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Apotheosis Demo PDF
Apotheosis Demo PDF
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FIRST EDITION
www.apotheosisrpg.com
Elf 5 Attacking 39
Human 7 Wounds 40
Demor 12 Cover 41
BACKGROUND 17 Sprinting 44
Alignment 18 Hiding 44
Throwing a Weapon 44
STATS AND ABILITIES 19
Charging 44
Stats 19
Opportunistic Attacks 44
Luck 19
Retreat 45
Strength Abilities 20
Prepared Actions 45
Dexterity Abilities 23
Unarmed Strikes 45
Constitution Abilities 26
Grappling 45
Intelligence Abilities 29
Surprise Attacks 46
Charisma Abilities 32
Disarm 46
CHARACTER PROGRESSION 35
Shoving or Tripping 46
Attributes 35
Called Shots 46
Executions 46
INTRODUCTION | 1
2 | INTRODUCTION
Choosing a species
• Your character has 5 attributes: Strength, Dexterity, Constitution, Intelligence, and Charisma.
Choosing a species will determine your initial distribution of these attributes.
• Each species comes with particular species traits and features as well as cultural information which
may be useful for completing your background.
• You can choose from the common species: dwarf, elf, halfling, human, and orc. Or from the exotic
species: antherian, bijou, demor, hell-born, neurocite, and trichosa.
• Keep in mind, depending on the species you choose it may be easier or more difficult to create a
given play-style. For example, dwarfs and orcs have natural advantages in Strength. This makes
them very effective fighters, but it’s more difficult to make them into spell-casters since they lack
some natural ability in that area.
Creating a BACKSTORY
It's time to come up with your character's backstory. This will depend on the campaign setting so it's
advised to consult your GM for notes before starting. Your backstory can be as specific or broad as
you’d like, but should explain your character’s personality traits and/or quirks. You are encouraged to be
creative with this section and come up with something that will make your character compelling to play
and gives them some motivation to participate in the campaign, despite the likely danger.
Choosing a Background
Now that you’ve created a backstory, you’ll choose a background that most closely matches the
backstory you’ve made. A background gives a character attribute bonuses, expertise, languages, and
money to purchase starting equipment. All of this is intended to correspond to the character’s lifestyle
prior to the beginning of the game.
For example, if an element of your backstory is that you were working as a guard until the job
became too mundane for you and you decided to seek out adventure, you might want to choose the
Fighter background. Alternatively, if you were noble, but a rival family had your parents and siblings
assassinated, causing you to flee to gather wealth and skills in order to take your revenge, you might
choose the Highborn background.
Choosing Equipment
The background you select will determine the amount of money you have. This money can be kept
or used to purchase equipment. When buying equipment, keep in mind what your character has expertise
with and remember that everything you carry has weight and that weight can slow you down if you carry
too much. See page the Economics and Equipment section for a list of options and equipment prices.
Choosing Abilities
Finally you will choose your abilities. You gain 1 ability for a given attribute for every 1 that
attribute is over 2. For example, if you have an Intelligence of 4 you will gain 2 Intelligence abilities.
Abilities determine what you are good at and give you access to special skills to be used during the
game. As you progress and your attributes increase you’ll gain additional abilities.
INTRODUCTION | 3
Dwarf
Dwarves are solitary in comparison to the other humanoid
species. They tend to stay among their own kind and are
frequently intolerant of outsiders. When they do mingle with
the other species, it’s usually as part of a trading expedition.
Dwarves are renowned for their masterful, enduring
craftsmanship. Dwarves don’t usually enchant their weapons
beause they consider it a form of cheating, but they produce
vast quantities of high quality metalwork.
Dwarves are naturally distrustful, especially of other
species. Besides other dwarves, they tend to get along best
with humans.
As a dwarf you will gain the
following initial attribute
distribution:
Strength 2
Dexterity 0
Constitution 2
Intelligence 1
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Charisma 0 agle A
Lady 3
• Alignment: Dwarves tend to be lawful as they respect the order and hierarchies of society. Dwarven
societies often stress the importance of playing your role in society and maintaining order.
• Size: Dwarves are generally 4 to 5 feet tall and around 140 pounds. They are considered to be of the
medium size class.
• Speed: Dwarves unencumbered movement speed is 25 feet. Dwarves are stout and built for hauling
weight. Dwarves movement speed is reduced half as quickly from encumbrance.
• Resting: Dwarves need 8 hours of sleep to gain the benefits of a completed rest.
• Night-vision: Dwarves countless centuries of living in cavernous cities and mountain sides has led to
their developing highly perceptive eyes. If an area is obscured due to darkness, dwarves can see as
though the level of obscurity was reduced by one. For example, a heavily obscured area would only
count as moderately obscured, assuming the obscurity is due to darkness.
4 | SPECIES
Strength 0
Dexterity 2
Constitution 0
Intelligence 2
Charisma 1
Lady 3agle Art
• Alignment: Elves tend toward good alignments, though there are always exceptions.
• Size: Elves are generally tall, around 6 feet. Though some sub-species of elves are shorter. Elves have
lean builds, almost without exception. Most people, even elves, have never seen a fat elf. A fully grown
elf normally weighs around 135 pounds. Elves are of the medium size class.
• Resting: Elves need 8 hours of untaxing activity, such as mediation or guard duty, to gain the benefits
of a completed rest. Elves do not need to sleep, though some choose to.
• Night-vision: Elves have innate magic that helps them to see in the dark. If an area is obscured due to
darkness, elves can see as though the level of obscurity was reduced by one. For example, a heavily
obscured area would only count as moderately obscured, assuming the obscurity is due to darkness.
• Innate Magic: Elves tend to manifest some magical abilities during childhood or adolescence. As an
elf, you can choose one spell with a mana cost of 0 to learn without it counting against your number of
known spells.
SPECIES | 5
Strength -1
Dexterity 2
Constitution 1
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Intelligence 1 agle Ar
Lady 3
Charisma 2
• Alignment: Halflings are almost always of a good alignment as they are generally cheerful and
compassionate.
• Size: An adult halfling is generally around 3 feet tall and weighs about 45 pounds. Their size class is
small.
• Resting: Halflings’ need 6 hours of sleep to gain the benefits of a completed rest.
• Frequently Underestimated: Halflings have expertise in Deception checks when targeting any
creature besides another halfling.
• World’s Favor: Things always seem to work out for halflings. Some scholars have speculated it’s due
to some hitherto undetected magic that manifests as good fortune. As a halfling, you have +1 to your
Luck and when you roll a 1 on an attack roll, saving throw, or ability check, you can reroll the die once
per turn.
• Small Target: Creatures have -3 on ranged attack rolls against halflings for every size class the
creature is above small. (-3 if the attack is from a medium creature, -6 if it’s from a large creature).
• Language: If a halfling knows Standard, they can learn the halfling language without it counting
against their number of known languages.
6 | SPECIES
Strength 1
Dexterity 1
Constitution 1
Intelligence 1
Charisma 1
• Size: An adult human is generally anywhere from 5 to 6 feet tall, though humans vary in size more
than the other species so this is not always true. Their size class is medium.
• Resting: Humans need 8 hours of sleep to gain the benefits of a completed rest.
• Ambitious: When a human has a goal or belief, it’s very difficult to dissuade them from it. Humans
have +3 to saving throws against being persuaded or intimidated away from pursuing their goals or
upholding their ideals.
• Generalist: Humans gain expertise in 1 check and 1 weapon category of their choice.
• Diverse: Humans know the spoken and written portions of 1 common language of their choice without
it counting against their number of known languages.
SPECIES | 7
Strength 3
e Art
Dexterity 1
3agl
Constitution 2
Lady
Intelligence -1
Charisma 0
• Alignment: Orcs’ warlike nature makes them tend toward evil alignment, though this is not ubiquitous.
• Size: Orcs are large generally around 6 feet tall and bulky often weighing in excess of 200 pounds.
Their size class is medium.
• Resting: Orcs need 8 hours of sleep to gain the benefits of a completed rest.
• War-like: Orcs have expertise in Intimidation checks and a +3 to saving throws against being
intimidated.
• Orcish Resilience: Orcs cannot be killed on the same turn that they are reduced to 0 EP. An attack
which would kill an orc on the same turn they are reduced to 0 EP cripples them instead in a manner
determined by the GM. This trait can only be used once per completed rest.
8 | SPECIES
Strength 0
Dexterity 1
Constitution 1
Intelligence 0
Charisma 0
e Art
Lady 3agl
Antherians come in many forms, each with their own characteristics. The most common are as
follows:
SPECIES | 9
• Owl-folk: +3 to Intelligence.
Included in full game.
• Rat-folk: +1 to Intelligence, +2 to Dexterity.
Small: Rat-folk are of the small size class.
Stealthy: Rat-folk gain a +1 bonus to Stealth checks.
Night-vision: If an area is obscured due to darkness, rat-folk can see as though the level of obscurity
was reduced by one.
• Size: Antherians vary in size depending on their lineage, but they tend to be 5 to 6 feet tall. Their size
class is generally medium.
• Resting: Antherians generally need 8 hours of sleep gain the benefits of a completed rest.
• Natural Instincts: Antherians have natural instincts around survival and have expertise in Survival
checks.
• Enhanced Senses: Antherians have natural senses better than those of a human. Antherians have a +3
bonus to Awareness checks.
• Language: When an antherian learns the written and spoken forms of the Therianthropic language they
automatically learn its runic aspect also.
10 | SPECIES
Strength -1
Dexterity 0
Constitution 1
Intelligence 3
Charisma 2 Lady 3agle Art
SPECIES | 11
Strength 2
Dexterity -1 La
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Constitution 2 t
Intelligence 1
Charisma 1
12 | SPECIES
Strength 0
Dexterity 1
Constitution 1
Intelligence 2
in
Charisma 1 Kuz
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S
• Alignment: Hell-born are rarely true or lawful good alignments as their devil blood always influences
them toward evil, though they can keep from enacting these urges by exercising their will.
• Size: Hell-born vary in size depending on the species of their genealogy, but they tend to be between 5
and 6 feet tall. Their size class is medium.
• Resting: Hell-born need 6 hours of sleep in a warm environment or 10 hours in a cold environment to
gain the benefits of a completed rest.
• Thermal Sight: Hell-born have demonic ancestry that allows them to see the heat radiating from
things. Hell-born are able to see the heat radiating off of everything within 20 feet of them, even in
darkness.
• Spiked Tail: Hell-born with tails can use a minor action to attack a creature with their tail. On a true
strike, it does 1D4 + half their Strength piercing damage. It has a reach of 5 feet and Hell-born have
expertise with this attack.
SPECIES | 13
• Alignment: Neurocites tend toward neutral alignments since they rarely respect the laws of humanoids
and are primarily motivated by self-preservation.
• Size: Neurocites are between 1 and 2 inches in size, though the size of their host’s can vary. Neurocites
are of the miniature size class.
• Physical Disconnect: A host body will never respond quite as quickly to a neurocite as it would its
own brain. A host being controlled by a neurocite requires twice as many attribute progression points for
Dexterity attribute increases. (20 times the attribute score instead of 10 and with a minimum of 20).
14 | SPECIES
• Conquered Mind: Anytime a neurocite’s Intelligence or Charisma is referenced, they must use their
own Intelligence or Charisma and not that of their host body.
• Body of The Host: Neurocite’s gain the species traits of whatever body they control. Additionally, a
host body’s Strength, Dexterity, and Constitution attributes can all increase using attribute progression
points while the body is being controlled by a neurocite.
• Disembark: As a neurocite you can release an agent into your host body that will paralyze it for 1
hour. After the hour is over, the body will reanimate under the control of the host’s brain unless you have
reassert control by re-entering the brain.
• Dominate Host: While outside of a host body a neurocite can attempt to claim one. To do this a
neurocite must position itself at the base of a creature's skull and spend at least 1 minute burrowing into
the brain. This action is painful for the targeted creature and will alert them to the neurocite’s presence if
they were not already aware. The process of burrowing into and dominating a host’s brain isn’t risk free,
the process wounds the host for 1D10 piercing damage. If this damage kills the host, the neurocite
cannot use the host body and must find a new one. Creatures targeted by this ability must be of at least a
small size class and no larger than the large size class. Additionally, the targeted creature must have a
working brain and nervous system.
• Crowded Mind: Neurocite’s minds cannot be read while they inhibit a host body. Attempts to read
one’s mind will either yield unintelligible murmurs or the thoughts of the host body’s brain at the GM’s
discretion.
• Language: Neurocites know Phrenic and can use it to communicate psychically to any
creature within 10 feet of them, as long as they share at least 1 known language with
the creature. Additionally, neurocites can speak in the primary language of their
host body as long as they are occupying it.
Lady 3agle Art
SPECIES | 15
Strength 1
Dexterity 1
Constitution 2
Intelligence 1
Charisma 0
Maddie Mae
• Size: Trichosa are generally between 4 and 5 feet tall with the females generally being taller than the
males. Their size class is medium.
• Resting: Trichosa need 8 hours of sleep to gain the benefits of a completed rest.
• Echolocation: Trichosa have extremely sensitive ears and they can sense vibrations through the
ground. This enables them to perceive things around them as though they could see. Everything with a
corporeal form within 10 feet of a trichosa counts as unobscured. This is true regardless of obscurity due
to light, invisibility, or similar factors. For every 10 feet an area is away from a trichosa, its level of
obscurity is increased by 1. Though its obscurity may also increase due to physical obstructions such as
walls. Additionally, trichosa have +6 on Awareness checks that rely on hearing.
• Blind: Trichosa are blind. They automatically fail checks and saving throws that rely purely on vision
and have -3 on checks and saving throws that rely largely on vision.
• Language: Trichosa can learn Lithic without it counting against their number of know languages.
Trichosa can communicate in and understand Lithic through vibrations in the ground.
16 | SPECIES
Fighter Thief
You’ve spent some time doing basic combat You’ve stayed alive until now by stealing,
training. Possibly you worked as a guard, or manipulating, and out running the law.
mercenary, or had a position in the military. • With a thief background, you have +2 to
• With a fighter background, you gain a +1 to Dexterity, and +1 to your choice of either
your Strength score, a +1 to your Dexterity, Intelligence or Charisma.
and a +1 to your Constitution. • You start with 20 gold worth of money and
• You start with 15 gold worth of money and equipment.
equipment. • You know 2 languages (written and spoken)
• You know 1 language (written and spoken) of your choice.
of your choice. • You also have expertise in your choice of
• You also have expertise in Athletics and one Deception, Stealth, or Sleight of Hand checks
weapon category of your choice. and one weapon category of your choice.
• People with the thief background generally
Highborn don’t have a lawful alignment.
You grew up in a life of wealth and privilege.
You have also received some formal education in Pastless
either combat or intellectual pursuits. You haven’t done much, not yet at least.
• With a highborn background, you have +2 Perhaps you’ve only just reached adulthood or
to Charisma, and +1 to your choice of either your past is lost to you.
Intelligence or Strength. • With a pastless background, you have +1 to
• You start with 40 gold worth of money and an attribute of your choice.
equipment. • You start with 6 gold worth of money and
• You know 2 languages (written and spoken) equipment.
of your choice or 1 language and its runic • You know 1 language (written and spoken)
variant. of your choice.
• You also have expertise in Persuasion and • You also have expertise in one check of your
Insight checks. choice.
Scholar Custom
You’ve spent time studying. Possibly you With the approval of your GM you can make a
were a wizard’s apprentice, a noble’s advisor, or custom background. If you choose a custom
otherwise spent time acquiring knowledge. background you gain the following:
• With a scholar background, you have +2 to • With a custom background, you gain up to
Intelligence and +1 to Charisma. +1 to three attributes of your choice or +2 to
• You start with 15 gold worth of money and one attribute and +1 to another.
equipment. • You start with 0 to 40 gold worth of money
• You know 3 languages (written and spoken) and equipment.
of your choice or 2 languages and the runic • You know up to 2 languages (written and
variant of 1 of them. spoken) of your choice or a language and it’s
• You also have expertise in two Intelligence runic variant.
checks of your choice. • You also have expertise in one check and one
weapon category of your choice or two checks
of your choice.
CHOOSING A BACKGROUND | 17
Lawful characters want order. They are generally Good characters are motivated by compassion.
less inclined to lie outright and generally work to They want to help others, prevent injustice, and
uphold some code of laws or set of ideals. preserve life.
True characters tend to weigh their judgments in Neutral characters are mostly indifferent to the
a given situation and come to a conclusion. They moral ponderings of others; they are motivated by
are not bound by a code but will generally defer their own moral judgments, though they don’t
to their moral judgment when making decisions. generally want to cause unnecessary suffering.
Neutral characters frequently have some line of
Chaotic characters are unpredictable. They want ethical reasoning that they follow regardless of if
to uphold their ideals/moral path, but are willing it’s shared by others.
to act contradictory to their moral path if they
think it will serve their interests or values in the Evil characters believe the ends justify the means
long run. or are motivated entirely by their self interest.
They care very little for the feelings or lives of
others and are willing to do whatever it takes to
accomplish their goals.
Maddie Mae
18 | CHOOSING A BACKGROUND
Luck
Now it’s time to determine your Luck. Unlike attributes, Luck does not naturally change over time.
It will be used to determine the outcome of various activities and actions of your character for which the
outcome is not predetermined. Depending on the GM, Luck may be used frequently or infrequently. To
determine your Luck, roll a D10. On a 5 or 6, your Luck is 0. For every 1 that you roll below 5 your
Luck is reduced by 1. For every 1 that your roll above 6 your Luck is increased by 1. For example, if
you roll a 8 your Luck is +2, however, if you roll a 4 your Luck is -1. Alternatively, you can use the
Luck Table to determine your Luck based on your D10 roll.
Certain items and effects can increase your Luck either temporarily or permanently. For example,
halfling’s World’s Favor trait increases your Luck by 1 and the Constitution ability Fortuity can also
increase your Luck. Just like attributes, the maximum Luck you can have is +10. However, Luck granted
by magic items or spells may allow you to go beyond that. Luck is generally applied
to either D20 rolls or D100/percentile rolls. When added to a D20 just add the Luck
value, when added to a D100 multiply your Luck value by 2 then add it.
Luck Table
D10 Roll Result
10 4
9 3
8 2
7 1
6 0
5 0
4 -1
3 -2
2 -3
1 -4
_________STRENGTH ABILITIES_________
Athlete Light Footed
(Prerequisites: a Strength of at least 3) (Prerequisites: a Strength of at least 4)
You gain expertise in Athletics checks. While you are wearing light armor or less,
your unencumbered movement speed is
Grappler increased by 10 feet.
(Prerequisites: a Strength of at least 3)
You gain expertise in Grappling checks. Pack Mule
(Prerequisites: a Strength of at least 4)
Weapon Training When encumbered, your movement speed
is only reduced by 1 per 10 pounds over your
(Prerequisites: a Strength of at least 3) encumbrance that you carry instead of 1 per 5
(You can take this ability as many times as pounds.
you want)
You gain expertise in a weapon category
Battle Mage
of your choice, such as swords, knives, bows,
or polearms. (Prerequisites: a Strength of at least 4)
You gain expertise with spell attack rolls.
Brawler
(Prerequisites: a Strength of at least 3) Vengeance
You gain expertise with unarmed strikes (Prerequisites: a Strength of at least 4)
and improvised weapons such as chairs, Included in full game.
planks of wood, or chains. Additionally, when
you make an unarmed strike, you deal an
additional 1D4 bludgeoning damage. Burst of Strength
(Prerequisites: a Strength of at least 4)
Abductor You can push your body to perform acts
which would normally be beyond your ability.
(Prerequisites: a Strength of at least 4) When you use this ability you can expend EP
When you successfully grapple a creature to temporarily gain a bonus to your Strength
of your size class or smaller, you can still use or Constitution. For every 5 EP you expend in
your movement, though the creature’s weight this way you gain a +1 bonus to your Strength
counts against your encumbrance. or Constitution for 1 round. You cannot use
Additionally, creatures are unable to speak this ability to expend more than 20 EP.
when restrained by your grapple. For example, if you make an Athletics
check without expertise to hold up the
Beginners Luck portcullis of a castle before it closes, trapping
(Prerequisites: a Strength of at least 4) your friends, and the DC is 21, but your roll
total is 19 you could expend 15 EP to increase
Included in full game. your Strength by 3 and increase your roll total
to 22, allowing you to hold the portcullis
open.
Arcane Archer
(Prerequisites: a Dexterity of at least 6 and the
ability to cast spells)
Runner
(Prerequisites: a Constitution of at least 4)
(You can take this ability up to 3 times)
Included in full game.
Steady Aim
(Prerequisites: a Constitution of at least 4)
You can use your Strength instead of your
Dexterity for ranged attack rolls.
Mithridatist
(Prerequisites: a Constitution of at least 4)
You have expertise in saving throws
against disease and poison.
Heavy Sleeper
(Prerequisites: a Constitution of at least 4 and
you may not have the Light Sleeper ability)
After a rest you regain additional EP equal
to your Constitution. This EP cannot be used
to go beyond your usual limit.
Maddie Mae
Energy Converter
(Prerequisites: a Constitution of at least 7 and
the ability to cast spells)
Included in full game.
Pure Mind
(Prerequisites: a Constitution of at least 8 the
Disciplined ability)
You automatically succeed on saving
throws against effects which would afflict your
mind such as being charmed, frightened or
dazed. Additionally, you can now gain the
benefits of a rest in half the time and while
maintaining awareness of your surroundings.
Additionally, you have immunity to psychic
damage.
Versatile Intelligence
(Prerequisites: an Intelligence of at least 5)
You gain expertise in 3 Intelligence checks
of your choice.
Lucky Guess
(Prerequisites: an Intelligence of at least 5)
You’re very educated in many different
fields and can use that knowledge to make
good assumptions about other areas where
you’re less experienced. Or that’s what you
tell people anyway.
Tactical insight
Included in full game.
(Prerequisites: a Charisma of at least 6)
You know how to get inside someone’s Vengeful Thief
head. When you succeed on an Insight, (Prerequisites: a Charisma of at least 7 a
Deception, or Distraction check against a Dexterity of at least 3)
creature, you can subtract half your Charisma Included in full game.
from its next attack roll against you within one
minute. Additionally, you gain a +3 bonus to
Insight checks made to understand other
creatures tactics or plans.
Fast Manipulator
(Prerequisites: a Charisma of at least 6)
You can manipulate creatures with just
subtle gestures and actions. You can make an
Intimidation or Distraction check against a
single target as a free action.
Once you use this ability, you cannot use it
to target the same creature again until you
complete a rest.
Charming
(Prerequisites: a Charisma of at least 6)
You can attempt to charm any creature
who can understand you and is not already
hostile toward you. When you attempt to
charm a creature, it must make a Charisma
saving throw against a DC equal to 1D20 +
half your Charisma. If a creature is charmed
by you, you have +6 on all Charisma checks
targeting it. If you attempt to convince the
creature to do something that is strictly against
its self-interest or morals, it can attempt
Training
Every time you gain an attribute increase you can choose an attribute to train in. While training in an
attribute, your attribute progression increases by 2 points instead of 1 per successful check or saving
throw using that attribute. Once that attribute increases, your training in it ends and you can either
choose a new attribute to train in or select the same one again.
EP
Your maximum EP is equal to 5 times your Constitution + 2 times your Strength + your 2 times your
Dexterity. This increases accordingly every time one of those attributes increases. If your maximum EP
would be less than 2, it is instead 2. Note: your maximum EP increasing does not necessarily increase
your current EP.
PROGRESSING | 35
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36 | PROGRESSING
Understanding EP
EP, or energy points, are a measure of a character's stamina and ability to evade damage. EP does not
generally indicate physical damage resistance, rather it measures a character’s ability to avoid injury. A
creature can expend EP to avoid being damaged by an attack that would otherwise wound them. EP is
most commonly expended to let a character move themselves with a burst of speed to get out of the way
of a weapon’s strike or a magical effect, though these are not the only uses. When expending EP to avoid
damage, a creature must expend an amount of EP equal to the amount of damage they are avoiding.
Whenever a creature uses EP to avoid damage, they can also move a number of feet equal to the amount
of EP they expended in a direction of their choice. This movement doesn’t count against a creature’s
maximum movement for the turn.
For example, if a creature has an arrow shot at them for 5 damage, the creature could Expend 5 EP to
jump out of the way and move up to 5 feet away (potentially behind cover). Alternatively, if they only
have 3 EP left, they might expend it, but not be able to get entirely out of the way in time, and take 2
wound damage. Even if the creature isn’t able to entirely avoid being wounded, they can still move with
the EP expenditure.
Notes: EP can also be expended to perform miraculous feats, as specified in some abilities, or to
push a character beyond what is normally possible. Some effects, such as psychic damage, can drain EP
without dealing damage.
EP vs Defense
The distinction between EP and Defense is important. Defense determines how difficult it is to
make a good attack against a given creature and whether a given attack has the opportunity to hit. In
the case of Dexterity-based Defense, it is a creature’s ability to effortlessly maneuver themselves
outside harm's way. For armor-based Defense, it is a creature’s ability to make blows deflect off their
equipment harmlessly. If a creature makes a true strike, it means the targeted creature’s armor and
positioning weren’t good enough to easily avoid damage. In such a case, they may expend EP to get
themselves out of the situation and avoid being wounded.
For example, if you are fighting a creature who makes 2 attacks per turn, its first attack might
glance harmlessly off your armor or they might not be in position to make an effective attack against
you; this would result in an untrue strike. However, on its second attack it might manage to slip a
knife between the plates of your armor or swing directly toward you. In such an instance, you might
expend EP to push the attacking creature away before its knife can find its mark or use the EP to
dodge the blow.
Limits of EP
EP cannot be expended in all situations. A creature who is subdued, sleeping, unaware of the
danger, or otherwise restrained may not be able to expend EP to avoid being wounded. For example,
a creature who has been tied up and taken hostage could be attacked and killed while still having EP
if they were unable to realistically avoid the damage.
Additionally, there maybe times during the game where a creature is targeted by an attack so
strong they cannot completely avoid being wounded. Such instances are referred to as massive
damage; generally a creature cannot expend more than 20 + their Dexterity EP at a time. This is
COMBAT | 37
Being Subdued
A creature can become subdued in a variety of ways. A creature is considered subdued if they cannot
attack, cast spells, or move voluntarily. Examples of potentially subdued creatures include: sleeping
creatures, creatures who are bound and shackled, and creatures who have been rendered magically
immobile. When a creature is subdued they cannot add their Dexterity to their Defense and cannot use
EP to prevent being wounded or killed. Depending on the situation and the GM’s discretion, they may
also suffer other detrimental effects.
Being Prone
While prone, creatures have -3 on attack rolls, Dexterity saves and checks, and Defense. When a
creature is knocked prone, they must use a minor action or half their movement to return to a standing
position.
Being Dazed
When a creature is dazed, they are unable to properly focus and need to reorient themselves. Until
the effects of being dazed end, they are unable to take major actions and have -3 on Intelligence saves
and checks.
Being Surrounded
A creature is considered surrounded if they are either in the melee range of 2 enemies on opposite
sides of them and there is physical obstruction, such as a wall within 5 feet of them on another side, or if
they are in the melee range of 3 or more enemies positioned around them. When attacking a creature
who is surrounded, attacking creatures have a +3 bonus on attack rolls.
38 | COMBAT
Attacking
Attacking a creature usually uses your major action for a turn. When you attack a creature, unless
specified otherwise, you will roll 1D20 and add your Strength. The resulting number will be compared
against the Defense of the creature you are targeting. If the sum of your rolled number and Strength
exceeds the targeted creature’s Defense, it is classified as a “true strike.” You can then roll damage dice
as specified by your weapon and abilities. If the creature you targeted with your attack has EP, they can
subtract your total damage from their EP. Otherwise, the targeted creature will be
wounded and make a death save. The DC for their death save is equal to the sum of
all the wounding damage they have taken. Wounds can be healed through
magic, resting, or other means. When wounds heal, the DC of subsequent
death saves is reduced by the amount healed. For more information on
death saves look on page 40.
For example, if you make a true strike against a creature with 3 EP
and your total damage is 8 the creature must make a death save with a
DC of 5. If the creature succeeds, it is not killed but might suffer
serious wounds. If you attack the creature again and make another true
strike, this time dealing 5 damage, the creature must succeed on a DC 10 Maddie Mae
death save.
When the roll total for an attack does not exceed a creatures Defense it is an “untrue strike.” Untrue
COMBAT | 39
Death Saves
Whenever a creature is wounded, it must make a death save. Death saves are constitution saving
throws that determine the severity of wounds. Unless specified otherwise, the DC for a death save is
equal to a creature’s total wounds. If a creature is healed, its death save DC no longer takes the healed
wound damage into account when being calculated.
For example, if a creature takes 3 damage and cannot use EP to avoid it, they must succeed on a DC
3 death saving throw or die. If the same creature is wounded again, this time taking 7 damage, it must
succeed on a DC 10 death saving throw.
Even on a successful death save, the target creature is wounded. Being wounded can have a variety
of effects ranging from mild to crippling. The results of a wound are determined by the GM, but
generally, if a creature saves by 3 or less they are crippled, 6 or less and their wounds are serious, saving
by more than that means the wounds are mild. Crippling wounds may even have long-term or permanent
effects even after the wound is healed. Frequently a Medicine check will be required to prevent lingering
effects from crippling wounds. Examples of lingering effects include: reduced movement speed,
becoming exhausted more quickly, or even a reduced EP maximum.
Serious wounds include deep gashes or cuts, and damage to internal organs. Often, creatures with
serious wounds suffer reduced ability to function and may take penalties such as -10 feet to their
movement speed, or -6 on attack rolls.
Crippling wounds include losing a leg or arm, and having bones crushed. Crippling wounds can
cause loss of abilities such as movement, the ability to attack, or the ability to stand. Crippled creatures
may need to make Endurance checks to keep from passing out.
Optional rule: If a creature obtains a crippling or serious wound, particularly from slashing or
piercing damage, they may begin bleeding out. If a creature is bleeding, it is wounded for 1D4 - 1
damage each round until something is done to stop the bleeding or it dies. If a creature obtains a serious
or crippling wound from bleeding out, they may lose consciousness or take a penalty to one or more
attributes.
Wounds
Wounds are a measure of the damage that has been dealt to a creature’s body and can encompass
anything from a cut to a broken bone to the effects of poison and more. Whenever a creature is wounded
they add the damage to their current wounds. The higher the amount of wounds, the more damage has
been done to the creature’s body. Additionally, wounds are cumulative and generally last until something
is done to heal them. Healing wounds is never easy, but it can be done by resting, medical kits, magic, or
some other methods. Resting in particular heals wounds very slowly.
Unless specified otherwise, anytime a creature takes wound damage they are required to make a
death save. While the amount of wound damage received determines the magnitude of the injury, the
death save determines how much bodily harm that injury does.
For example, if a creature is cut for 6 slashing damage and gets a 12 on their death save the cut
might be along their arm, still painful, but not something that will seriously hinder them. On the other
hand, if the creature was cut for 6 slashing damage and gets a 5 on their death save the same cut might
be across their neck, slicing through an important artery and killing them. Alternatively, if a creature is
wounded for 16 piercing damage they might be stabbed in the gut and their death save would determine
whether or not the stab punctured a vital organ.
Some effects such as psychic damage don’t do physical harm but instead cause mental harm. This
kind of damage is still recorded as wound damage, though it’s generally more easily healed and can’t
directly kill. However, since it is still wound damage, it does make it more likely that a physical wound
will kill. This is because as a creature takes psychic damage their reflexes may become sluggish and they
become less motivated and less able to mitigate physical damage, as well as potentially losing a measure
of their will to survive.
40 | COMBAT
Immunity
If a creature has immunity to a damage type, they cannot be wounded or killed by it. They can still
choose to expend EP to avoid damage which they have immunity to (particularly if they aren’t aware of
the damage type of the attack), but if the damage would wound them, it instead does 0 damage.
Vulnerability
If a creature has vulnerability to a damage type, they take twice as much damage if wounded by that
damage type. They can still choose to expend EP at a normal rate to avoid damage to which they have
vulnerability, but if they are wounded, the consequences are likely dire.
Cover
In combat a creature may choose to take cover behind something. While behind cover, you can gain
various benefits. It's important to remember that cover can be subjective. For example, a creature
shooting at you from one angle might perceive you as having ½ cover while a creature firing at you from
another angle, such as behind you, might perceive you as having no cover. Things do not give you cover
unless they are at least partially between you and the origin of an attack or spell effect.
COMBAT | 41
Casting a Spell
Casting a spell can take various amounts of time as specified by the spell. Most spells use a major
action to cast and will either affect an area of your choice or a creature or object of your choice. Spells
have a variety of effects as specified in their descriptions, some damaging, others not. Spells are
separated into four primary categories: area of effect, single target effect, multi-target effect, and spell
attacks. Area of effect, single target effect, and multi-target effect spells specify their use and effects in
their descriptions.
Spell attacks, unless specified otherwise, require you to roll 1D20 and add your Intelligence. The
resulting number will be compared against the Defense of the creature(s) you are targeting. If the sum of
your rolled number and your Intelligence exceeds the targeted creature’s Defense, it is a true strike and
you can roll damage as specified by the spell and your abilities. If the creature you targeted with your
spell attack has EP, they will subtract your total damage from their EP. If the targeted creature has 0 EP,
they will be wounded and make a death save.
For more information on wounds and death saves look on page 40.
Note on area of effect spells: Area of effect spells can vary
greatly in the area they take up. Though some spell
descriptions will list an exact radius or area which is affected,
many area of effect spells will effect an area equal to
the amount of damage they deal or their save DC.
For example, a caster might cast an area of effect
spell that deals 3D6 fire damage to creatures within
its area of effect. If the caster rolled 18 for their
damage roll, the spell would affect a 18 foot radius.
Conversely, if they rolled only 3 damage the area of
effect would be only a 3 foot radius.
The area affected by an area of effect spell is
refereed to as the spell’s affected area. s
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Verq
Additionally, if a creature uses EP to avoid being
wounded by an area of effect spell, they will
generally need to use that EP to either move to
outside the affected area or to take cover behind
something. Failure to do so may result in them
being wounded or suffering other effects.
Casting in Combat
If you are within melee range of a creature who is trying to cast a spell that uses somatic
components, you can use your reaction to attempt to interrupt their spell. If you choose to do so, the
casting creature must make a Sleight of Hand check against a DC equal to 1D20 + your Dexterity. If the
42 | COMBAT
COMBAT | 43
Hiding
On your turn you can take the major action Hide in an attempt to prevent a creature from being
aware of you or knowing your location. To Hide a creature must not be able to see you or otherwise be
aware of your exact location. To hide you must make a Stealth check against a creature’s passive
awareness which is equal to their Constitution + their Intelligence. If a creature suspects that someone is
nearby they may choose to make an Awareness or Investigation check by rolling 1D20 and adding their
Constitution or Intelligence respectively. If their check returns a higher total than your Stealth check,
you are noticed. Otherwise you remain hidden.
Throwing a Weapon
Weapons with the thrown property:
If you throw a weapon that has the thrown property it counts as ranged weapon attack.
Weapons with the thrown property can be thrown accurately up to 3 times your Strength + 60
feet. For distances beyond that, the GM may choose to impose disadvantages.
Weapons without the thrown property:
If you are throwing a weapon with which you have expertise, your
attack roll equals 1D20 + half your Strength (rounded up). If you
do not have expertise, it equals 1D20.
Non-thrown weapons can be thrown accurately up to 3
times your Strength + 20 feet. For distances beyond that,
the GM may choose to impose disadvantages.
Charging
If you make a true strike against a creature
while moving past them, you can add �⁄��
(10%) of the speed you're moving to your
attack damage. The speed you’re moving is
measured in feet per round (feet per 6
seconds) and is relative to the position of the
creature you’re attacking.
Additionally, on a true strike, the creature cannot
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Opportunistic Attacks
If a creature you’re aware of moves voluntarily out of your melee range,
you can make a melee weapon attack against it as a reaction. Such an attack is called an opportunistic
attack. This is true even if the movement was the result of an EP expenditure.
44 | COMBAT
Prepared Actions
On your turn, you can choose to prepare. Doing so allows you to do anything you could normally do
as a major action, minor action, movement, or free action and choose to do it only after a certain event
takes place before the start of your next turn.
For example, you might be hiding and choose to prepare to attack as a major action once a creature
comes within melee range. Doing so would use your major action for that turn, but if the creature came
into melee range you would be able to attack them even if it wasn’t your turn and the attack might count
as a surprise attack if you remained hidden.
However, if you prepare for something to happen and it doesn’t occur, then your action goes unused.
When you prepare any action, it uses the corresponding action on the turn you prepared the action. For
example, if you prepare a major action, it uses your major action, if you prepare a minor action it uses
you minor action, etc.
Unarmed Strikes
When attacking unarmed (while not wielding a weapon), your attacks count as unarmed strikes.
Unarmed strikes are classified as melee weapon attacks. Your damage for an unarmed strike equals half
your Strength (rounded up, with a minimum of 0). While attacking using unarmed strikes, you cannot be
disarmed and have +3 when determining the outcome of a fumble.
Grappling
During combat, a creature may attempt to grapple another creature as a major action. To initiate a
grapple, you must have at least one hand free (not wielding a weapon or other item). To grapple, you
make a Grappling (Strength) check against the targeted creature’s Strength or Dexterity saving throw. If
the Grapple check succeeds, the grappled creature can attempt to end the grapple on their turn using a
minor action, prompting a Grappling check from you against a Strength saving throw from the grappled
creature.
If you successfully grapple a creature of the same size class or smaller than you by only 1 size class,
then while the grapple is active, both you and the targeted creature are restrained and cannot move,
attack, or use EP to avoid wounds. If you initiated the grapple, you can choose to end it as a minor
action.
If you successfully grapple a creature of a larger size class than you, neither you, nor the targeted
creature is restrained and as long as the grapple is active you are able to hold onto the targeted creature.
If you successfully grapple a creature smaller than you by at least 2 size classes, then the targeted
creature is restrained and cannot move, attack, or use EP to avoid wounds, and you are able to move
freely except that grappling the creature uses 1 of your hands and the creature’s weight counts against
your encumbrance.
For example, if a human character succeeded on a grapple check against a dragon the human is able
to hold onto the dragon as long as the grapple is active. At the GM’s discretion, the dragon may be able
to use a major or minor action to attempt to end the grapple on its turn.
Note on grappling and cover: at the GM’s discretion, one or more creatures involved in a grapple may
count as having cover. Generally, if two creatures of the same size-class are grappling they both count as
having ½ cover. If creatures of different size-classes are grappling the smaller creature gains ¾ cover or
more and the larger creature gains no cover.
Additionally, untrue strikes against a creature involved in a grapple may result in a true strike against
another creature in the grapple if the attacking creature fails a Reflex check. The DC of the Reflex check
is 10 if the targeted creature gains ½ cover from the grapple and 15 if the creature gains ¾ cover from
the grapple.
COMBAT | 45
Disarm
If a creature used its last attack to make an untrue strike against you, you can take a major action to
attempt to disarm the creature. To do this, make a Sleight of Hand check. The targeted creature can make
a Strength or Dexterity saving throw against a DC equal the roll total for your Sleight of Hand check. On
a failed save, the creature drops its weapon and the weapon falls 1D10 + 2 feet away in the direction of
your choice.
Shoving or Tripping
You can attempt to shove or trip a creature as a major action.
Shoving:
If you attempt to shove a creature of your size class or smaller, then you make a Grappling
(Strength) check against the targeted creature’s Strength or Dexterity saving throw. If the targeted
creature fails its saving throw then you can force it to move up to 5 feet in the direction of your
choice.
Tripping:
If you attempt to trip a creature, make a Grappling (Strength) check against the target creature’s
Strength or Dexterity saving throw. If the targeted creature fails its saving throw then it is knocked
prone. For more information on being prone check page 38. You cannot trip a creature who is 2 or
more size classes larger than you using this method.
Called Shots
When in combat, you can attempt to injure a particular part of an opponent's body. Doing so
increases the target’s Defense by an amount determined by the GM. Generally, the smaller the target the
harder it is to hit. Additionally, places the target is naturally inclined to defend are more difficult to hit.
For instance, a creature might get +3 to their Defense if you attempt to target their arm, but get +5 to
their Defense if you target their head. If you wound a creature with a called shot, the wound is applied to
the targeted area of the body. You can also use called shot to negate the protective property of some armor
by targeting an unprotected area.
For example, if you target a creature’s eye with a called shot while using a bow, and the attack
wounds them they will likely lose sight in the affected eye or if the wound is serious or crippling, may
lose their sight all together as blood runs into their other eye or the arrow splinters and impales both
eyes. Certain called shots may also cause the targeted creature to take a penalty to their death save. For
instance, a called shot on a humanoid creature’s head or heart might give the targeted creature a -4 to
their death save, at the GM’s discretion.
Executions
When a creature is subdued they can be executed. To perform an execution you must use a minor
action to prepare to execute, then, on the same or your next turn you can use your major action to
perform an execution on a target creature, provided that the target creature is subdued. When you
perform an execution, make an attack against the target creature. You have a +3 bonus to hit on the
attack roll and your damage roll for the attack is doubled.
46 | COMBAT
Competitive Checks
At times, a creature may make a check against another creature. Often this will require the targeted
creature to make a check or saving throw in response. If the targeted creature is forced to make a saving
throw, the DC of the save will equal the initiating creature’s roll total for their check. If the targeted
creature must make a check, the creature with the larger check total wins and the situation proceeds in
their favor. The nature of the targeted creature’s check or saving throw depends on the circumstances
and the GM’s decision, but generally will proceed as follows:
Strength
• Athletics check response: Athletics check.
• Grappling check response: Strength or Dexterity saving throw.
Dexterity
• Acrobatics check response: Strength or Dexterity saving throw.
• Reflex check response: Reflex or Sleight of Hand check or Dexterity saving throw.
• Stealth check response: Awareness or Investigation check.
Constitution
• Awareness check response: Stealth, Sleight of Hand, or Distraction check.
• Endurance check response: Athletics check or Endurance check.
• Survival check response: Deception check.
Intelligence
• Arcane Knowledge check response: Deception check.
• Comprehension check response: Deception or Distraction check.
• History check response: Deception check.
• Investigation check response: Stealth, Sleight of Hand, or Distraction check.
OTHER INFORMATION | 47
Saving Throws
There are 6 types of saving throws, Strength, Dexterity, Constitution, Intelligence, Charisma, and
Luck. If you are targeted by a spell, or other effect, you may be required to make a saving throw
(sometimes shortened to “save”). While checks are to attain a certain outcome, saving throws are to
avoid effects. A saving throw determines the outcome of whatever effect is targeting you. To make a
saving throw, you roll 1D20 and add the attribute associated with the save. If your roll total is greater
than the save’s DC, you succeeded; if it is less than the DC, you fail; if your roll total is equal to the DC,
you can re-roll. Generally, creatures will not have expertise in saving throws, though there are
exceptions.
For example, if you have to make a death saving throw against a DC of 10. You would roll 1D20 and
add your Constitution. Even if you have expertise in a Constitution check, such as Survival, you would
not use that bonus when determining the outcome.
Rounding
Anytime a decimal is returned for a value during the game round up to the nearest integer unless
specified otherwise.
Temporary EP
At some points in the game you may receive temporary EP. Temporary EP is added to your current
EP even if it exceeds your normal EP maximum. However, it does not increase your EP maximum and
isn’t permanent. Temporary EP is prioritized to be expended first. Additionally, temporary EP expires
after a certain period of time. Unless specified otherwise, temporary EP is lost after 12 hour or the next
time you rest.
Damage Types
There are many damage types that exist. The most common damage types are acid, bludgeoning,
cold, fire, force, lightning, necrotic, piercing, poison, psychic, and slashing damage.
Some damage types have special properties. They are as follows:
Bludgeoning damage: A creature who is dealing bludgeoning damage can choose to use it to
subdue rather than kill. When bludgeoning damage is used to subdue a creature, they are knocked
unconscious rather than being killed on a failed death save.
Fire damage: If an flammable object is hit with fire damage, it may catch on fire depending on
how easily it can be lit and how much fire damage is dealt.
Lightning damage: If lightning damage is dealt to an object which conducts electricity well,
such as metal or water, its damage is increased by 50% and divided among all creatures touching the
object in question.
48 | OTHER INFORMATION
Expertise
Normally when attempting to do something which requires a D20 roll you will add the appropriate
attribute to your roll to get your total. However, when attempting to do something you have expertise in,
you add 1.5 times the appropriate attribute instead.
For example, if you have a Strength of 4 and attempt to attack with a weapon with which you don’t
have expertise, you can add +4 to your attack rolls with that weapon. If you change weapons to one
which you do have expertise in, you can add +6 to your attack rolls with that weapon. Similarly, if you
make a Persuasion check without expertise, you add your Charisma to the roll, but if you have expertise
in Persuasion you would add 1.5 times your Charisma to the roll.
Additionally, if you have expertise in something
and have a negative related attribute, you add 0 Exhaustion Table
instead of the negative value. Level Effect
OTHER INFORMATION | 49
Terrain
Depending on the terrain a creature is in, its movement speed might be reduced. For example, if the
ground is very wet and muddy, its movement speed might be reduced by �⁄� (33%) or more. Some terrain
might also reduce a creature’s movement speed by a set amount such as 10 feet. Some terrain may also
impose checks upon creatures to move successfully or avoid certain effects such as falling prone.
Swimming: Generally, if a creature is swimming through water, their movement speed is halved.
Climbing: Generally, if a creature is climbing, their movement speed is reduced by �⁄� (66%).
Jumping
For medium or small creatures, jump height is generally as follows:
Horizontal Jumping: Generally a creature can jump horizontally a number of feet equal to its
Strength + its Dexterity (with a minimum of 2), assuming it is unencumbered and has at least 10 feet
to run and gain speed beforehand.
Vertical Jumping: Generally a creature can jump vertically a number of feet equal to ½ (50%) of its
Strength (rounded up, with a minimum of 1), assuming it is unencumbered and has at least 10 feet to
run and gain speed beforehand.
Jumping While Encumbered: For every 10 pounds of weight a creature carries over its encumbrance
weight, its jump height and distance are reduced by 1 (with a minimum of 0).
50 | OTHER INFORMATION
OTHER INFORMATION | 51
Artex____ Rosmer____
Domains: Nature and War. Domains: Blessings and Restoration.
Alignment: True good. Alignment: Lawful good.
Characteristics: Artex is a goddess of hunting. She is Characteristics: Rosmer is a god of the sun. He is
fiery of temper and does not tolerate disrespect. She regal and thoughtful. He encourages his followers to
encourages her followers to be fearless and fast to act. spread good and light throughout the world.
Lastra____ Serrus____
Domains: Life and Trickery. Domains: Death and Curses.
Alignment: Chaotic neutral. Alignment: Chaotic evil.
Characteristics: Lastra is a trickster goddess. She is Characteristics: Serrus is a goddess of death. She is
impulsive and cunning. She encourages her followers stoic and destructive. She wants to bring about the
to be creative regardless of the purpose that creativity end of the world so that she may seize power for
serves. herself. She encourages her followers to kill and
destroy indiscrimantly.
Odmeer____
Domains: Mind and Arcana. Zek____
Alignment: True neutral. Domains: Conjuration and Transmutation.
Characteristics: Odmeer is a god of acquiring Alignment: Lawful neutral.
magical knowledge. He expects his followers to be Characteristics: Zek is a god of creation. He is
brave and hungry for knowledge. forceful and controlling. He expects his followers to
be leaders and to change and create.
Pefix____
Domains: Elements and Life. Custom____
Alignment: Chatoic good. Domains: Two of your choice.
Characteristics: Pefix is a god of weather. He Alignment: Alignment of your choice.
encourages his followers to travel and explore. Characteristics: A description of the god and his/her
expectations for their followers.
52 | OTHER INFORMATION
Dual Wielding
If you are wielding a weapon in each hand, it does not increase your number of attacks, but you can
choose which weapon to use when you make an attack. The hand holding the unused weapon is referred
to as your off-hand. Some abilities or effects may change this, such as the Dual Wielder ability.
OTHER INFORMATION | 53
Common Languages
• Standard
The primary language of humans, which many other species and cultures have also adopted due
to the prevalence of humans across the world. It has spoken, written, and runic forms.
• Dwarvish
The primary language of dwarves, though due to mingling and trade between human and
Dwarvish cultures, the Dwarvish language has begun to adopt characteristics from Standard.
Dwarvish has spoken, written, and runic forms. It also has a second written form which is partially
comprehensible to those who know Standard script and has become more common in recent times.
• Elvish
The primary language of elves, Elvish has endured largely unchanged for centuries. The elvish
language is streamlined and incorporates its runic form into its primary written and spoken aspects.
It has spoken and written forms, and if a creature learns both the spoken and written forms of Elvish,
they also learn the runic form. A creature must have an Intelligence of at least 2 to learn Elvish.
• Halfling
Halflings do not have a true language. They usually speak Standard, however, they do have a
widespread sub-form of Standard in which they encode secret meanings into their words and writing
through a variety of tactics and subtleties. This secret halfling code is known almost exclusively to
halflings, though there are some others who can understand it. It has spoken and written forms, both
of which are encoded forms of Standard that otherwise seem unremarkable.
• Orcish
The primary language of orcs and goblins. Orcish is a rough, bellowing language that is
communicated as much through gesticulations as through speech. It does have a written form,
though often much meaning is lost in its transcription and many native speakers never learn its
writing system. It has spoken and written forms.
54 | OTHER INFORMATION
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• Pure-Runic
Pure-Runic is the ancient language of the gods, its remnants are extremely rare and scattered
across the world. The few artifacts that remain with this script are kept as treasured possessions.
Though it’s believed to have had a spoken form, all that remains documented of this language is
written, mostly carved into stone. It has a written/runic form. A creature must have an Intelligence of
at least 6 and know at least 1 other runic language to learn this Pure-Runic.
• Feylic
Feylic is the natural language of most fey creatures such as fairies, pixies, and sprites. It shares
many characteristics with Elvish, so much that some proficient Elvish speakers are able to
understand fragments of it. Feylic is naturally runic in all its forms. It has spoken and written forms,
and if a creature learns both the spoken and written forms of Feylic, they also learns the runic form.
• Draconic
Draconic is the language of dragons. Due to the limitations of humanoid anatomy, Draconic is
extremely difficult to speak. A creature must know at least 3 spoken languages to learn spoken
draconic, and even then it will likely be heavily accented. The draconic language is not innately
magical, though it’s runic form has some direct ties to Pure-Runic and is very efficient for magic and
runic writing as a result. Written Draconic resembles claws dragged through stone, with sharp, often
jagged edges. Draconic has spoken, written, and runic forms.
• Therianthropic
Therianthropic is the primary language of the antherians. It relies heavily on body language and
vocal inflections to convey its meanings, though its written form has found ways to incorporate these
attributes into the text. Therianthropic is close to the language of animals and beasts. A creature
speaking Therianthropic gains a +3 bonus to Animal Handling checks. Though it has a runic form, it
is limited in scope and only able to invoke magic which deals with natural phenomena, such as
magic in the domains of Nature or Elements. It has spoken and written forms, as well as a limited
runic form.
• Grey Speech
Grey Speech is a relatively new language, created and used by rebel organizations around the
world. It’s innately magical and designed to be incomprehensible to anyone who doesn’t know it. It
shares some roots with Lithic and Fiendish. It’s difficult to learn, and harder to find someone to teach
it to you. It sounds like static to those who don’t understand it and it can’t be translated by the spell
Magic Translation. You must have an Intelligence of at least 3 to learn Grey Speech. It has spoken
and written forms, and if a creature learns both the spoken and written forms of Grey Speech it also
learns the limited runic form. It’s runic form is limited to magic in the domains of Trickery, Mind,
and Travel.
OTHER INFORMATION | 55
• Lithic
Lithic is the natural language of elementals and creatures who live deep beneath the earth. It has
a slow spoken language that can also be communicated through vibrations in the earth. Its written
and runic forms are made up of deep 3D grooves and complex patterns carved into stone. Because of
this, Lithic’s written form is rarely learned by humanoids since it cannot be efficiently transcribed
onto parchment. It has spoken, written, and runic forms.
• Fiendish
The language of devils and demons fiendish is a forbidden language in many parts of the world.
Fiendish text often seeks to mislead its reader by hiding double meanings, a trend which extends to
its runic form as well. It takes a very experienced reader to understand the language. It has spoken,
written, and runic forms. To learn Fiendish a creature must have at least an Intelligence of 4 and
attempting to understand written or runic Fiendish can trigger a History, Comprehension, or Arcane
Knowledge check at the GM’s discretion, even if the creature reading it knows the language.
Attempting to use Fiendish runes or follow written Fiendish instruction based on a mistranslation
can have disastrous results. It has spoken, written, and runic forms.
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56 | OTHER INFORMATION
Melee Weapons
Swords
• Machete (3 gold)
1D6 + half your Strength slashing damage. One handed. Weight: 2 lb. Reach: 5ft.
• Shortsword (3 gold)
1D6 + half your Strength slashing damage. One handed. Weight: 2 lb. Reach: 5ft.
• Katar (3 gold)
1D6 + half your Strength slashing damage. One handed. Weight: 3 lb. Reach: 5ft.
Good Grip: +3 bonus against being disarmed and to fumble rolls.
• Rapier (3 gold)
1D6 + half your Strength piercing damage. One handed. Weight: 2 lb. Reach: 6ft.
• Katana (4 gold)
Jacks
1D6 + half your Strength slashing damage. One handed. Weight: 3 lb. Reach: 5ft. on B
lackm
Versatile: add your entire Strength to damage if wielded with two hands. on
• Longsword (5 gold)
1D8 + half your Strength slashing damage. One handed. Weight: 3 lb. Reach: 6ft.
• Bastard Sword (5 gold)
1D8 + half your Strength slashing damage. One handed. Weight: 5 lb. Reach: 6ft.
Versatile: add your entire Strength to damage if wielded with two hands.
• Odachi (7 gold)
1D10 + your Strength slashing damage. Two handed. Weight: 5 lb. Reach: 10ft.
• Claymore (7 gold)
1D12 + your Strength slashing damage. Two handed. Weight: 6 lb. Reach: 7ft.
Heavy: -3 on attack rolls unless your Strength is at least 4.
1D4 + half your Strength slashing or piercing damage. One handed. Weight: 1 lb. Reach: 3ft.
• Tri-bladed Dagger (3 gold)
1D4 + half your Strength piercing damage. One handed. Weight: 1 lb. Reach: 3ft.
Killer: when a creature is wounded by this weapon, it has -3 on its death save.
• Swordbreaker (3 gold)
1D4 + half your Strength slashing damage. One handed. Weight: 2 lb. Reach: 4ft.
Disarming: +3 on attempts made to disarm creatures wielding slashing weapons.
Polearms
• Javelin (1 gold)
1D6 + half your Strength piercing damage. One handed. Weight: 2 lb. Reach: 6ft.
Thrown.
• Quarterstaff (1 gold)
1D6 + half your Strength bludgeoning damage. One handed. Weight: 3 lb. Reach: 8ft.
Versatile: add your entire Strength to damage if wielded with two hands.
• Spear (3 gold)
1D8 + half your Strength piercing damage. One handed. Weight: 4 lb. Reach: 8ft.
Thrown.
Versatile: add your entire Strength to damage if wielded with two hands.
• Scythe (6 gold)
1D10 + your Strength slashing damage. Two handed. Weight: 5 lb. Reach: 6ft.
• Trident (3 gold)
3D4 - 3 + your Strength piercing damage. Two handed. Weight: 5 lb. Reach: 7ft.
• Pike (5 gold)
1D8 + your Strength piercing damage. Two handed. Weight: 10 lb. Reach: 15ft.
Heavy: -3 on attack rolls unless your Strength is at least 4.
• Glaive (5 gold) Jessica Tomlin
1D10 + your Strength slashing damage. Two handed. Weight: 6 lb. Reach: 10ft.
• Halberd (7 gold)
1D12 + your Strength slashing damage. Two handed. Weight: 7 lb. Reach: 8ft.
Heavy: -3 on attack rolls unless your Strength is at least 4.
• Lance (6 gold)
1D4 + half your Strength bludgeoning or piercing damage. One handed. Weight: 6 lb. Reach: 10ft.
Charge: attacks made with this weapon while charging deal 3D4 + half your Strength piercing damage
instead.
Heavy: -3 on attack rolls unless your Strength is at least 3.
Axes
• Hatchet (2 gold)
1D6 + half your Strength slashing damage. One handed. Weight: 2 lb. Reach: 4ft.
• Throwing Axe (1 gold)
1D6 + half your Strength slashing damage. One handed. Weight: 2 lb. Reach: 3ft.
Thrown.
Clubs
• Club (5 electrum)
1D6 + half your Strength bludgeoning damage. One handed. Weight: 5 lb. Reach: 5ft.
Versatile: add your entire Strength to damage if wielded with two hands.
• Hammer (1 gold)
1D6 + half your Strength bludgeoning damage. One handed. Weight: 3 lb. Reach: 4ft.
Thrown.
• Spiked Mace (3 gold)
1D8 + half your Strength bludgeoning damage. One handed. Weight: 6 lb. Reach: 6ft.
Versatile: add your entire Strength to damage if wielded with two hands.
• Morningstar (4 gold)
1D6 + half your Strength bludgeoning damage. One handed. Weight: 6 lb. Reach: 5ft.
Flexible: +1 bonus to melee attack rolls against creatures using shields or behind cover.
• Warhammer (6 gold)
1D10 + your Strength bludgeoning damage. Two handed. Weight: 8 lb. Reach: 5ft.
Heavy: -3 on attack rolls unless your Strength is at least 3.
• Greatclub (3 gold)
1D10 + your Strength bludgeoning damage. Two handed. Weight: 10 lb. Reach: 6ft.
Heavy: -3 on attack rolls unless your Strength is at least 5.
• Greathammer (7 gold)
1D12 + your Strength bludgeoning damage. Two handed. Weight: 10 lb. Reach: 7ft.
Heavy: -3 on attack rolls unless your Strength is at least 5.
Other
• Rope Dart (2 gold)
1D6 + half your Dexterity piercing damage. Two handed. Weight: 1 lb. Reach: 10ft.
• Shuriken (5 silver)
1D4 + half your Strength piercing damage. One handed. Weight: �⁄� lb. Reach: 3ft.
Spiky: non-thrown attacks made with this weapon also wound the wielder for 1 slashing damage.
Thrown.
• Chakram (3 gold)
1D6 + half your Strength slashing damage. One handed. Weight: 2 lb. Reach: 3ft.
Thrown.
• Net (4 gold)
0 damage. One handed. Weight: 5 lb. Reach: 15ft.
Ensnaring: on a true strike, a creature of small to large size, targeted by a net, has their movement
speed halved until they use a major action to free themselves.
• Bola (1 gold)
0 damage. One handed. Weight: 2 lb. Reach: 4ft.
Entangling: on a true strike, a creature of small to medium size, targeted by a bola, is knocked prone.
Thrown.
• Shield (4 gold)
Half your Strength (rounded up) bludgeoning damage. One handed. Weight: 6 lb. Reach: 3ft.
Defensive: while wielding a shield you gain a +3 bonus to your Defense.
Bows
• Compound Bow (5 gold)
1D4 + half your Strength piercing damage. Two handed. Weight: 2 lb. Ranged (80ft).
Fast: if you have expertise with this weapon, you can attack with it as a minor action.
• Recurve Bow (5 gold)
1D8 + your Strength piercing damage. Two handed. Weight: 3 lb. Ranged (100ft).
• Longbow (6 gold)
1D12 + your Strength piercing damage. Two handed. Weight: 4 lb. Ranged (120ft).
Heavy: -3 on attack rolls unless your Strength is at least 4.
Crossbows
• Composite Crossbow (6 gold)
2D4 piercing damage. One handed. Weight: 3 lb. Ranged (80ft).
Loading: takes 1 minor action to load before firing.
• Repeating Crossbow (6 gold)
1D4 piercing damage. One handed. Weight: 5 lb. Ranged (80ft).
Loading: takes 1 major action to load before firing.
Repeating: can be fired up to 3 times before reloading.
• Crossbow (7 gold)
2D6 piercing damage. Two handed. Weight: 5 lb. Ranged (100ft).
Loading: takes 1 minor action to load before firing.
• Heavy Crossbow (8 gold)
2D10 piercing damage. Two handed. Weight: 7 lb. Ranged (120ft).
Heavy: -3 on attack rolls unless your Strength is at least 3.
Loading: takes 1 major action to load before firing.
Other
• Atlatl (8 silver)
1D10 + half your Strength piercing damage. One handed. Weight: 1 lb. Ranged (120ft).
Loading: takes 1 minor action to load before firing.
Special Ammunition: uses javelins as ammunition.
• Sling (5 silver)
1D6 + half your Strength bludgeoning damage. One handed. Weight: 1 lb.
Ranged (100ft).
Loading: takes 1 minor action to load before firing.
Special Ammunition: uses rocks or other similar
objects as ammunition.
• Blowgun (1 gold)
1D4 piercing damage. Two handed. Weight: 1 lb.
Ranged (80ft).
Loading: takes 1 minor action to load before firing.
Mad
Light Armor
• Clothes (8 electrum)
Your Defense is increased by 0 while worn. Weight: 4 lb.
Unarmored: you count as unarmored even while wearing this.
• Leather Armor (3 gold)
Your Defense is increased by 1 while worn. Weight: 7 lb.
Protective: while wearing this, damage against you is reduced by 2.
• Reinforced Leather Armor (5 gold)
Your Defense is increased by 2 while worn. Weight: 14 lb.
Protective: while wearing this, damage against you is reduced by 2.
• Elven Scale Mail (100 gold)
Your Defense is increased by 3 while worn. Weight: 12 lb.
Protective: while wearing this, damage against you is reduced by 2.
Medium Armor
While wearing medium armor, your Dexterity bonus to your Defense cannot be more than half your
Dexterity, even if you have abilities that allow you to add more than half your Dexterity.
• Patchwork Armor (5 gold)
Your Defense is increased by 4 while worn. Weight: 20 lb.
Protective: while wearing this, damage against you is reduced by 1.
• Chain Mail (10 gold)
Your Defense is increased by 7 while worn. Weight: 30 lb.
Loud: -3 on Stealth checks.
• Scale Mail (12 gold)
Your Defense is increased by 5 while worn. Weight: 25 lb.
Loud: -3 on Stealth checks.
Protective: while wearing this, damage against you is reduced by 1.
• Half Plate (15 gold)
Your Defense is increased by 8 while worn. Weight: 35 lb.
Cumbersome: -3 on Dexterity checks.
Heavy Armor
While wearing heavy armor, you cannot add your Dexterity to your Defense. You must have a
Strength of at least 4 to use Heavy Armor. While wearing heavy armor, your movement speed is
reduced by 5ft.
• Heavy Patchwork Armor (10 gold)
Your Defense is increased by 6 while worn. Weight: 35 lb.
Cumbersome: -3 on Dexterity checks.
Protective: while wearing this, damage against you is reduced by 2.
• Heavy Scale Armor (20 gold)
Your Defense is increased by 8 while worn. Weight: 45 lb.
Cumbersome: -6 on Dexterity checks.
Protective: while wearing this, damage against you is reduced by 1.
Other Equipment
General
• Arrows or Bolts (5 silver)
A 10 arrows or bolts. Weight: 1 lb.
• Backpack (5 electrum)
A backpack can be used to store items without having them equipped. Weight: 2 lb (empty).
• Bedroll (2 gold)
Can be used to increase quality of rest and stay warm. Weight: 4 lb.
• Book (with quill and ink) (1 gold)
A book which can be written in. Weight: 2 lb.
• Chain (3 gold)
A 10 foot length of iron chain. Weight: 10 lb.
• Chest (2 gold)
Can be used to store things and can be locked with a padlock. Weight: 10 lb (empty).
• Cooking Pot (5 electrum)
A pot that can be used to cook. Weight: 4 lb.
• Flask of Oil (2 silver)
A flask of flammable oil. Weight: 3 lb.
• Food Rations (6 copper)
Enough food rations for 1 day. Weight: 2 lb.
• Ladder (2 gold)
A 15 foot ladder. Weight: 20 lb.
• Manacles and Key (1 gold)
A set of manacles that can be used handcuff a humanoid creature. Weight: 4 lb.
• Mirror (1 gold)
A small mirror in a metal frame. Weight: 1 lb.
• Padlock and Key (1 gold)
Can be used to lock somethings shut. Weight: 1 lb.
• Quiver (1 gold)
A quiver for holding up to 20 arrows or bolts. Weight: 3 lb (full); 1 lb (empty).
• Rope (4 electrum)
A 50 foot length of rope. Can be cut through with 6 or more slashing damage. Weight: 8 lb.
• Rope (light) (1 gold)
A 50 foot length of fine rope. Can be cut through with 4 or more slashing damage. Weight: 4 lb.
• Sack (2 silver)
A sack which can be used to hold items. Weight: 1 lb.
• Saddle and Saddle Bags (5 gold)
Can be used to assist in ride a horse more easily and store equipment. Weight: 20 lb (empty).
• Tent (5 gold)
A tent to protect from weather while resting. Weight: 10 lb.
Kits
• Climbing Kit (1 gold)
Can be used with an Athletics check to increase climbing speed and secure ones self to a climbable
surface. Weight: 5 lb.
• Disguise Kit (5 electrum)
Can be used with a Deception check to make someone appear as someone else. Weight: 5 lb.
• Fire Starting Kit (7 copper)
Can be used with a Survival check to attempt to start a fire, given flammable material. Weight: 1 lb.
• Fishing Equipment (1 electrum)
Can be used with a Survival check to attempt to catch fish in a body of water. Weight: 5 lb.
• Gaming Set (8 copper)
A set of dice and cards. Weight: 2 lb.
• Lock-picking Set (2 gold)
Can be used with a Comprehension check to attempt to pick a lock. Weight: 1 lb.
• Maintenance Kit (1 gold)
Can be used with a Comprehension check to attempt to repair items or sharpen weapons.
Weight: 5 lb.
• Medical Kit (2 gold)
Can be used with a Medicine check to attempt to stop bleeding or heal 1D4 wound damage. The DC
of this Medicine check depends on the severity of the wounds and the GM’s discretion. A medical kit
can be used a total of 3 times before being used up and a character cannot be healed by a medical kit
more than once per completed rest. Weight: 5 lb.
Tools
• Crowbar (2 gold)
Can be used with an Athletics check to attempt to pry something open. Weight: 5 lb.
• Battering Ram (portable) (6 gold)
Can be used with an Athletics check to attempt to smash down a door. Weight: 20 lb.
• Grappling Hook (1 gold)
Can be used with an Athletics check to attempt to fasten a rope to an environmental element.
Weight: 2 lb.
• Shovel (2 gold)
Can be used to dig up to 1 cubic foot of dirt or lose earth with a major action. Weight: 5 lb.
Vehicles
• Canoe (with paddle) (1 platinum)
A wooden canoe, can be used to transport up to 500 lb of creatures and equipment over water.
Movement Speed: 20 + (Strength of rower) feet. Weight: 70 lb (empty).
• Chariot (6 platinum)
A wooden chariot to be pulled behind a creature. Movement Speed: (Movement speed of creature
pulling it). Weight: 300 lb (empty).
Wheels: the weight of this item (and its contents) is reduced by �⁄�� (90%) when calculating
encumbrance for a creature pulling it along a non-inclined surface.
• Wagon (small) (4 platinum)
A wooden wagon to be pulled behind a creature. Movement Speed: (Movement speed of creature
pulling it). Weight: 600 lb (empty).
Wheels: the weight of this item (and its contents) is reduced by �⁄�� (90%) when calculating
encumbrance for a creature pulling it along a non-inclined surface.
64 | SPELLS
SPELLS | 65
Duration: N/A.
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66 | SPELLS
Light
Components: Verbal, Somatic.
Domains: Blessings, Guidance.
Type: Single target effect.
Casting time: a major action.
Range: Touch.
Duration: up to 1 hour.
You touch an object and it begins glowing
with a bright light. A 10 foot radius around the
object is in bright light; 20 feet beyond that is
in dim light. A creature who is looking at the
object when it begins glowing must make a
DC 12 Constitution saving throw or be blinded
for 1 round. A creature who touches the
affected object can choose to extinguish its
light before the end of the duration as a minor
action if they are familiar with this spell.
Magic Dart
Components: Verbal, Somatic.
Domains: War, Arcana, Curses.
Type: Spell attack.
Casting time: a major action.
Range: 60ft.
Duration: N/A.
A blast of magical energy flies from the
palm of your hand, smashing into a creature or
object of your choice. You make a spell attack
roll against a target within 60 feet of you. On a
true strike, the target takes 1D6 force damage.
SPELLS | 67
68 | SPELLS
SPELLS | 69
70 | SPELLS
SPELLS | 71
Ice Dart
Components: Verbal, Somatic.
Domains: War, Elements, Guidance.
Type: Spell attack.
Casting time: a major action.
Range: 40ft.
Duration: N/A.
You conjure 2 shards of ice in the air
nearby that immediately fly off toward targets
of your choice. You make a ranged spell attack
roll for each shard. On a true strike, each shard
deals 1D6 cold damage.
Jump
Components: Verbal, Somatic.
Domains: Guidance, Travel.
Type: Single target effect.
Casting time: a major action.
Range: 20ft.
Duration: 4 hours.
You target a creature within range and
magic streams into them, lightening their body
and propelling them magically through the air.
Until the spell ends, their horizontal and
vertical jumping distances are doubled. This
72 | SPELLS
Magic Translation
Components: Verbal, Somatic.
Domains: Mind, Guidance.
Type: Single target effect.
Casting time: a major action.
Range: Touch.
Duration: 2 hours.
You touch an intelligent creature and their
eyes momentarily glow. The affected creature
can understand up to 3 non-runic languages of
their choice. For the duration or until you or
the affected creature chooses to end the spell,
the magic will do its best to translate any non-
runic writing or speech the creature perceives
into a language they can understand. If a
translation does not exist for a given phrase or
Maddie Mae
SPELLS | 73
74 | SPELLS
SPELLS | 75
76 | SPELLS
SPELLS | 77
78 | SPELLS
SPELLS | 79
Telekinetic Attack
Components: Verbal, Concentration.
Domains: Telekinesis, War.
Type: Single target effect.
Casting time: a minor action.
Range: Within reach.
Duration: up to 1 minute.
You build a telekinetic tension and imbue
your attacks with energy. This spell ends after
its duration has elapsed, you lose
concentration, or once you’ve made a true
striking utilizing the spells effects. Until the
spell ends, your attacks gain the following
effects:
• You have +1 on melee attack rolls.
• Your attacks radiate telekinetic energy.
On a true strike, they deal an additional
2D6 force damage.
• On a true strike, the target of the attack is
knocked back 1D10 feet for every size
class it is below giant. Due to the force
wave surrounding the strike, even if the
target is not wounded by the attack, they
are pushed back in this way.
80 | SPELLS
Claws of Hades
Components: Verbal, Somatic.
Domains: Death, War, Curses.
Type: Spell attack/Multi-target effect.
Casting time: a major action.
Range: 40ft.
Duration: N/A.
Three large, dark claws appear to rip
through reality itself. As they move to strike
your targets, they leave a void resembling a
tear behind them. These tears begin to re-knit
themselves behind the claws as they move.
You make spell attack rolls against up to 4
creatures you can see within range. On a true
strike, a targeted creature takes 1D8 necrotic
damage.
SPELLS | 81
82 | SPELLS
SPELLS | 83
Water Breathing
Components: Somatic, Material (a fish’s gill).
Domains: Protection, Nature, Elements.
Type: Multi-target effect.
Casting time: a major action.
Range: 15ft.
Duration: Special.
You can choose up to 12 creatures within
range. Until the spell ends, all targeted
creatures gain the ability to breathe
underwater. This spell lasts for 12 hours
divided by the number of creatures it targets.
For example, if the spell is cast targeting 6
creatures, each gains the ability to breathe
underwater for 2 hours. However, if it only
targets one creature, the spell lasts for 12
hours.
M ae
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Ma
SPELLS | 85
Verquillos
86 | SPELLS
Energy Bond
Components: Verbal, Somatic, Concentration.
Domains: Life, Death, Fate.
Type: Single target effect.
Casting time: a major action.
Range: 30ft.
Duration: up to 10 minutes.
A thin line of blue light appears in the air
between you and a target creature within range
as you create a bond between you and the
creature. Until the spell ends, anytime you lose
EP, the targeted creature loses an equal
amount. Additionally, anytime you gain EP,
the targeted creature gains an equal amount.
The spell ends if the target creature is ever
further than the spell’s range from you.
Mass Daze
Components: Verbal, Somatic.
Domains: Mind, War.
Type: Area of effect.
Casting time: a major action.
Range: 100ft.
Duration: 1 round.
A point above your head glows brightly
then explodes with light and deafening sound.
All creatures within range of the point must
make a Constitution saving throw against a
DC of 1D20 + your Intelligence. On a failed
save, a creature is blinded, deafened, and
dazed for the duration. On a successful save,
the creature is only dazed for the duration.
Flexible Casting: This spell can be cast
using more mana to bolster its effects. For
every 1 mana over 4 that you spend to cast this
spell, its duration increases by 1 round. You
cannot expend more than 6 mana to cast this
spell.
SPELLS | 87
88 | SPELLS
MAGIC ITEMS | 89
90 | MAGIC ITEMS
MAGIC ITEMS | 91
92 | MAGIC ITEMS
MAGIC ITEMS | 93
94 | MAGIC ITEMS
MAGIC ITEMS | 95
Jess
_________CHALLENGE 0_________
Cat Crow
EP: 6 EP: 6
Defense: 15 Defense: 14
Attributes Attributes
Str: -2 Dex: 5 Con: 0 Int: -3 Cha: 2 Str: -2 Dex: 4 Con: 0 Int: -1 Cha: 1
Attacks (1 per turn) Attacks (2 per turn)
Scratch: +5 to attack. 1D4 (2) slashing Claw: -2 to attack. 1D4 (2) slashing damage.
damage. Reach: 1ft. Reach: 1ft.
96 | CREATURES
CREATURES | 97
98 | CREATURES
CREATURES | 99
Jessica Tomlin
Santiago Iglesias (Order #34031691)
Orc Ooze
EP: 18
Defense: 11 (14 with shield)
Attributes Included in full game.
Str: 3 Dex: 2 Con: 2 Int: -1 Cha: 0
Attacks (1 per turn)
Spear: +5 to attack. 1D6 + 3 (6)
piercing damage. Reach: 8ft.
Hatchet: +5 to attack. 1D6 + 2 (5)
slashing damage. Reach: 4ft.
Sarouk
Slak
EP: 26
Defense: 12
Attributes
Str: 5 Dex: 3 Con: 2 Int: -2 Cha: -3
Special actions
Engulf: The slak attempts to grapple a creature. If
grappled, the creature takes 1D6 piercing damage.
The slak then attempts to fly away.
100 | CREATURES
CREATURES | 101
Alignment: Unaligned.
y 3
Lad
102 | CREATURES
Jackson Blackmon
CREATURES | 103
Iilk
104 | CREATURES
Mountain Mite
EP: 25
Defense: 17 (carapace)
Attributes
Str: 6 Dex: 4 Con: 1 Int: -1 Cha: 0
Attacks (2 per turn)
Claw: +9 to attack. 1D6 + 3 (6) slashing damage.
Reach: 10ft.
Bite: +9 to attack. 1D8 + 6 (10) piercing damage.
Reach: 5ft.
Special actions
Pheromonal Release: If wounded or endangered and alone, the mountain mite releases a burst of
pheromones around itself. These pheromones alert other mountain mites within half a mile that there is
danger at the mountain mite’s current location. Any creature within 10ft of the mountain mite must
make a DC 20 Dexterity saving throw to avoid being coated with the pheromones.
If a creature is marked by the pheromones, they will draw mountain mites within ½ a mile to their
location for 3 days or until they are able to spend 1 hour thoroughly washing themselves.
A mountain mite can only use this ability once per completed rest.
CREATURES | 105
106 | CREATURES
Minotaur
EP: 69
Defense: 17 (thick hide)
Attributes
Str: 9 Dex: 6 Con: 10 Int: 1 Cha: 0
Attacks (2 per turn)
Greataxe: +14 to attack. 2D6 + 9 (16)
slashing damage. Reach: 6ft.
Horns: +14 to attack. 2D4 + 9 (14) piercing
damage. Reach: 3ft.
Special actions
Charge: If a target creature is 15ft or more
away, the minotaur can take a sprint action
and make 1 attack with its horns against the
creature. This attack does an additional 14
damage on a true strike.
CREATURES | 107
108 | CREATURES
Delegating Descriptions
When possible, encourage players to describe things in the game. Doing this not only keeps players
more engaged, but also alleviates some of the burdens of GMing, allowing your mind to momentarily
relax. It’s best not to give players descriptive power over the environment or NPCs, but the more control
you give them over their characters, the more they will engage with your narrative.
Specifically, when a player attacks, encourage them to describe, or even act out, how they envision
the attack. This can increase immersion, particularly if the attack is going to wound an enemy.
Additionally, when a player uses EP to avoid damage, it’s advised that you ask them describe what their
character does to avoid the damage.
Action Economy
The way you manage the action economy of creatures can have a big effect on the game. There are
many ways to use the action economy to change the dynamic of a battle. Generally, it’s best to divide the
enemy attacks among all the players, focusing extra attacks on the characters with builds that are based
around having higher EP and/or Defense. This is the most advantageous situation for the players and
will create combat encounters that are generally fun and will allow all players to stay involved
throughout the combat.
If you want to play combat such that it’s more difficult for players, you can have enemies target one
player character at a time. This combat method can be very vicious, particularly if the enemies don’t
relent until the targeted character is severely wounded or dead. This combat method is generally not
advised because the targeted player will quickly be put into a state where they aren’t able to
meaningfully contribute to combat and can’t afford to take risks. This makes the combat, and potentially
the rest of the game session, very difficult for players who have been targeted and much easier for those
who haven’t. If you let your players know that you will be running combat in this way, it can be done
well, but it’s more difficult than simply making enemies spread out their attacks among the party
members.
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die M
35 or less Nearly super-human
Mad
40 or more Essentially impossible
Finding Treasure
Frequently as a group adventures through the world they will stumble upon loot. Whether it’s the
warehouse of a city gang they recently overthrew or the treasure horde of a dragon, there will be times
when you need to come up with some exciting loot for your party to take. Coming up with your own
unique items and treasure is always great, but can be time consuming. For those times when you just
want to distribute some treasure without the hassle, here are some tables for random loot generation. For
the sake of easy distribution, you can get the Luck of each character and make a separate roll for each of
them to determine what they find. Each character’s roll total will equal 1D100 + 2 times the character’s
Luck.
The tables of loot are in ascending order of size, and general value.
Common Treasure Table Uncommon Treasure Table
Roll Total Treasure Roll Total Treasure
A common cursed An uncommon cursed
5 or less 10 or less
item. item.
6 - 10 4D6 copper pieces. 11 - 15 4D10 copper pieces.
A mundane weapon or A common magic
11 - 20 16 - 25 weapon or mundane set
piece of armor.
Supplies worth 3D6 of armor.
21 - 35
silver pieces. 26 - 35 4D8 silver pieces.
36 - 50 3D8 electrum pieces. 36 - 50 4D6 gold pieces.
A gem worth 2D8 gold A gem worth 4D8 gold
51 - 70 51 - 70
pieces. pieces.
71 - 85 1D6 platinum pieces. 71 - 85 2D8 platinum pieces.
86 - 99 A common magic item. An uncommon magic
86 - 99
An uncommon magic item.
100 or more 100 or more A rare magic item.
item.
16 - 25
While attuned to this item, you gain resistance to a damage type of the
GM’s choice.
26 - 35 If the item is a weapon it’s a Mega Sword. Otherwise re-roll.
The item can cast a 0-cost spell of the GM’s choice 1D4 times per day without
36 - 45
expending mana or components.
46 - 60 The item is +1.
61 - 75 The item is +1 and masterwork.
The item can cast a 1-cost spell of the GM’s choice once per day without
76 - 85
expending mana or components.
86 - 94 While attuned to this item, you gain +1 to an attribute of the GM’s choice.
95 or more 2 properties from above.
16 - 25
While attuned to this item, you gain resistance to two damage types of the
GM’s choice.
26 - 35 This item has two common properties and one uncommon property.
The item can cast a 1-cost spell of the GM’s choice 1D4 times per day without
36 - 45
expending mana or components.
46 - 60 The item is +2.
The item can cast a 2-cost spell of the GM’s choice once per day without
61 - 75
expending mana or components.
The item can cast a 2-cost spell of the GM’s choice 1D4 times per day without
76 - 85
expending mana or components.
While bound to this item, you gain +2 to one attribute and +1 to another attribute
86 - 94
of the GM’s choice.
95 or more 2 properties from above.
Surrounded
When attacking a creature who is surrounded, the Insanity and Trauma Table
surrounding creatures have a +3 bonus on attack Roll
Effect
rolls. For more information, check page 38. Total
Re-roll on this table twice and
5 or less
Prone take both results.
When a creature is knocked prone, they must use The only time you feel okay or
a minor action or half their movement to return to a 5 - 10 in control is when you’re
standing position. While prone, creatures have -3 on killing something.
attack rolls and Dexterity saving throws, and You have vivid hallucinations
Defense. For more information, check page 38. and often can’t tell the
11 - 20
difference between what’s real
Blind or Deaf and what’s not.
For blind creatures, everywhere around them You have an imaginary friend
counts as fully obscured, this gives them -6 on melee who tells you people are
attack rolls and -9 on ranged attack rolls. Unless a 20 - 30 conspiring against you. The
blind creature has something to compensate for the imaginary friend is the only one
blindness, such as enhanced hearing, it becomes you can trust.
unaware or abstractly aware of its surroundings. Some days you find yourself
If a deaf creature is attacked from behind, it can completely apathetic to
count as a surprise attack even if the deaf creature 31 - 40
everything around you, even
was abstractly aware of the attacking creature’s your own survival.
presence. You tend to massively over-
41 - 50
estimate your own abilities.
Dazed You get horrifying flashbacks.
When a creature is dazed, they are unable to take When surprised or scared you
major actions and have -3 on Intelligence saves and 51 - 60 must roll a DC 15 Constitution
checks. For more information, check page 38. saving throw or be dazed for 1D4
rounds.
Restrained You only feel okay when you’re
Creatures can be restrained by a variety of 61 - 75 drunk or otherwise heavily
effects and to various severity, but generally if a inebriated.
creature is restrained, they cannot move voluntarily. You tend to lash-out and over
76 - 85 react to even sight
inconveniences.
Insanity and Trauma
If a creature is severely psychologically You suffer from narcissism and
traumatized, subject to certain magical effects, or self aggrandizement. You think
86 - 95
fails a death save against psychic damage, they may you are the absolute best in every
become insane. The duration of these effects can way, at every thing.
vary widely and can even be permanent. Rolling You can’t take things seriously.
1D100 and adding a character’s Constitution can be 96 or The more people are distressed
used with the Inanity and Trauma Table to more about something, the more you
determine the effects of a character going insane or find humor in it.
being traumatized.
Exterior objects:
• A water fountain that a water elemental lives in and protects.
• An old, decaying bridge over something dangerous.
• A bonfire.
• A magical tree that attacks anything that comes near it.
• Quicksand (the really quick kind).
• A steep, cliff-like incline.
• A catapult.
• A windmill.
Crafting
At times players may want to create something new: a spell, a fortress, an item either mundane or
magical. Under these circumstances it’s up to you to decide how difficult such a project will be, if it’s
possible at all. Generally, if your players are all interested in doing something, it’s best to try and find
some way to accommodate them and let their interests guide the direction of the game when possible. In
that kind of situation, here are some guidelines and things to consider:
• Do your players know how to create the thing in question? Often you may determine this through
an Intelligence check of some sort, the more complex the thing in question, the higher the DC of the
check.
• If your players don’t know how to create the item they may need to spend some money in
exchange for someone teaching them, alternatively they may need to go on some adventure to seek
out the information.
• Do your players have the resources required to create the thing in question? This can take many
forms. If your players are trying to create a magic item they will likely need magical substances that
are required in the items creation process, such as a unicorn’s horn or a dragon’s claw. If your
players are trying to build a house or base of some sort, they will likely need to hire workers to
construct it which could be very expensive. Additionally they will need to attain the materials such
as lumber required for the build. This too could be accomplished through questing and adventure, for
example, a banker might be willing to give the player characters a more favorable lone in exchange
for them retrieving a family heirloom from a cursed crypt where it was lost long ago.
• Finally, consider the ramifications of what the players are crafting. If they are attempting to make
something too powerful, it’s ok to say no, or to lower their expectations to what they could
realistically accomplish. Additionally, keep in mind that if they players create something like a
fortress, it may change the scope of your game since the players are likely to be more inclined to stay
relatively near their base. You could fix this by giving them magical items to make transport easier,
changing the focus of the game to revolve around a smaller area, or by giving them a more tempting
option. For example, maybe the fortress they want to build is too expensive for them, but there is a
decommissioned airship for sale at a more reasonable price.
Thank you for buying and supporting Apotheosis! We want to continue to expand and improve the
game so be sure to follow us on our social media and keep an eye out for updates!
Let the adventure begin!
Progress
Training
ATTRIBUTES EP Maximum Defense Score Mana Maximum EXPERTISE
Strength
Dexterity
Constitution
Intelligence
Charisma
LANGUAGES Encumbrance Weight Movement Speed
Current EP Current Mana
EXHAUSTION
HUNGER/THIRST BACKSTORY
EQUIPMENT Weight
Background:
CHARACTERISTICS
Age: Innate and Species Traits
Height:
DEXTERITY CHECKS
Acrobatics
Reflex
Stealth
CONSTITUTION CHECKS
Awareness
Endurance
Survival
INTELLIGENCE CHECKS
Arcane Knowledge
Comprehension
History
Investigation
Medicine
Nature
Religion
CHARISMA CHECKS
Animal Handling
Deception
Distraction
Insight
Intimidation
Persuasion
Sleight of Hand
1-COST 4-COST
2-COST 5-COST