DND Stats

Attack Bonuses

0
0
0

Saves

0
0
0
0

Hit Points and System Strain

Class & Tradition

Class HD Attack Key Ability
Warrior d6+2 Full BAB Killing Blow (+half level dmg); Veteran's Luck (turn miss to hit 1/scene)
Expert d6 Half BAB Reroll any failed non-combat skill check 1/scene; extra skill point/level
Mage d6-1 Quarter BAB Casts spells from chosen tradition; cannot wear armor unless Armored Magic focus
Adventurer varies varies Combines two partial classes (Partial Warrior, Partial Expert, or Partial Mage)
Mage Traditions
High Mage — — Classic arcane spells; utility, artillery, and wide spell list
Elementalist — — Wields elemental forces; fire, earth, air, water magic
Necromancer — — Manipulates death, bone, and life-draining energies
Healer — — Restorative arts and medicine; typically a partial class combo
Vowed — — Magical monastic martial artist; typically a partial class combo

Weapons

Weapon Cost (gp) Damage Shock Attribute Range Enc Notes
Melee
Axe, Hand 4 1d6 2/AC 15 Str/Dex 10m 1 Can throw
Axe, Great 10 1d10 3/AC 15 Str — 2 Two-handed
Club 0 1d4 2/AC 10 Str/Dex — 1
Dagger 3 1d4 1/AC 15 Str/Dex 10m 1 Can throw; concealable
Mace 5 1d6 2/AC 15 Str — 1
Morningstar 8 1d8 2/AC 15 Str — 2
Polearm 7 1d10 2/AC 15 Str — 2 Two-handed; reach
Spear 3 1d6 2/AC 13 Str/Dex 10m 1 Can throw; reach
Staff 0 1d6 1/AC 13 Str/Dex — 1 Two-handed
Sword, Long 15 1d8 2/AC 13 Str/Dex — 1
Sword, Short 7 1d6 2/AC 15 Str/Dex — 1
Sword, Two-Handed 20 1d10 2/AC 15 Str — 2 Two-handed
Unarmed — 1d2 None Str/Dex — —
Ranged
Bow, Long 15 1d8 None Dex 100m 2 Two-handed
Bow, Short 7 1d6 None Dex 50m 1 Two-handed
Crossbow 20 1d8 None Dex 80m 1 Two-handed; reload 1 action
Crossbow, Heavy 30 1d10 None Dex 100m 2 Two-handed; reload 2 actions
Sling 1 1d4 None Dex 30m 1
Throwing Axe 4 1d6 2/AC 15 Dex 10m 1
Throwing Dagger 3 1d4 1/AC 15 Dex 10m 1
Throwing Spear 3 1d6 2/AC 13 Dex 10m 1

Armor

Armor Cost (gp) AC Enc Notes
No Armor — 10 0 Base AC
Shield 10 +1 1 Requires one hand
Leather 10 13 1 Light armor
Studded Leather 15 14 1 Light armor
Scale Mail 30 14 2 Medium armor
Chain Mail 40 15 2 Medium armor
Half-Plate 100 16 2 Heavy armor
Plate Armor 200 17 2 Heavy armor; mages cannot cast

Skills

Foci List

Select Foci Name Description Level 1 Effect Level 2 Effect
Alert Keenly aware of surroundings, almost impossible to take unaware Gain notice as a bonus skill You always act first
Armored Magic Usable by mage heroes to cast spells while armored Cast spells with armor or shield Cast any spell while encumbered
Arms Master Proficient with thrown weapons and melee attacks Gain Stab as a bonus skill Always treats melee targets as if AC 10
Artisan Gifted crafter, create mods for equipment Gain Craft as a bonus skill First mod free of maintenance
Assassin Skilled in sudden attacks, execution advantages Gain Sneak as a bonus skill Move with execution attack
Authority Inspires followers, charismatic Gain Lead as a bonus skill Followers gain courage, damage bonuses
Henchkeeper Knack for gathering loyal followers Gain Lead as a bonus skill, easier henchmen acquisition Remarkable loyalty and determination from henchmen
Impervious Defense Remarkable reflexes or luck in defense Innate Armor Class of 15, stacks with armor Once per day, adopt total defense, hard to hit
Imposter Skilled at disguising and pretending Gain Perform or Sneak as a bonus skill Alter appearance and clothes as an action
Lucky Surprisingly lucky in dangerous situations Once per week, survive a potentially fatal situation Once per session, redirect threat to another
Nullifier Interfere with magical effects Allies gain +2 saves vs. magic within 20 feet Once per day, nullify an ongoing magical effect
Poisoner Skilled in crafting and using poisons Gain Heal as a bonus skill, reroll poison saves Immune to poison
Polymath Acquainted with a wide range of skills Gain any one non-combat skill Treat all non-combat skills as level-0 if not already higher
Rider Expert riding skills, bond with steeds Gain Ride as a bonus skill, high morale in mounts Negate attack against steed once per scene
Shocking Assault You’re extremely dangerous to enemies around you. Gain Punch or Stab as a bonus skill. +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks.
Sniper’s Eye Expert at placing a thrown knife or arrow on an unsuspecting target. Gain Shoot as a bonus skill. Roll 3d6 and drop the lowest die for ranged Execution Attacks. Hit targets take a -4 penalty on Physical saving throws; double damage on successful hit.
Special Origin Belong to some more exotic species or demihuman kind. PCs are assumed to be human; pick origin Focus for different species. Availability depends on campaign and GM permission.
Specialist Remarkably talented at a particular skill. Gain any skill as a bonus. Roll 4d6 and drop the two lowest dice for all skill checks in this skill.
Spirit Familiar Minor spirit, devil, construct, magical beast as a companion. Choose a form for your familiar. Pick two benefits for your familiar; re-summon within 24 hours if killed.
Trapmaster Uncommon expertise in handling traps and snares. Gain Notice as a bonus skill. Reroll any failed saving throw or skill check related to traps once per scene.
Unarmed Combatant Your empty hands are more dangerous than swords. Gain Punch as a bonus skill. Unarmed attacks increase in damage as Punch skill increases.
Unique Gift Unusual ability or magical knack. Define effect with player and GM. Power strength can be reconsidered if necessary.
Valiant Defender Exceptional shieldbearer, protecting others. Gain Stab or Punch as a bonus skill. +2 AC while screening; first Screen Ally skill check in a round is always successful.
Well Met Ability to charm and pacify people met for the first time. +1 React price bonus for reaction rolls. Influence friendly reactions within plausibility limits once per session.

Backgrounds

Select Background Free Skill Quick Skills Growth Skills Learning Skills
Artisan Craft Trade, Connect +1 any stat, +2 physical Connect, Convince
Barbarian Survive Any combat, Notice +1 any stat, +2 physical Any combat, Connect
Carter Ride Connect, Any combat +1 any stat, +2 physical Any combat, Connect
Courtesan Perform Notice, Connect +1 any stat, +2 mental Any combat, Connect
Criminal Perform Connect, Convince +1 any stat, +2 mental Administer, Any combat
Hunter Shoot Survive, Sneak +1 any stat, +2 physical Any combat, Exert
Laborer Work Connect, Exert +1 Any stat, +1 Any stat Administer, Any skill
Merchant Trade Convince, Connect +1 any stat, +2 mental Administer, Any combat
Noble Lead Connect, Administer +1 Any stat, +2 Mental Administer, Any combat
Nomad Ride Survive, Any Combat +1 Any stat, +2 Physical Any combat, Connect
Peasant Exert Sneak, Survive +1 Any stat, +2 Physical Connect, Exert
Performer Perform Convince, Connect +1 Any stat, +2 Mental Any combat, Connect
Physician Heal Know, Notice +1 Any stat, +2 Physical Administer, Connect
Priest Pray Convince, Know +1 Any stat, +2 Mental Administer, Any combat
Sailor Sail Exert, Notice +1 Any stat, +2 Physical Any combat, Connect
Scholar Know Heal, Administer +1 Any stat, +2 Mental Administer, Heal
Slave Sneak Survive, Exert +1 Any stat, +2 Physical Connect, Exert
Soldier Any Combat Exert, Survive +1 Any stat, +2 Physical Any combat, Any combat
Thug Any combat Convince, Connect +1 Any stat, +2 Mental Any combat, Any combat
Wanderer Survive Sneak, Notice +1 Any stat, +2 Physical Any combat, Connect