangerous, or if there is a safe house nearby.

Unarmored Defense

XP CostRequirementsBenefit
New Rank X 10Can’t wear ArmorUnarmed Defense gives the character resistance to damage in the amount of the rank

Unrelenting Rage

XP CostRequirementsBenefit
15Endurance 5, Must have Rage PerkIf you are raging and your health levels drop to 0, roll your Endurance diff 10. If you get at least 1 success you drop to 1 health level instead of going unconscious. Each time you use this feature you remove 1 dice from the Endurance roll. This affects only this roll. After a short or long rest this “resets” your Endurance dice in relation to this roll.

WildShape

XP CostRequirementsBenefit
New rank X 10 (Max 3)Nature 2 Willpower 2First rank lets you change into any beasts that do not fly or swim. Second rank any except flying. Third rank any beasts. Creature must be a beast in order for you to transform into it. You can wild shape for a number of hours as you have in your rank. These hours do not have to be all used at once. You revert if you fall unconscious.Your physical abilities are replaced by the beasts. Any damage over bringing the wild shape to 0 gets transferred to the characters normal form. You can’t cast spells in a wild shape. Wildshape hours reset after a long rest.

Woodland Stride

XP CostRequirementsBenefit
8Nature 1 Agility 2Moving through nonmagical difficult terrain cost no extra movement. You can also pass through non magical plants without being slowed or damaged by their thorns, spines, or similar hazard.

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Spell Focus

XP CostRequirementsBenefit
15Intelligence 3, Willpower 2You choose a Magick school, and any spells dealing with that school have a – 1 difficult,. This perk can be selected multiple times each time selecting another school of magick.




Chapter 6: Ability Scores

Ability scores determine a characters raw capability in an area.

DiceAbility
1 This rank is unexcersized, unpracticed or inept.
2Average, occasional application
3Good, regular practice
4Exceptional, honed or naturall gifted
5Outstanding, Peak of normal capability
6-10Epic Ranks, Beyond normal capability

Physical

Might

Might measures the characters physical power, and their muscles. Might helps characters do damage with melee weapons. Might also limits the amount a character can carry.

Dice AmountMaximum Carrying Capacity
1 Dice 50 Lbs
2 Dice 100 Lbs
3 Dice 200 Lbs
4 Dice 300 Lbs
5 Dice 500 Lbs
6 Dice 600 Lbs
7 Dice 700 Lbs
8 Dice 800 Lbs
9 Dice 1000 Lbs
10 Dice 1200 Lbs
Characters can roll their Strength score on a critical success they are treated as one Strength point higher

Agility

Agility measures your reflexes, and balance, and hand-eye coordination. This ability is most important for characters wanting to be rogues or any character wearing light or no armor. This ability is the primary Stat for dodging.

Endurance

Endurance represents your characters Stamina. It primarily affects your health levels, it is also the roll you use to shrug off incoming damage that gets past your armor.

Mental

Intelligence

Intelligence is the raw power of your mind. The ability to comprehend information It is the primary factor in most spells. It also a primary factor in starting mana.

Cunning

The ability to think on ones feet under duress. This encompasses your eye for detail.

Willpower

Willpower if how hardy your mind is, how resistant it is to magick and keeping your mind alert when doing monotonous things.

Social

Charisma

Charisma is what makes you stand out in a crowd. It measures your appeal to people regardless of your appearance.

Influence

Persuasiveness or your char. The capacity to play on hopes, desires, and the needs of others to influence them.

Appearance

Your looks, a pretty face can be an influence all on it’s own.


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Chapter 7: Checks


Dice

Like most roleplaying games that are played around a table, or online use dice. Chronicles of Eaetheria use a system that uses 10 sided dice. Anytime a character performs an action that is contested or has a chance to fail, the dice will help us spin the weave of the story. The better your character is at performing a task the more 10 sided dice you will need


Dice Rolls

Dice rolls generally consist of two parts an ability score, and a skill + any equipment modifier +/- any GameMaster determined modifiers (if any) Bonuses are added before penalties are taken away.
Now that we know what consists of a dice roll we need to figure out what the dice mean. Each of the die roll that reads either an 8, 9, or 10 is a success. If the dice rolls a 1, that 1 removes one of the successes in the roll. The dice don't just tell you if you succeed they tell you how well you succeed also.
If none of your dice roll any of these numbers you attempt fails.
There are three types of rolls, Instant, Prolonged, and Contested.

Instant rolls:

These are quick type of rolls. These rolls are resolves with only 1 dice roll. Only 1 success is required for roll to succeed (unless otherwise stated by GM), however, more successes will lead to better results. Instant rolls are quick actions, sneaking past a guard, jumping a fence, etc.

Prolonged rolls:

These are actions that take longer than an instant. These rolls persist for a number of rounds required to see a resolution Every round the dice roll is rolled, as long as 1 success is made each round the roll will continue. If at any point there are no successes in the round being rolled for the attempt is a failure. At the point the number of required successes has been reached then the attempt succeeds. If the character wants a better result they may choose to continue, however, the failure rule applies for over extending as well.

Contested rolls:

These rolls can happen either in an instant or over a prolonged period. In a contested action two or more characters are opposed in some action. In an instant this is resolved by the person who has more successes on their roll. In a prolonged action two opposing forces are attempting to reach a number of successes first.

Bonuses and Penalties

Bonuses or penalties come in two different types, the most common is adding or removing dice. Some instances the number required on the dice could change, increasing the number required increases the difficulty, while lowering the number required lowers the difficulty.


Critical Rolls

Critical Success

A roll is considered a critical success if the attempted roll gains 3 successes over the required successes it is considered a critical success. Critical success not only succeeds, but something beneficial happens. This could be triggering a weapons special ability, or finding a hidden compartment in a chest when you weren't searching for it, but were trying to unlock the chest. I leave what happens up to the GM.

Critical Fail

A roll is considered a critical failure when a roll has more 1s than it has successes. This could be a minor inconvenience or it could be catastrophic depending on how many negative dice the roll has. Again I leave up to the GM on what precisely happens.

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Chapter 8: Combat

When talking and scheming don't work to resolve an issue, often times it leads to out right fighting. Here are the rules for combat in Eaetheria.

Initiative

When combat has been determined to start the first thing that is done is determine who goes in what order. This is done with an intiative roll. Each character rolls a d10 then adds their Cunning score to it, if there are any perks that allow another bonus these get added as well. Combat order goes from highest to lowest.

Attacking

Physical Attacks

  • When making an attack with a weapon you roll your Agility + Weapon skill, using an untrained weapon would mean you would just roll agility.
  • Basic attacks do not use a stamina point.
  • Special attacks use a stamina point, eg: Dodge, Grapple, Disarming, Extra attacks, etc.
  • You must spend a stamina point when using a weapon you are not trained in.

Magickal Attacks

  • When attacking with magick you must first decide how many rounds you want to spend casting the spell up to your rank in the skill.
  • Once you have decided how many rounds you are preparing for you are committed.
  • Spend any mana if needed. See Casting Spells
  • You roll your magick roll (Intelligence + Magick School) every round keeping track of the successes.
  • You must make at least 1 success on each of the rounds that you are preparing for, failure to do so means you fail the spell.
  • While preparing a spell you may still Evade attacks by spending a stamina point (Agility + Evasion).
  • If you are hit during your preparation, the amount of damage you take is removed from your successes for that round, potentially causing you to fail in your spell.

Combat Defense

  • When you are attacked you do have the capability dodge. Evasion is Agility + Evasion. Each evasion success removes 1 success from the attack roll. Each evasion uses a stamina point.
  • Magickal attacks work the same way except they use Willpower + School of Magick - A willpower evasion uses a mana point.

Resolving your attack

Physical Attack

  • Once you have the number of successes you have rolled minus the evasion successes as long as you have 1 success you successfully hit your target.
  • Any successes over the 1 needed are extra successes. Extra successes are automatic success damage levels when resolving damage.
  • Roll Might + Weapon Damage, each success on that roll is a level of damage dealth, then add the extra successes.

Magickal Attack

  • Once you have your successes on your magickal roll, there are some decisions you have to make.
  • You must decide how many of those successes you want to allocate to overcoming resistance to your spell, how many successes you want to apply to the duration of the spell, and how many successes you want to apply towards the effect of the spell.
  • If the number of successes you allocate beat the number of resistance successes, your spell affects them.
  • If you do not allocate any successes to duration, then the duration is instant.
  • Successes spent towards the effects of the spell, may add damage levels per success, or how well the effect actually is.

Damage Types

There are two damage types in Eaetheria Bashing and Lethal.

Bashing

Bashing damage will not kill, once the health levels are gone the target goes unconscious. Further damage after the target is unconscious turns the bashing damage into lethal damage on a point for point basis for further damage.

Lethal

Lethal damage is well, lethal this damage is done by most weapons designed to kill. Once the health levels are all gone with lethal damage the target is deceased.

Resisting Damage

Once you are hit with damage and that total has been calculated, that is not the end of it. You roll your Endurance score + your armor resistance rating, and every success you get on your Endurance roll reduces the damage level by 1. If you roll more successes on your Endurance than damage then you take no damage.

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Quick Actions

Quick actions are actions that are so fast they can be accomplished while still making an attack, eg: taking a potion is a quick actions.

Movement in Combat

Movement is an action, if you want to move and to attack in the same round, you must spend a stamina point.

Healing

Natural Healing

character recovers 1 Health level per day of low activity rest. Low activity is nothing more strenuous than traveling, or riding a horse. If another character attends to the person for the day of rest, they may make a FirstAid check, if they get 2 successes the resting person heals 2 health levels that day. No rerolls are allowed on the FirstAid check.

Magickal Healing

Magickal healing depends on the spell as it is cast.

Potion Healing

Potions can be drunk to heal a number of health levels depending on the skill of the potion maker. Drinking a potion is a quick action. Giving a potion to somebody else in combat costs a stamina point.

Cover

Half Cover

Half cover is an obstacle that covers half of the target's body. This gives a +1 difficulty to the rolls to hit the target.

Full Cover

Full cover is an obstacle that covers more than half of the target's body. Full cover gives a +2 difficulty to rolls to hit the target.

Stamina

Stamina is used for specialty actions, Evading, Maneuvers, moving in combat, etc. Stamina can be recovered after a short rest by rolling Might + Endurance the result is how much Stamina you recover.

Stamina recovers fully after a long rest.

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Chapter 9: Magick

Casting Spells

There are two different types of spellcasting.

Improvised Spellcasting

Improvised spellcasting is spellcasting that is done when you have not studied a specific method or matrixes of spell energies. Most wizards call their studied effects spells. When you are improvising a spell, you must expend a point of mana.

Spells

Spells are tried and true spell formulas, that you have practiced so much that you know the matrixes should work in an expectedway.

Spending Successes

One major difference between magick and phsyical attacks is the capability to decide where your successes go.

  • You have to decide how many successes are allocated to overcoming resistances.
  • You then decide if you want the spell to have greater than instant duration.
  • You then allocate dice for the effect/damage.

Mana

  • Mana is the resource that is used to power spells. You spend mana when casting an improvised spell.
  • You can use mana points to reduce the difficulty of your spell casting.
  • You regain mana by rolling your Willpower + Arcana after a short rest, after a long rest you regain all of your mana. The exception to this are places of power where you can siphon mana from the place.

Spells

Spells are memorized matrices of energy that do not cost you mana to cast on the account that you have practiced it enough to know how to cast it.


Countermagick

  • Use Arcana to check the spell that is being cast, and the effects.
  • The character can decide to try and use their magick to stop the spell from making it to the target.
  • The counterspell being used has to make sense in the moment eg: an enemy is casting a fireball, so you may decide to use Abjuration to put a giant shield over the target of the spell, or if you have Evocation school maybe you cast an ice ball to counteract the fire of the fireball.
  • Any successes made on this Countermagick roll are subtracted from the caster's magick roll for that round, if the counter magick successes reduce the attackers roll to 0, the spell is countered.
  • Countermagick cannot critically fail.
  • Countermagick is considered a reaction
  • You can spend any amount of mana to add automatic successes to your countermagick roll. If you have the mana available.

Special Restrictions


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Spells

Abjuration

Conjuration

NameRangeDurationEffectResRoll
Acid Splash30ftInstYour create a glob of acid in your hand that you throw towards your enemy.Evasion
NameRangeDurationEffectResRoll
Mage Hand30 Ft1 min/Succ SpentSummon a spectral hand that appears at a point you choose within range. You can use your action to control the hand to manipulate objects, open doors or containers, pour contents out of a vial, etc. The hand can't attack, activate magic items, or carry more than 10 pounds.None
NameRangeDurationEffectResRoll
Poison Spray10 Ft1 Rd / Succ SpentYou extend your hand and a puff of gas expels from your hand. Endurance
NameRangeDurationEffectResRoll
Prduce FlameSelfConcentrationA flickering flame appears in your hand that does not hurt you. This flame shines light as a torch would. You can also throw the flame at an enemy, doing so ends the spell. You can hurl the flame as if you are proficient in it, using your Conjuration skill in place of throwing skill. If the attack hits dael allotted success damage.Evasion
NameRangeDurationEffectResRoll
NameRangeDurationEffectResRoll

Divination

NameRangeDurationEffectResRoll
NameRangeDurationEffectResRoll
NameRangeDurationEffectResRoll
GuidanceTouchConcentrationYou touch a willing creature and before the spell ends they get to add an extra die to a skill roll.None
NameRangeDurationEffectResRoll
True StrikeConcentrationYou choose a targt in range, on your next turn you gain a minus 1 difficulty to your attack roll, provided the spell hasn't ended.None

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Charm

NameRangeDurationEffectResRoll
Cause Unease60 Ft1 Rd.Succ SpentTarget must succeed against opposition roll or it has a +1 difficulty Willpower
NameRangeDurationEffectResRoll
FriendsSelf1Rd / Succ SpentFor the duration you have a bonus of -1 to your difficulty with social rolls. After the spell ends the target knows your influenced their mood and may seek retribution.Willpower
NameRangeDurationEffectResRoll
Focused Should10 Ft/Succ SpentInstantYour shout is charmed to boom louder than normal, loud enough to create thunder damage to the target. If the target fails the opposition roll they take a health level of damage. Evasion
NameRangeDurationEffectResRoll
Hateful Gaze30 ft10 min/success spent Target a humanoid and if that target loses the opposition roll they will hate the first person they see other than the spellcaster, they have to know the person for the duration of the spellWillpower
NameRangeDurationEffectResRoll
Psychic Attack60 ftInstantTarget must success against opposition roll or lose manaWillpower
NameRangeDurationEffectResRoll
Spook15ftInstantIf the target fails a resist roll they get scared of you for a moment and move 15 feet away from youWillpower
NameRangeDurationEffectResRoll
Taunt60 ft1 Rd/Succ SpentIf the target fails the resist roll they must change their target to you and immediately move towards you, abandoning all previous targetsWillpower

NameRangeDurationEffectResRoll
Pensive ThoughtsSelf8hours/SuccSpentThis allows you to create a strand of thought , which persists for the duration or until you cast the spell against.

If you cast this spell while concentrating on a spell that allows you to read or manipulate the thoughts of others you create the strand from their thoughts the strand is consumed in the casting.

Casting this spell while holding a strand allows you to receive the thought. Casting detect thoughts on the strand allows you to know the thought without destroying the strand.

Willpower if cast on others
NameRangeDurationEffectResRoll
NameRangeDurationEffectResRoll

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Evocation

NameRangeDurationEffectResRoll
Levin's Spark80 Ft2 Rds/Succ SpentCasting this spell on a taget puts a floating lightning ball around them that does no damage. The next time you cast any single target electricity spell all targets that have a ball around them take the same lightning damage as the target of the spell. The motes are then used up. Each target taks extra levels of damage based on damage successes spent.Evasion
NameRangeDurationEffectResRoll
NameRangeDurationEffectResRoll

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Illusion

NameRangeDurationEffectResRoll
NameRangeDurationEffectResRoll

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Necromancy

NameRangeDurationEffectResRoll
NameRangeDurationEffectResRoll

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Transmutation

NameRangeDurationEffectResRoll
NameRangeDurationEffectResRoll

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Chapter 10: Adventuring

Time

When keeping time is important the GM decides how long a task takes. There may be different increments of time being used depending on the location of the characters. In a dungeon time might be kept in minutes, while outside in the wilderness time might be kept in hours. Long journeys time might be tracked in days. In combat time is tracked in rounds, which are a span of about 6 seconds.

Movement

Movement in a general term is something the GM might summarize, for example you travel several miles to get to the cave entrance. While movement in combat or dangerous areas it may be tracked based on your movement speed of your character in feet. Special types of movement, climbing, swimming, crawling, jumping, might require an athletics check. Being stealthy reduces your movement speed to half.


Resting

Short Rest

A short rest is about a span of 10 minutes where you tend to wounds, clean your weapons, get a drink of water, and do some light activity while you catch your breath. At the end of a short rest a character can roll their Intelligence + Arcana to recover some mana, and roll Might + Endurance to regain stamina.

Long Rest

A long rest is a period of extended downtime at least 8 hours long. Long rests have to be taken in a safe place, or risk being interrupted. If the long rest is interrupted it has to start over. After a long rest a character recovers all of their mana and their stamina.


Equipment

Starting Equipment

Starting equipment is based off your Background Once you roll for your starting gold you may purchase any further equipment that you want that you can afford.

Wealth

Starting gold equals 3D10 X 10

The most common coin is the gold piece. The monetary system is a base 10 system. Standard coins weigh about 50 to a pound.

Exchange valueCPSPGPPPMP
Copper Piece (cp)11/101/1001/10001/10000
Silver Piece(sp)1011/101/1001/1000
Gold piece(gp)1001011/101/100
Platinum Piece(pp)10001001011/10
Mithril Piece(mp)100001000100101

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Weapons

Single Hand Weapons

>
WeaponCostDamageCrit(autoDam)RangeWeightTypeRequirements
Gauntlet2GP+015 Ft1 LbUnarmedMight 1
Dagger2GP+125 Ft/30 Ft1 LbPiercingMight 1
Gauntlet, spiked5GP1+15 Ft1 LbPiercingMight 1
Mace, Light5GP+115 Ft4 LbsBluntMight 2
Sickle6GP+115 Ft2 LbsSlashingMight 1
Club-+1-5 Ft3 LbsBluntMight 1
Mace, Heavy12GP+215 Ft8 LbsBluntMight 4
MorningStar8GP+225 Ft6 LbsPiercingMight 3
ShortSpear1GP+115 FT/30 Ft3 LbsPiercingAgility 2
Hammer, Light1GP+115 Ft2 LbsBluntMight 2
HandAxe6GP+225 Ft3 LbsAxeMight 3
Kukri8GP+125 Ft2 LbsSlashingAgility 2
Pick, Light4GP+135 Ft3 LbsPiercingMight 2
Sap1GP-15 Ft2 LbsNo lethal damageMight 1
Sword, Short10GP+1+25 Ft2 LbsSlashingMight 2
BattleAxe10GP+225 Ft6 LbsAxeMight 4
Flail8GP+115 Ft5 LbsChainedMight 4 Agility 3
Longsword15GP+225 Ft4 LbsSlashingMight 2 Agility 2
Pick, Heavy8GP+235 Ft6 LbsBluntMight 4
Rapier20GP+135 Ft2 LbsPiercingAgility 3
Scimitar15GP+125 Ft4 LbsSlashingMight 3
Trident15GP2(3 under water)1(3 under water)10 Ft (50 Ft under water)4 LbsPiercingAgility 3
Warhammer12GP+225 Ft5 LbsBluntMight 4
Kama2GP+115 Ft2 LbsSlashingAgility 3
WeaponCostDamageCritRangeWeightTypeRequirements

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Two Handed Weapons

WeaponCostDamageCrit(autoDam)RangeWeightTypeRequirements
Spear5GP+2+210 Ft/ 45 Ft9 LbsPiercingMight 3
QuarterStaff-+1/+1 (Bonus Attack)+110 Ft4 LbsBluntMight 2
Falcion75GP+325 Ft8 LbsSlashingMight 6
Glaive8GP+235 Ft10 LbsSlashingMight 5 Agility 2
GreatAxe20GP+335 ft12 LbsAxeMight 6
GreatClub5GP+2+15 Ft8 LbsBluntMight 5
Flail, Heavy15GP+3+25 Ft10 LbsChainedMight 5 Agility 3
GreatSword50GP+3+25 Ft8 LbsSlashingMight 6
Halberd10GP+2210 Ft12 LbsSlashingMight 7
Lance10GP+2+210 Ft10 LbsPiercingMight 5
Scythe18GP+2310 Ft10 LbsAxeMight 4 Agility 3
Spiked Chain25GP+1110 Ft10 LbsChainedAgility 5
WeaponCostDamageCritRangeWeightTypeRequirements

Ranged Weapons

WeaponCostDamageCrit(autoDam)RangeWeightTypeRequirements
Blowgun2GP(DartsX10 5 GP)--10 feet1 LbPiercingCunning 1
Heavy Crossbow50GP(BoltsX10 1 GP)+32120 feet8 LbsPiercingMight 5
Light Crossbow35GP(BoltsX10 1 GP)+1160 feet4 LbsPiercingMight 4
Dart5SP+1-20 feet.5 LbPiercingAgility 3
Javelin1GP+1+130 feet2 LbsPiercingMight 2
Sling-(BulletsX10 1SP)+1130 feet-(BulletsX10 5 LbsBluntAgility 2
Axe, Throwing8GP+1+110 feet2 LbsSlashingMight 4 Agility 4
Longbow75GP+22100 Ft3 LbsBowMight 3 Agility 3
ShortBow30GP+1160 Ft2 LbsBowMight 2 Agility 2
WeaponCostDamageCritRangeWeightTypeRequirements

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Weapon Special Abilities

Weapon TypePassive BonusCritical (spend point of stamina to activate)
AxesWhen you hit a target you gain a bonus success to damage if the target is bleedingSpend a stamina point to cause your opponent to start bleeding 1 Health level per round. This can stack. This can also be resisted. This lasts until they are healed for at least 1 HP or they get 3 successes on a FirstAid roll.
BowIf your target is further than 25 feet you get a bonus success to damage when you hitOn a critical hit you can decide to spend a stamina point to slow the movement of the opponent by 10 feet. This can stack and lasts until the opponent is healed for at least 1 hit point or get 3 successes on a FirstAid roll.
ChainedWhen you attack with a chained weapon, you ignore shields damage reduction because the chained head swings around the shieldOn a critical hit you can choose to spend a stamina point and the chain wraps around your opponent shield and you rip it away from them. If the opponent isn't wielding a shield you rip away their weapon
CrossbowWhen you hit a creature within 15 feet you get a bonus success to damageWhen you make a critical hit on an opponent you can spend a stamina point you quickly reload the weapon due to catching the string on the recoil. You can then make another attack with your base attack.
BluntWhen you attack with a blunt weapon that is prone, wearing metal armor, made of stone glass or other similar material you get a bonus success to damageOn a critical hit you can spend a point of stamina to move the opponent 5 ft in a direction of your choice and they fall prone.
Weapon TypePassive BonusCritical (spend point of stamina to activate)
SlashingWhen attacking the same creature as the previous round gain a bonus damage success when you hit. When you land a critical hit and spend a point of stamina, you raise the difficulty by 1 for all attacks this creature makes. This is stackable, this lasts until the creature gets healed for at least 1 hitpoint or makes 3 successes on a FirstAid check.
PiercingWhen you hit a creature that has the speed reduced you get a bonus success to damageOn a critical hit you can decide to spend a stamina point to slow the movement of the opponent by 10 feet. This can stack and lasts until the opponent is healed for at least 1 hit point or get 3 successes on a FirstAid roll.
UnarmedWhen you are grappling an opponent you gain an automatic success to damage when you hit them.When you succeed in a critical hit you can choose to spend a point of stamina to automatically grapple your opponent.

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Armor and Shields

Armor TypeDamage ResistanceAbility RequirementsCostPenaltyNotes
Light Armor+1Might 225 GP-Helm required to protect head
Light Helm+1Might 315 GPPerception +1 to diff
Medium Armor+2Might 450 GPEvasion +1 diffHelm required to protect the head
Medium Helm+1Might 410 GPPerception +1 diff
Heavy Armor+3Might 6600 GPEvasion +2 diffHelp required to protect head
Full Helm+1Might 450 GPPerception +2 diff
Full Plate +6Might 71600 GPEvasion +2 diff Perception +2 diffThis armor set has a helmet included
Shield TypeResistanceRequirementsCostPenalty
Buckler+1-15 GP-
Medium Shield+2Might 225 GPAgility -1
Tower Shield+3 Can also give half cover if used strictly defensivelyMight 535 GPAgility -3

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Materials

Disclaimer: This is not an exhaustive list of materials that [[Armor]] and [[Weapons]] can be made out of. I encourage you to make your own combinations.

MaterialArmorWeapon
Normal MetalNo Special PropertiesNo Special Properties
ChitinousArmorWeapon
MithrilMithril Armor is considered 1 size category smaller even though it keeps the higher resistance. Mithril chain shirt, or breast plate Armor can also be hidden underneath clothes.A weapon made of Mithril is lighter than a normal weapon, so it gives you a +1 dice to attack, in addition a two handed weapon can be wielded one handed if you choose.
AdamantineArmor made with Adamantine turns critical hits into normal hits. Adamantine weapons ignore 2 points of resistance from armor
IronwoodIron wood is as protective as Normal Metal unless enchanted, however, it floats in water making it hard to drown in.Weapon
DragonHide/BoneDragonhide gives you resistance +2 to whichever element the dragon usesA Weapon made out of Dragon Bone inflict an extra 2 levels of damage of the type the dragon uses.
SilkProvides no protection in of itself, however, silk only needs half the mana to be infused into it to enchantNo weapons can be made out of silk
Shadow SilkArmorWeapon
Cold IronWhile wearing armor made out of Cold Iron, fey creatures have a +1 difficulty on their attack rolls against you. In addition you cannot be charmed by them. When you are wielding a weapon made out of Cold Iron against Fey, you reduce your difficulty by 1 for attacks against them, and you deal an extra success of automatic damage when you hit.
MaterialArmorWeapon

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Adventuring Gear

ItemCostWeight
Backpack (empty)2 gp2 lb
Barrel (empty)2 gp30 lb
Basket (empty)4 sp1 lb
Bedroll1 sp5 lb
Bell1 gp
Blanket, winter 5 sp3 lb
Block and tackle5 gp5 lb
Bottle, wine, glass 2 gp
Bucket (empty)5 sp2 lb
Caltrops1 gp2 lb
Candle1 cp
Canvas (sq. yd.)1 sp1 lb
Case, map or scroll1 gp1/2 lb
Chain (10 ft.)30 gp2 lb
Chalk, 1 piec1 cp
Chest (empty)2 gp25 lb
Crowbar2 gp5 lb
Firewood (per day)1 cp20 lb
Fishhook1 sp
Fishing net, 25 sq. ft.4 gp5 lb
Flask (empty)3 cp1-1/2 lb
Flint and steel1 gp
Grappling hook1 gp4 lb
Hammer5 sp2 lb
Ink (1 oz. vial)8 gp
Inkpen1 sp
Jug, clay3 cp9 lb
Ladder, 10-foot5 cp20 lb
Lamp, common1 sp1 lb
Lantern, bullseye12 gp3 lb
Lantern, hooded7 gp2 lb
Lock 1 lb
- Very simple20 gp1 lb
- Average40 gp1 lb
- Good80 gp1 lb
- Amazing150 gp1 lb
Manacles15 gp2 lb
Manacles, masterwork50 gp2 lb
Mirror, small steel10 gp1/2 lb
Mug/Tankard, clay2 cp1 lb
Oil (1-pint flask)1 sp1 lb
Paper (sheet)4 sp
ItemCostWeight
Parchment (sheet)2 sp
Pick, miner’s3 gp10 lb
Pitcher, clay2 cp5 lb
Piton1 sp1/2 lb
Pole, 10-foot2 sp8 lb
Pot, iron5 sp10 lb
Pouch, belt (empty)1 gp1/2 lb
Ram, portable10 gp20 lb
Rations, trail (per day)5 sp1 lb
Rope, hempen (50 ft.)1 gp10 lb
Rope, silk (50 ft.)10 gp5 lb
Sack (empty)1 sp1/2 lb
Sealing wax1 gp1 lb
Sewing needle5 sp
Signal whistle8 sp
Signet ring5 gp
Sledge1 gp10 lb
Soap (per lb.)5 sp1 lb
Spade or shovel2 gp8 lb
Spyglass1,000 gp1 lb
Tent10 gp20 lb
Torch1 cp1 lb
Vial, ink or potion1 gp1/10 lb
Waterskin1 gp4 lb
Whetstone2 cp1 lb

Special Substances

ItemCostWeight
Acid(flask)15gp1 lb
Antitoxin55gp-
Everburning Torch115gp1lb
Greek Fire20gp1lb
Holy Water30gp1lb
Smokestick20gp.5lb

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Tools

ItemCostWeight
Alchemist’s lab500 gp40 lb
Artisan’s tools5 gp5 lb
Artisan’s tools, masterwork55 gp5 lb
Climber’s kit80 gp5 lb
Disguise kit50 8 lb
Healer’s kit50 gp1 lb
Holly and mistletoe
Holy symbol, wooden1 gp
Holy symbol, silver25 gp1 lb
Hourglass25 gp1 lb
Magnifying glass100 gp
Musical instrument, common5 gp3 lb
Musical instrument, masterwork100 gp3 lb
Scale, merchant’s2 gp1 lb
Spell component pouch5 gp2 lb
Spellbook, wizard’s (blank)15 gp3 lb
Thieves’ tools30 gp1 lb
Thieves’ tools, masterwork100 gp2 lb
Tool, masterwork50 gp1 lb
Water clock1,000 gp200 lb

Selling Loot

In general a character can sell something for half of it's listed price with trade goods being the exception, trade goods are valuable and can be used as cash itself.

Mounts and Vehicles

ItemCostWeight
Barding
- Medium creature×2×1
- Large creature×4×2
Bit and bridle[1]2 gp1 lb.
Dog, guard25 gp
Dog, riding150 gp
Donkey or mule8 gp
Feed (per day)5 cp10 lb.
Horse
- Horse, heavy200 gp
- Horse, light75 gp
- Pony30 gp
- Warhorse, heavy400 gp
- Warhorse, light150 gp
- Warpony100 gp
Saddle
-- Military20 gp30 lb.
- Pack5 gp15 lb.
- Riding10 gp25 lb.
Saddle, Exotic
- Military60 gp40 lb.
- Pack15 gp20 lb.
- Riding30 gp30 lb.
- Saddlebags4 gp8 lb.
Stabling (per day)5 sp

Trade goods

CostItem
1 cp One pound of wheat
2 cp One pound of flour, or one chicken
1 sp One pound of iron
5 sp One pound of tobacco or copper
1 gp One pound of cinnamon, or one goat
2 gp One pound of ginger or pepper, or one sheep
3 gp One pig
4 gp One square yard of linen
5 gp One pound of salt or silver
10 gp One square yard of silk, or one cow
15 gp One pound of saffron or cloves, or one ox
50 gp One pound of gold
500 gp One pound of platinum

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Goblin

Small, Neutral Evil


  • Armor Rating 2
  • Health 3
  • Speed Speed

MGT AGL END INT WIS CUN
Mgt (1) Agl (2) End (1) Int (1) Wis (1) Cun (2)

  • Condition Immunities None
  • Senses Dark Vision
  • Languages Common Goblin

Skills

Stealth 3 Perception 2

Feats

Awareness


Actions

MorningStar Bash 3, reach 5 ft., one target. Hit 2



Monster Name

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

MGT AGL END INT WIS CUN
Mgt (+Mod) Agl (+Mod) End (+Mod) Int (+Mod) Wis (+Mod) Cun (+Mod)

  • Condition Immunities Some
  • Senses Senses
  • Languages Languages
  • Challenge Senses

Actions

Ability Description. Attack Style: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2)

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Part 1 | Tutorial

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Part 2 | Your Introduction
 

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