| 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 |
| 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 | 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 |
| 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. |
| 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 |