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Eurd

An ancient land, tis fraught with woe,


victory, is naught known.
Dragons slumber 'nieth pillowed shores,
as winged chariots from the clouds are born.
So twas the age of Myrt and Shell,
The last great age;
when the heavens fell.

Taken from the “Songs of Myrt”.


Introduction
The ancient world of Eurd. Place where the great teachings of magic and science
are taught side by side. Eurd is an ancient world built upon the bones of the first
race of men.
Within this world the ancient ways have either been forgotten or have long since
passed into myth. However as the years pass the new Eurd becomes more and
more like the old. The arts of science and Technology are re-born and once more
hold sway over the dealing of the world. This time though the force of magic also
presides over Eurd and it's inhabitants, keeping the balance between order and
chaos. Life and death.
Hence these days are the Renaissance of all life. The days are long however and
the shadows still threaten to overwhelm the fragile balance in which men and
beasts, elves, and Dwarves, Halflings and Kobolds attempt to survive, prosper and
flourish.
Welcome adventurer! Welcome to the land of Eurd a land of deep history and
forgotten secrets. The little poem at the beginning of this chapter is the last
known chronicle of those ancient times and is known throughout the civilized
lands of Eurd by Adventures, scholars and kings alike, the ancient poem details
the history, universal layout and core elements of the World of Eurd.

Originally designed for use with Dungeons and Dragons 3.5, The Legends of Myrt
campaign setting has seriously adapted parts of the original system for ease of
use. This means changes to races, classes, skills, feats, the combat system and
the magic system. All of these changes are described within their perspective
sections.
Table of Contents
• Eurd
• Introduction
• The World of Eurd
• Common Races
• Bringers
• Dark-elves
• Dwarves
• Elves
• Halflings
• Humans
• Kobolds
• Character Classes
• Barbarian
• Bard
• Cleric
• Druid
• Hunter
• Martial artist
• Rouge
• Warrior
• Wizard
• New Classes:
• The Mechanist
• Prestige classes:
• Mad Scientist
• Skills
• Feats
• New Feats
•Martial arts feats
•Character roleplaying
•SHS
•Backstory
•Religion
•Aging
• Equipment
• Magic, Spells and Psyonics... Oh my.
•Hunter Psyonics list
• Technology
• The Mechanist Inventions
The World of Eurd

Oh sweet jewel of sapphire blue,


surmounted by that emerald hue,
rest in peace, and fear no more.
Deaths hand it calls,
to you, no-more.
-Excerpt from the 'Songs of Myrt'
The Legends of Myrt campaign setting takes place in the world of Eurd, which is one of the sacred
words of the ancients roughly translating to: “Floating Star”. Eurd is a world where technology and
science are just being rediscovered by the races, while magic runs like water through the lands.
Magic and Science stand side by side here as shown with airships powered by steam flying through
the air and great floating fortresses held up by magic energy float above the continents.

Eurd was once under the rule of a powerful race of humans who held the key to ultimate sciences
that allowed for travel to the stars and beyond, and gave the human empire control over the very
elements. During this age the only race on the planet consisted of Humans, for all other races were
born during or after the great 5,000 year war.

The war started when the Human empire, which had grown arrogant and
stagnant was attacked by a
powerful race of godlike beings that descended from the skies. The invaders,
who were known as the “Drow”, and the Human Empire fought for nearly
five thousand years, neither side able to defeat the other. Finally the war
became so destructive and had now raged for so long that the stockpiles of
weapons and perhaps the very knowledge of how to create such weapons was
lost to both races.
During this time new races broke off from the Drow and the Humans, chief among these were the
Elves, (born of years of propagation between Drow and Humans, either by forbidden love or through
rape), and the Dwarves, (an evolution of man perfectly suited to exist beneath the earth far away
from the destructive atomic flames of the seemingly unending war.

As the war drew to a steady close the forces of the Humans and the Drow became weaker and
weaker
for both races had destroyed almost all of each-others populations. As a last resort both races began
engineering soldier races to fight the battles in their stead. These races consisted of Kobolds, the
Bringers and many others. Later from these races many more were born, populating the lands with
many a strange and unique species.

However the efforts of the two Races proved to be in vain. The Drow were betrayed by their own
creations the Bringers, and most of the Human population had become sterile due to the weapons
that had been used by either side.

The Drow, in their defeat, and unable to return to the skies, hid deep within the earth as the
remaining humans used science to preserve a minuscule portion of their people on one of the more
remote continents.

Another ten thousand years passed by then and the ancients were slowly forgotten by the inhabitants
of the planet. The Elves withdrew and formed isolated communities on several smaller islands, while
the Dwarves retreated inside their underground fortifications, away from the sun and the stars.
Meanwhile the Drow below the earth slowly died away and evolved into what are now known as the
Dark-elves .

Slowly however the


world recovered
from the war and
the races began to
grow once more and
expand out. It was at
this time
approximately 3,000 years before the Common era that the first human civilization since the wars
appeared. During this new age of human kind a scholar named Alaen discovered that there was a
innate energy which existed within all living creatures and even within the planet itself. He called
this energy “magic” after the an ancient word for the supernatural.

Thus began the age of discovery. It happened slowly over the next 3,000 years but it did happen.
Humans learned mastery over the arts of magic and eventually the arts of science too. The Elves also
learned of the energy known as magic and also discovered that although it was an innate ability in
all creatures, it manifested itself to a greater extent in certain races and even more specifically;
certain individuals .

During this time however the continents which had been shifted during the war were now
slowly covered up by the oceans as the remaining landmasses began to settle down, and the icecaps,
(Which had reformed a thousand years after the war), melted again, causing the water level to rise
ten fold.

Eventually only two landmasses of significance remained known. The land of Trall and the land of
Ishaln.
TRALL

The land of Trall,


so mighty,
so strong
The Land of Trall,
Were naught can go wrong,
The Empire stands,
united always...

-From the Trallian national anthem

Vestipilo: City of the emperor

Trall is in a state of conflict. The imperial system and the old republic system are clashing once again.
The senate is vying for more power, and the imperial power weakens with each passing day. Part of
the reason for this collapse of the established order is the fact that for nearly twenty years the
emperor has remained elusive and out of the public eye, thereby loosing much of his popular image
with the people who are left to rely upon the Senate.

Since the end of the feudal kingdoms of Trall and the emergence of the empire nearly two hundred
years ago, Trall has prospered, and grown in leaps and bounds. From innovations like running water,
paved roads, and a public health-care system, to other innovations like the steel sword, spear, armor,
and the composite longbow, Trall seemed destined to become the ruling land for the entire known
world. However Trall was stagnate even during the hight of it's era of Renaissance. Trall did very
little in the way of exploration or trade, and while it's army was formidable, it's fleet was not,
preventing any real thoughts of conquering other lands. However nearly sixty years ago a new
emperor appeared to claim the throne during a very bloody and dark chapter in the empires history.

The royal line had all but died out, the emperor at that time was unable to produce any heirs, and it
was believed that the Senate would move in and take complete control once the emperor had died.
However out of the blue, just as the senate was orchestrating one of the most intricate political take-
overs in all of history, a new figure appeared on the scene. This new figure was a man called Devius
Rex. He appeared from nowhere with an army of humans and metal men the likes of which the
people of Trall had never seen.

He provided papers that proved he was the heir to the throne by a relative of the first emperor, and
swept aside the Senates take-over attempt. For a time it seemed as if this was a good thing. The
empire was not going to falter and if anything they were stronger then ever. The emperor declared
the need for greater defense and so built the great hundred foot high 'World wall', a massive stone
and metal wall the surrounded the entire continent and took nearly forty years to build. However
something went wrong twenty years ago. The emperor made one final declaration, that all his future
orders would come through his personal representative on the senate. After that he disappeared and
has not been seen for nearly twenty years.

Now suddenly new orders have been given to begin the expansion of the Empire to the uncivilized
lands with the end result of cornering Ishaln in preparation for an invasion. The Trall fleet, which
had never been well maintained, was suddenly bolstered by a massive fleet of ships that seemed to
arrive overnight. The mechanical army expanded out over the empire and was garrisoned along
with the troops. An empire wide draft began, and thousands of new soldiers joined the ranks of the
imperial army.

Trall is Marshalling for war, in the long run supposedly against Ishaln, but is that really the case, or
is there a new enemy on the horizons?

The Geography of Trall is similar in many ways to that of Ishaln, with the entire landmass steadily
sloping up, towards the giant Entician mountain range which crests the center of the continent.
However the lands have a far more jagged step feel then Ishaln, with large areas of seemingly flat
plains, which are suddenly broken by a new range of flat topped mountains, and atop those another
plain with more mountains behind it. This has led to excellent agriculture and massive sprawling
cities which stretch for miles in all directions. All manner of crops are grown on Trall and famine is
something most citizens of Trall have not known since before the founding of the empire.

Trall is not a friendly place for magic users. Long ago in the dark ages of Trall, some three hundred
years before the empire, the high king who ruled over nearly half of Trall, declared that arcane
magic was evil and those who practiced it were in league with dark gods and demons. He led a 'holy'
crusade against all things arcane, backed by the immense power of the Church that was, at that time,
the most powerful institution in the land. Magic users were burned at the stake or simply
slaughtered and left to rot in the sun. Such acts eventually caused an absence of magic energy in the
land, forcing the magic back and away from the areas were such acts had taken place. It also thinned
the magical bloodlines, eliminating any chance for magic users to ever regain a strong footing in the
land without the help of outsiders. As such Trall has been forced to do without the simple pleasures
and the easy life that magic has afforded the inhabitants of Ishaln.
However to compensate the natural drive to explore and create
took hold, and the 'magic' of innovation took hold. Technology
replaced magic over time, leading to advances in everyday life and
in the arts of war. Of course technology was much rarer before the
empire. Once the empire took control of the land, and had situated
itself as the ruling power the advances in technology spread like
wildfire.

The races that are native to Trall are the humans, the Dark elves
and the Bringers. While in more recent times it is a common sight
to see Dwarves and even elves wandering the land only the three races previously mentioned are
indigenous to the land. Humans are by far the dominant race, with dark elves holding power and
status but not being considered a major power in their own right and with the Bringers, having been
forced into slavery a thousand years in the past, continuing that role in the new empire.

Slavery is abundant on Trall, mostly in Bringers, but with a still strong trade in humans, dark elves,
dwarves, elves, kobolds and even a few halflings. The slave trade has been sanctioned by the empire
and serves to bring in massive amounts of revenue and trade.

In many ways Trall resembles the Roman empire of real world history, although the level of
technology and understanding is many several hundred years more advanced.

ISHALN

Venusilen: The leading, city sized, academy of magical sciences

Ishaln is a land of magic and learning. Well Trall extinguished it's magical; flames, those native to
Ishaln did everything to help the magical arts grow and expand, leading to a unified government
system nearly a hundred years before the empire took hold on Trall. This was due in some small part
to the Elves, who were native to the land and who possessed wisdom, long life and powerful ties to
the magical realms. The Dwarves too were long lived and wise, and together they and the elves were
able to create vast and intricate cities of learning and peace which brought about nearly unending
prosperity to the lands.

Ishaln is controlled by a select group of powerful wizards and non-wizards who form the advisory
council. Supposedly they report to some higher power although it has never been proven. The
Advisory council passes decisions brought about by the grand congress, a group elected by the
people, for the people. The advisory council hears all of the proposals and then holds debates on the
subjects at hand, passing or rejecting ideas and laws and keeping the system as fair and open as
possible.

Ishaln overcame it's dark ages a good hundred or so years before the high king was proclaimed on
Trall. The Dark ages were a period of superstition and 'free-for-all' magical wars. However with the
creation of the congress and the advisory council, as well as the councils army, a group of several
hundred of the most powerful magic users in the land, peace was quickly brought about and the old
ways were killed off in favor of harmonious peace and learning.

Religion was all but cast away as well as arcane magic flourished and the concepts of religion and
gods seemed to only undermine the peace that had been forged.

Ishaln is truly a place of knowledge. All aspects of daily life are made easier in some way by magic,
and the people are in an environment of constant mental and spiritual growth. Philosophy is
rampant, and the sciences of magic are taught all over. Huge academies and collages of magical and
philosophical learning may be found at every corner of the continent, and magic permeates all
aspects of everyday life.

The geography of Ishaln is extremely interesting. The entire continent slopes slowly upwards
towards a giant mountain in the center of the land which can be seen on a clear day from any part of
Ishaln. Agriculture would normally be out of the question as the land is rocky, dotted with deserts
and is subject to bizarre weather changes. However with the help of magic the people of Ishaln have
adapted and prospered, creating all sorts of hybridized plants and animals that can survive the harsh
climates.
In addition the Dwarven underground cities produce massive amounts of underground vegetables
and fruits, which have become a steady part of the traditional Ishaln diet.

The races indigenous to Ishaln are Elves, Dwarves, Dark elves and humans, although many Kobolds
and halflings have migrated from the island regions to Ishaln over the years. Elves are smallest in
terms of population size, but the most powerful in political terms with the dwarves and the humans
vying for close second. The other races hold little in terms of political power although in terms of
population are quite abundant. The one major exception are the bringers who are a very rare sight,
seeing as their numbers are small to begin with and almost all of them are used as slaves on Trall.

Slavery on Ishaln was long ago outlawed, and the system of strict laws dictated by the advisory
council are harshly enforced by the council army which is ever growing in size and power.

A note on radiation

It should be noted that many less traveled areas of Eurd are still covered in a highly radioactive haze
left over from the great war. These areas are largely uninhabited, however there have been sightings
of strange deformed mutated creatures wandering the radioactive wastes. Only those adventurers
who have supreme confidence in their abilities should seek to traverse these lands, for if the
radiation doesn't kill them, the creatures in the mist will surely try.
Races
Oh come one, come all, and listen to my story,
There are, after all, many here to listen,
I know, you want, to hear my story,
But first you must listen.
The Bringers and elves, and the kobolds so strong, the darkelves, and halflings, and men. Together we
stand, never to fall, just wait for us, when the morning comes....
The races of Eurd live together primarily on the number of small to medium sized land masses that
float amid the massive world ocean. Each race is constantly vying for more land, which is by far the
most precious commodity available. Below you can find all of the collected information on each of
the races of Eurd packed together in neat chunks which should provide for easy digestion.

Remember though to choose carefully! Not all races... get along.


Racial ability adjustments
Race Ability Adjustments Favored Class

Bringer +1 Strength, +1 Dexterity +1 constitution, +1 Warrior, Barbarian, Hunter


Charisma -2 Wisdom -2 Intelligence

Dark-Elf +2 Charisma, +1 Dexterity -3 Constitution Any

Dwarf +2 Constitution, +1 Strength, -2 Dexterity, -1 Warrior, Cleric


Charisma

Elf +2 Dexterity, +1 Wisdom, -4 Constitution Druid, Hunter, Wizard

Halfling -2 Strength, +2 Dexterity Rogue, Hunter

Human +1 to any -1 to any Any

Kobold +4 Dexterity, -1 Constitution, -2 Strength, -1 Rouge, Wizard


Charisma
Bringers

Bringers were the creation of an ancient race known as the Drow long before the Drow were forced
underground. The Drow were warring with the ancient human civilization and needed soldiers to
fight against the Humans. So the Drow took parts of many of Eurds animal species and welded them
together to create the “Bringers” A race supposedly devoted to the Drow. However the Bringers
finally turned against the Drow and helped the humans force them underground. The modern day
Bringers are fearsome warrior slaves kept by only the most powerful of human families. Only a few
free Bringers exist and those are regarded with disdain both by their enslaved kind and most
humans.

Personality: Bringers are fiercely loyal to their owning family. Free Bringers are very picky about
their company but once they locate a group of individuals they find acceptable they devote
themselves to that group. Bringers are pack creatures by nature and dislike being alone.

Physical Description: Bringers are well built, muscled and attractive creatures. They stand about as
high as the average human, with most females being notable shorter then the males by several
inches. Bringers are also covered in a light, silky coat of Grey and white fur. As such they find little
need for clothing. However armor is common among bringers due to their warrior nature and most
slave Bringers in human society are forced to wear clothing out of basic habit. *Occasionally
Bringers of varying colors may be found. These Bringers are usually prized, both as slaves, and for
their skins which can fetch a massive price on the black market.

Alignment: Bringers are a consistently Lawful alignment, and primarily neutral although a very few
have been known to have an evil disposition.

Bringer Lands: The Bringers have no lands of their own, instead serving those wealthy human
families they are attached to. Free Bringers are almost always nomadic in nature unless they find a
rare community that is willing to accept them.

Religion: Bringers have no religion of their own, but frequently adopt the religions of their masters.

Language: Bringers speak Human common tongue. Although they are capable of learning other
languages, they rarely do so unless instructed to by their masters.

Bringer Racial Traits


• +1 Strength, +1 Dexterity +1 constitution, +1 Charisma -2 Wisdom -2 Intelligence; While powerful
in presence and physique, Bringers are not capable of making tough decisions for themselves.

• Beast: Bringers are Humanoids with the (Beast) subtype.

• Medium Size: Bringers, being medium, receive no adjustments based on size.

• Speed: Bringer land speed is 40 feet.

• Beast traits: Bringers have enhances senses and as such gain a +2 to Spot, and Listen.

• Warrior Race: Bringers senses have been honed for centuries and as such Bringers do not take an
AC penalty if caught by surprise. (Flatfooted). Bringers are also proficient with all standard martial
weapons by default.

• Natural Weapons: Bringers possess sharp teeth and hand claws which can be used in combat. Bite
attack: 1d4, (+1 per point of strength) and 1d+1 claws.

• Automatic Languages: Common. Bonus Languages: None.


• Favored Class: Warrior, barbarian, Ranger.
Dark-Elves

Dark-Elves are a rare and unique race, the result of thousands of years of underground evolution.
Rarely encountered on in Trall Dark-Elves are fairly common in Trall and Ishaln. Dark-Elves retain
much of their Drow heritage while still tending towards decidedly humanoid characteristics such as
strong emotions. All in all Drow tend to relate much better with humans then they do with their
longer lived and seemingly emotionless Elven brethren. This may stem from the fact that unlike elves,
Dark-Elves are not ambiguous in nature and have clearly defined female and males sexes.

Personality: Dark-Elves are strong willed and fiery, tending towards extreme emotional flares and
impulsive attitudes. It is partly for this reason that Dark-Elves and humans maintain such close ties
and why almost all Dark-Elf cities above ground are located close to, or inside, Human territories.

Physical Description: Taking advantage of their innate beauty and power, Dark-Elves often dominate
the social arena.

Dark-Elves generally stand from under 5 feet to about 6 feet tall, and usually weigh from 100 to 180
pounds. Dark-Elf men are taller and weigh more than Dark-Elf women, but the distinction is less
pronounced than it is among humans. Their hair tends to be pure white, gray or dark black, and
their eyes are either black or purple. In very rare cases Dark-Elves are born with deep red hair. In
such cases that individual is destined to be a powerful innate sorcerer and is almost always shunned
from the Dark-Elf community in which it was born, often times along with it's parents.
Alignment: Although they tend to bend slightly towards Chaotic, like humans they tend towards both
Good and Evil in equal proportion.

Dark-Elven Lands: Dark-Elves hold no lands of their own, moving freely through the nations of
others. They are usually welcome in human communities, but may find themselves at odds with
other non Dark-Elves as most elvish races see Dark-Elves as a bastard race worthy of little respect.

Religion: Like humans, the Dark-Elves worship various deities depending on their own personal
values, though they have adopted the Human originated religion of 'ALL' which has spread across
most known lands and has managed to destroy most of the older race specific religions.

Language: Dark-Elves speak their own language known as Sylvaan. However they have no trouble
learning other languages.

Dark-Elf Racial Traits

• +2 Charisma, +1 Dexterity -3 Constitution.

• Medium Size: Dark-Elves, being medium, receive no adjustments based on size.

• Elven: Dark-Elves are humanoids with the (Elf) subtype.

• Speed: A Dark-Elf's base land speed is 30 feet.

• Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight,
and Dark-Elves can function just fine with no light at all.

• Charming: Dark-Elves receive a +2 racial bonus on Bluff and Diplomacy checks.

• Focused: Dark-Elves receive a +2 racial bonus on saving throws against Enchantment spells and
effects.

• Perceptive: Dark-Elves receive a +1 racial bonus on Awareness checks.

• Wakeful Vigilance: Immune to Sleep spells and effects.


• Natural Magic: A Dark-Elf has a small pool of reserve energy they may tap into daily. A Dark-Elf
has one charge per three class levels, minimum one. A charge may be spent to activate one of the
following spell-like abilities: Darkness, Charm person; the caster level is equal to the Dark-Elf's class
level and the DC is Charisma based.

• Automatic Languages: Common, Sylvaan. Bonus Languages: Any (other than secret languages, such
as Druidic).

• Favored Class: Any.


Dwarves

Dwarves are short powerful denizens of the mountains where they have lived in massive
underground stone hewed halls since near the time of the great war. The Dwarves of today are
isolated loaners who are rarely seen outside of their mountain halls. Dwarves are known for their
adept smith work and innovative inventions, few of which they share with outsiders for any sort of
'reasonable price.

Personality: Dwarves are extremely isolationist by default preferring to stay out of the machinations
of the other races. They are however brilliant inventors and smiths and are often sought out by
adventurers and kings alike in the hopes of establishing trade routes. For the most part this has lead
to the Dwarves being the known as the neutral party in all conflicts, a stance which the Dwarves
themselves seem to agree with wholeheartedly. Dwarves are the ultimate capitalistic race, content to
be removed from the conflicts of the world while at the same time always craving more material
possessions.

Physical Description: Dwarves are stockily built, hardy creatures often standing around four feet tall
but weighing as much as a full grown human. The males are usually built quite a bit heavier then
females and are known for their excessive body hair. Females are usually more slender creatures
although they too are extremely muscular and stocky. Both male and female Dwarves tend towards
braided hair styles. Dwarf hair usually comes in dark brown colors which change to white or Grey
as the dwarf ages, although thick reddish hair is not uncommon. Dwarves are also of a deeper
complexion tending towards darker, tanned skin tones, although more reddish skin is not
uncommon.

Alignment: Dwarves are loyal to clan and crown, and care little for the goings on outside their
underground homes. Dwarves are most often Chaotic Neutral, Or Chaotic Good.

Dwarven Lands: Dwarves have made a life for themselves in the high mountains of Trall and Ishaln.
Typical Dwarven cities are built beneath the surface of the ground, often under the mountains
themselves. Dwarven cities are unparalleled in craftsmanship and architectural beauty.

Religion: Byran is the true father of the Dwarves, but his brothers Hurack and Faridder are also
included as the ancestral Dwarven pantheon.

Language: Dwarves speak Dwarven, an ancient and refined tongue placing emphasis on low
sounding hard syllables. Fluency in Common is standard among Dwarves.

Dwarf Racial Traits

+2 Constitution, +1 Strength, -2 Dexterity, -1 Charisma


Dwarves are hearty beings, but certainly aren't nimble and they are to gruff to be considered social
beings. (At least to other races).

• Medium Size: Dwarves, being medium, receive no adjustments based on size.

• Dwarven: Dwarves are humanoids with the (Dwarf) subtype.

• Speed: A dwarf's base land speed is 20 feet. Dwarves can move at this speed even when wearing
medium or heavy armor or when carrying a medium or heavy load.

• Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight,
and Dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +3 racial bonus on Awareness checks to notice unusual
stonework, such as sliding walls, stonework traps, new construction (even when built to match the
old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is
disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of
unusual stonework can make an Awareness check as if he were actively searching, and a dwarf can
use the Awareness skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing
his approximate depth underground as naturally as a human can sense which way is up. Dwarves
have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice
and hone in their underground homes. A dwarf also receives a +2 racial bonus on Appraise or Craft
checks related to metal or stone items.

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

• Hearty: Dwarves receive a +2 racial bonus on saving throws against poison.

• Automatic Languages: Dwarven, Common. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran,
Undercommon.

• Favored Class: Warrior, Cleric.


Elves

Elves are the ancestors of the ancient Drow, and the ancient humans who inhabited Eurd in the
ancient days. The Drow invaded Eurd from the stars and for thousands of years the two races fought.
Over time however nature took it's course and many Drow and Human found ways to live together
deep underground far away from the wars on the surface of Eurd. These Humans and Drow bred
with each-other and produced the Elves who eventually moved again to the surface and the Dark-
Elves who stayed far beneath the surface of the earth.

Personality: To outsiders elves can appear emotionless, even Vulcan in their outlook on life and their
relationships with others. This stems from the elves unnaturally long life-span which allows them to
experience the world at an much slower pace then the shorter lived races. However it is not that
elves do not have any emotions it's simply that an elf takes much longer to actively express such
emotions. When an elf does make an expression of emotion however such expressions are usually of
great magnitude. Elves have never been known to have sexual relations with a member of any race
and once they find a mate Elves will never mate again, even if their mate dies.

Physical Description: The elves are often refereed to as 'the immortal ones' due to their extreme life-
span which can often total nearly a thousand years at time unless cut short by ailment or conflict.
They are around human hight but far more slender and lithe. Elves are usually completely devoid of
body and facial hair, although on very rare occasions certain 'male' elves may grow extremely short
beards. Elven hair is usually light and fair, although occasionally a dark hared individual can be
found. Elven eyes are typically gold, light blue, or grey, and skin tones range from albino to light tan.
However the most notable feature of elves is that they are entirely ambiguous displaying both female
and male characteristics and yet neither. (Possibly the reason for their reluctance to mate with other
species.) When asked about this subject most elves simply dismiss the question and refuse to give any
answer, leaving the mystery a mystery.
This ambiguous nature stems from the fact that Elves, (who never mate outside their own race), have
essentially kept their entire species from becoming diluted by outside influence. They have evolved in
response to this choice in relations and over the many long years they have become physically
unable to mate with other species.
It is possible however that elves, (like certain varieties of fish), can change their actual gender from
neutral to female or male. This hypothesis stems from the fact that in rare circumstances elves have
been known to openly display feminine or masculine characteristics and it appears that 'female'
elves do produce the young. This is mostly speculation however and have not yet been verified.

Alignment: Elves are Good or Neutral, with a draw towards the Chaotic side. However their harsh
and emotionless outlook on life can sometimes give them the appearance of evil to those races who
lack understanding of the elves.

Elven Lands: Elves appear to be native to Ishaln. They are known for their schools of learning which
typically are of the highest possible standard avalible.

Religion: Elbinia and Ferles are the fair couple and parents of the elven race. Jeswhen, Ipanna, and
Yassiri also make up the elven pantheon.

Language: Elves speak the fluid and intricate Elven language as well as Common.

Elf Racial Traits


• +2 Dexterity, +1 Wisdom, -4 Constitution; Elves are fast and lithe, but are rather frail.

• Medium Size: Elves, being medium, receive no adjustments based on size.

• Elven: Elves are humanoids with the (Elf) subtype.

• Speed: An elf's base land speed is 35 feet.


• Low-Light Vision: An elf can see half as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. They retain the ability to distinguish color and detail under
these conditions.

• Everwaking: Immune to Sleep spells and effects. Elves do not sleep: rather, they enter a trance to
rest. (An elf must sped at least six hours each day in a continuous unbroken sleep or they become
fatigued.

• Ambiguous: Elves are immune to any and all spells, effects and attempts to induce sexual interest,
except by those from another Elf.

• Keen Senses: Elves receive a +2 racial bonus on Awareness checks.

• Focused: Elves receive a +2 racial bonus on saving throws against Enchantment spells and effects.

• Natural Magic: An elf has a small pool of reserve energy they may tap into daily. An elf has one
charge per three class levels, minimum one. A charge may be spent to activate one of the following
spell-like abilities: Detect Secret Doors, Expeditious Retreat, Or Sleep. Caster level equals the elf’s
character level. The save DC is Wisdom based.

• Automatic Languages: Elven, Common. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc.

• Favored Class: Druid, Hunter, wizard


Halflings

Halflings are a tiny race, often appearing as children to the eyes of a human.

Personality: Halflings are extremely hearty folk who tend towards an isolated view of the world. They
enjoy the simple things in life and rarely have any interest in the larger goings on of the world. Most
Halflings prefer to simply remain in their own well traveled lands and rarely take up an interest in
adventuring. However many Halflings are extremely materialistic and as such are a common site in
many human cities where they can be found selling various items at exorbitant prices.

Physical Description: Halflings are an extremely lucky race, although it is not known why or how
this is so. Their extreme natural sense of good fortune allows Halflings to draw upon a reserve of
inherit energy which allows them to perform fantastic feats when the need arises. For the most part
Halflings are small, usually under four feet tall and are prone to be slightly overweight; partially due
to their eating habits and partially due to some aspect of their genetic makeup.

Alignment: Halflings act naturally without regard to prejudice or obligation, making many halflings
true Neutral.

Halfling Lands: Halflings are native to Hami a land not far to the east of Ishaln. Although many have
migrated to Trall and some to Ishaln.

Religion: Halflings worship the god and goddess Peiron and Jessila, as the father and mother gods of
creation and love.

Halfling Racial Traits


-2 Strength, +2 Dexterity; Halflings are lithe but rather scrawny.

• Small size: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on
attack rolls, and a +4 size bonus on Stealth checks, but they must use smaller weapons than humans
use, and their lifting and carrying limits are three-quarters of those of Medium sized characters.

• Halfling: Halflings are humanoids with the (Halfling) subtype.

• Speed: A halfling's base land speed is 20 feet.

• Keen Senses: Halflings receive a +2 racial bonus on Awareness checks.

• Sharpshooter: Partially due to their keen senses, halflings receive a +1 racial bonus on attack rolls
made with ranged weapons.

• Natural Talent: Any one of the following can be chosen at 1st 8th and 17th levels. Each can be used
1/day.

• Burst of Speed: A halfling can spend a charge to activate this ability as a swift action to gain a +10
ft. insight bonus to land speed for a number of rounds equal to their Dexterity modifier.

• Lucky Dodge: A halfling can spend a charge to activate this ability as an immediate action to force
an opponent that has just attacked them in melee to re-roll their attack roll and use the new result.
This re-roll must be used after the die result is seen but before the total result of the effect has
occurred.

• Lucky Streak: A halfling can spend a charge to activate this ability as a standard action to gain a +1
luck bonus to saving throws for a number of rounds equal to their Charisma modifier. This bonus
increases by +1 for each five class levels they possess.

• Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and
Orc.

• Favored Class: Rogue, Hunter.


Humans

Humans are a resolute and adaptable race who continually surprise others with their capacity to
survive and innovate. Without a leader, humanity tends to quickly fall behind the other common
races, often through a self-destructive downfall.

Humans are noted for their desire to understand and influence their environment, seeking to explain
and manipulate natural phenomena through science, philosophy, mythology and religion. This
natural curiosity has led to the development of advanced tools and skills, which are passed down
culturally; humans are one of the only existent species known to naturally build fires, cook their
food, clothe themselves at all times, and use numerous other technologies.

Personality: Humans truly are an oddity in the world. Elves are graceful, dwarves are hardy, Kobolds
are clever, but humans run the gamut with an unparalleled diversity amongst the race. As a single
race governed by many different giant tribes, humans, with their short life spans, adapted to form a
myriad of cultures, beliefs, customs, and habits.

Physical Description: Many humans display a sense of spontaneity that allows them to display
expertise on any number of skills. Added in with how quickly humans can take in new information
makes for a race of beings who can tailor themselves to almost any class, craft, or profession.
Humans typically stand from 5 to just over 6 feet tall and weigh from 125 to 250 pounds, although
variations are fairly common. Because they will live almost anywhere that they are able, humans are
more physically diverse than any other race. Their skin shades include dark brown, tan, and pale,
and their hair colors can include blond, brown, black, red, or even white, with textures from fine to
thick and of all styles. Clothing among humans is even less comparable, varying drastically from
region to region occasionally including piercings or tattoos. Humans are short-lived and rarely
survive past a century.

Alignment: Humans have a minimal racial memory, and tend toward no particular alignment, not
even neutrality. The best and worst are found among them.

Human Lands: Humans populate the lands of Ishlan and Trall although many believe that the race
may have originated from a single landmass long since lost in time. However, human nations do not
conform to any set type of government or structure, nor do their cultures coincide. Human lands are
often populated with members of other races, compared to that of other racial populations.

Religion: Unlike many other races, humans do not have a single patron deity or pantheon. Most
likely, a human will worship a deity from the nation that they call home. Some humans are the most
ardent and zealous adherents of a given religion, while others are the most godless people around.
However the human created religion known as 'ALL' has spread throughout the known world with
fiery abandon and nearly eighty percent of all humans hold the belief of 'ALL' as their chosen
religion.

Language: Humans speak Common, although they typically learn other languages, and are fond of
sprinkling their speech with words and phrases borrowed from other tongues.

Human Racial Traits


• +1 to one ability score of choice; -1 to ability score of choice.

• Human: Humans are humanoids with the (Human) subtype.

• Medium Size: Humans, being medium, receive no adjustments based on size.

• Speed: A human’s base land speed is 30 feet.

• Quick Learner: Humans receive a bonus feat at first level. They must meet all the prerequisites as
normal for this feat.

• Automatic Languages: Common, Any one other. Bonus Languages: Any (other than secret
languages, such as Druidic)

• Favored Class: Any.


Kobolds

Kobolds are a race of naturally xenophobic swamp dwellers. However most modern Kobolds have
become natural scavengers and as such spend most of their time near the other races cities where
they can be assured of food supplies. Noone knows for sure why the indigenous Kobold tribes seem
to have disappeared, but few have expressed enough interest in the lizard-like creatures to delve
very deep into this mystery, and the Kobolds themselves are too preoccupied with survival to care.

Personality: Kobolds are a highly intelligent race overall and prone to great feats of ingenuity when
given the proper education. However Kobolds lack the ability to speak common tongues correctly
leading many to believe that the Kobold race is a stupid and useless one. Kobolds tend to shy away
from the other races and enjoy their solitude. However when a Kobold makes a friend he will stand
by that friend until his death. All Kobolds share this same loyal trait, and you can wish for no better
creature to fight at your side if your friends are few.

Physical Description: Kobolds are a small race about two feet smaller then the average human, (about
4 feet is common, although females tend to be slightly smaller). However even though they are
smaller then most common races the average Kobold is extremely tough and hardy with a well
muscled and lithe physique. However due to their size Kobolds are not as strong as some of the other
races, but they retain a far superior agility and sense of balance then most.

Kobolds are also cold blooded creatures which forces them to seek out heat wherever possible. They
have a strong aversion to cold climates and even cold water, and even a short period of exposure to
cold can prove harmful to a Kobold.

Alignment: Kobolds tend to have no specific preferred alignment and instead simple “go with the
flow”. As such most Kobolds could be considered true neutral.

Kobold Lands: Kobolds originated from the warm climate of the Sherram Islands but at an unknown
time in the near past the Islands were swallowed by water forcing the Kobolds to flee to the larger
landmasses where they were substantially less suited for survival. The Kobolds then set up tribes in
the marshy regions in order to survive, however as of late the tribes have been vanishing and
breaking up forcing the Kobolds to seek shelter with the other races.

Religion: Ancient Kobolds worshiped the sky and the earth as father and mother and also had a belief
that their ancestors dwelled as stars in the sky. Most modern Kobolds have forsaken such beliefs
however for the tried and true belief that the only thing that matters is survival.

Language: Most Kobolds speak a bastardization of their own ancient language as well as a course
version of the common human tongue. They are unable to speak the more fluid languages such as
elvish.

Kobold Racial Traits


• +4 Dexterity, -1 Constitution, -2 Strength, -1 Charisma; Kobolds are quick but not as hardy as
other races and lack physical presence.

• Reptilian: Kobolds are humanoids with the (Reptilian) subtype.

• Small size: As Small creatures, Kobolds gain a +1 size bonus to Armor Class, a +1 size bonus on
attack rolls, and a +4 size bonus on Stealth checks, but they must use smaller weapons than humans
use, and their lifting and carrying limits are threequarters of those of Medium-sized
characters.

• Speed: Kobold base land speed is 30 feet.

• Darkvision out to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.

• Survivor: Kobolds receive a +4 racial bonus on Survival checks.


• Natural Weapons: Kobolds possess powerful jaws. They have a bite attack that deals 1d4 damage.
When attacking with natural attacks, a Kobold uses its bite as its primary natural attack.

• Weakness to cold: Kobolds are cold blooded and are extremely sensitive to changes in temperature.
When a Kobold is introduced to any temperature lower then 50 degrees Fahrenheit they
automatically become drowsy and disoriented taking a -3 to all rolls. At -30 degrees they lose the
ability to make any actions other then move actions in combat and at lower then -20 they fall
unconscious. Lower then -10 they begin to take one round of permanent CON damage per minute of
exposure, and at sub-zero temperatures they take five points of permanent CON damage per minute
of exposure.

• Natural armor: A Kobolds skin is extremely tough and leathery and can deflect most minor attacks
with ease. At different periods throughout a Kobolds life A Kobold will spend one week shedding his
skin at which point he grows a harder and even tougher skin.

AC bonus chart per level

1st +1
6th +2
12th +3
16th +4
20th +5

• Automatic Languages: Common, Draconic. Bonus Languages: None.

• Favored Class: Rouge, Wizard.


Character Classes

Once you have selected a race for your character, you must then select a class. A class is similar to a
profession in that it is a set of specific talents that your character has been trained in during his early
years. After all someone doesn't simply wake up one day and become a Lawyer, he must be schooled
in the art before he can be considered to know anything relevant about it. the same is true for classes.

There are several different classes from which to choose in the WoE campaign setting. Some of these
classes focus on strength and sheer force to achieve their goals like the Barbarian or Warrior, some
utilize powerful magic techniques to make their way; such as the Wizard or Cleric, and still others
reply upon their wits and sharp reflexes to get through; such as the Rouge and the Bard.

Barbarian:
Thickheaded fighter. (The door breaker of the new world.)

Bard:
A support role, mixed with a possible party leader or rouge replacement aspect. (Still the same basic
role in the party as before, but slightly more useful now).

Cleric:
A multi-vector support class. (I've moved the cleric away from bashing as far as I could, but really it
depends upon which domain you choose now.)

Druid:
Takes on a support role, but also has a very spy/sneaky aspect to it as well. Will work good along side
both magic users and bashers.

Hunter:
The tracking class. The long range class. The hunter is essentially an excellent archer, although other
weapons are not out of the question.

Martial Artist:
Closeup and personal. The martial artist is a very powerful and extremely versatile class. It can take
on the roll of support, party leader, or even assassin.

Rouge:
Thief, trap finder, assassin, support role. Not to different from the old party role.

Warrior:
(The old fighter class, now revamped to be focused more on leading others then just hitting things)

Wizard:
The ultimate support role. Very powerful at longer ranges, vulnerable to close range attacks.
Extremely versatile. (The wizard can choose to be the ultimate destroyer, or could focus on nothing
more then divination).

NEW CLASS:

The Mechanist:
This class is harder to sort out, however it could take on the role of leader, or support, but for the
most part the engineers goal is to provide inventions to aid the party and himself.
The Barbarian

The Barbarian is a sort of ultimate fighter. They are crude and unsophisticated, and they lack any
sort of leadership abilities, but they are good at what they do. Barbarians are unparalleled warriors
who can defeat a force of fighters twice their number, and anyone who gets in their way during a
blood rage is sure to end up in a very small box.
Level BAB Fort Ref Will Special
1st +3 +2 +2 +0 Blood Rage 1x/day, Illiteracy, Ancestral weapon
2nd +4 +3 +3 +0 Stride
3rd +5 +3 +3 +0 -
4th +6 +4 +4 +1 Blood Rage 2x/day
5th +7 +4 +4 +1 Primal Power
6th +8 +5 +5 +1 -
7th +9 +5 +5 +2 Mighty swing
8th +10/+1 +6 +6 +2 Blood Rage 3x/day
9th +11/+2 +6 +6 +2 -
10th +12/+3 +7 +7 +3 Superb Defender
11th +13/+6 +7 +7 +3 Blood Rage 4x/day
12th +14/+8 +8 +8 +3 -
13th +15/+10 +8 +8 +4 Weapon master
14th +16/+12 +9 +9 +4 Blood Rage 5x/day
15th +17/+14 +9 +9 +4 -
16th +18/+16 +10 +10 +5 Legendary Swing
17th +19/+18 +10 +10 +5 -
18th +20/+19 +11 +11 +5 -
19th +23/+22 +11 +11 +6 Master of war
20th +26/+25 +12 +12 +6 Blood Rage 6x/day

HD: d12

Skills: A Barbarian Starts with the Adventurer Skill set. 2 +Wis skill points per level, x4 at first level.
Intimidate is an automatic class skill for Barbarians. Barbarians gain skill points based on wisdom
due to the fact that while they lack any real intelligence as such, they are well learned in the ways of
the world and can pick up new, simple, ideas without too much trouble.

Proficiencies: The Barbarian is proficient with all simple weapons as well as with whatever type of
weapon he chooses as his ancestral weapon.
Blood Rage: A Barbarian is an excellent warrior who relies upon his fierce energy and unwillingness
to ever accept defeat to survive. These traits are embodied in his Blood Rage. When a Barbarian
enters blood rage, which he ma do as a swift action, he becomes a killing machine of unstoppable
power. He gains a temporary bonus to HP equal to half his current HP. His AC increases by +1/4
Barbarian Levels and he gains +1DR/5 barbarian levels. In addition he gains a temporary bonus to
strength equal to his wisdom modifier. The Blood rage lasts for one round per Barbarian level. At the
end of the Blood Rage a Barbarian takes becomes extremely fatigued and is unable to move at all for
two rounds + his Barbarian level. During this time he is considered flat footed.

Illiteracy: A Barbarian is able to speak one language and one language only, however he does not
know how to read or write. He may spend five skill points to learn to read and another five to learn
to write in his starting language. A Barbarian may use 5 skill points to learn how to speak an
additional language. If the Barbarian is multi-classed from a literate class the skills points required to
learn a new language, (Or read/write in an existing one), decrease to 3.

Ancestral Weapon: A Barbarian starts with a powerful ancestral weapon, usually one passed down to
him, father to son. This weapon must be metal unless the DM says otherwise. This weapon is of
unparalleled quality and outshines any other weapon of it's type. The Ancestral weapon is unique to
the Barbarian who carries it and Weapon bonuses only apply to the Barbarian who the weapon was
passed down to.

Roll a D100 to choose which type of weapon was passed down. (A DM should allow a player one
additional role if the first roll does not provide a desired weapon.)

10 Long Sword
20 Morning Star
30 Glaive
40 Great-Axe
50 Falchion
60 Warhammer
70 Bastard Sword
80 Great Sword
90 Sword two-Bladed
100 Re-Roll the dice again once.

Roll a D100 two times to determine which abilities the Barbarians ancestral weapon has.

10 Serrated. The weapon deals an extra point of wounding damage.


20 Balanced. The weapon is perfectly balanced granting a +1 to hit.
30 Dense. The weapon is extremely dense and heavy granting +2 to damage.
40 Haunted. The weapon is linked to the ghost of an ancestor. It can now effect incorporeal
creatures.
50 Fearsome. The weapon is covered in strange designs the make it seem alive. +3 to intimidate
checks made while the weapon is drawn.
60 Hooked. The weapon has a hook built into the end. +2 to disarm checks.
70 Star-Forged. The weapon bypasses the first 2 points of damage resistance and deals an
additional 2 damage to inanimate objects.
80 Aligned. The weapon aligns itself with it's wearer. The weapon takes on whatever alignment
it's wearer has.
90 Made to kill. The weapon was designed to kill a certain type of creature. Choose a type from
the Ranger favored enemy's list. The weapon gains a +2 to damage against that type of
creature.
100 Re-Roll. Re-roll the dice an additional time.

Stride: A Barbarian once per week for 6 minutes per Barbarian level may double his

speed at will. This effect wears off after the amount of time whether the speed
was taken or not.

Primal Power: A Barbarian has been wandering for so long that he has gained a special connection
with nature and the wilderness. While outside a city or other populated area a Barbarian gains an
additional +2 to initiative and a +2 to his survival, spot and listen checks.
Mighty swing: When wielding his ancestral weapon a Barbarian may, 1/day, choose to take 20 on his
attack role. If he hits, half critical damage is applied without a confirmation roll.

Superb Defender: The Barbarian has gained an intuitive knowledge of hundreds of different forms
of combat. He can predict how an enemy is going to attack and the Barbarian can counter perfectly.
Once/battle a Barbarian may chose to root himself and prepare to defend against an assault by up to
three separate enemies. While defending in this manner a Barbarian can not move but gains a +2/6
Barbarian levels to AC against those three attackers, he also gains an attack of opportunity against
those three chosen attackers. While defending a Barbarian can not be considered flanked by any of
his chosen attackers.

Weapon master: A Barbarian has been around long enough and has seen his enemies fight enough
times to know how various types of weapons should be used. A Barbarian gains proficiency in five
chosen, (non ranged), martial weapons and two,(non ranged), exotic weapons. A Barbarian now also
gains a +1 bonus to damage with all, (non ranged), martial and simple weapons in which he is
proficient.

Legendary Swing: When wielding his ancestral weapon a Barbarian may, 1/day, choose to take 30 on
his attack role. If he hits, full critical damage is applied without a confirmation roll.

Master of war: The Barbarian has become an unstoppable force on the battle field. He can take on
groups of dozens of other warriors and still come out on top. He is a god among men, the ultimate
master of war. From now on the barbarians legendary swing may be used 2/day. He gains a +3 to
damage with all weapons with which he is proficient. He gains an additional +2 to hit with his
Ancestral weapon, and he gains a permanent boost to his hit points equal to half his current hit
points. He gains a +4 intuitive bonus to AC and DR4/magic. At this point when a Barbarian is
brought below half hit points one use of the A Barbarians rage /day becomes a free use which does
not fatigue him.
The Bard

Level BAB Fort Ref Will Special 0 1 2 3 4 5 6


Bardic Performance (d4), Improvisation,
1st +0 +0 +2 +2 2 1 - - - - -
Bardic Knowledge
2nd +1 +0 +3 +3 Motivation 3 1 - - - - -
3rd +2 +1 +3 +3 - 3 2 0 - - - -
4th +3 +1 +4 +4 Improvisational Ability 4 2 1 - - - -
5th +3 +1 +4 +4 Bardic Performance (d6) 4 2 1 - - - -
6th +4 +2 +5 +5 - 4 2 2 0 - - -
7th +5 +2 +5 +5 - 5 3 2 1 - - -
8th +6/+1 +2 +6 +6 Improvisational Ability 5 3 2 1 - - -
9th +6/+1 +3 +6 +6 - 5 3 2 2 0 - -
10th +7/+2 +3 +7 +7 Bardic Performance (d8) 5 3 3 2 1 - -
11th +8/+3 +3 +7 +7 - 6 4 3 2 1 - -
12th +9/+4 +4 +8 +8 Improvisational Ability 6 4 3 2 2 0 -
13th +9/+4 +4 +8 +8 - 6 4 3 3 2 1 -
14th +10/+5 +4 +9 +9 - 6 4 4 3 2 1 -
Level BAB Fort Ref Will Special 0 1 2 3 4 5 6
+11/+6/+
15th +5 +9 +9 Bardic Performance (d10) 6 5 4 3 2 2 0
1
+12/+7/+
16th +5 +10 +10 Improvisational Ability 7 5 4 3 3 2 1
2
+12/+7/+
17th +5 +10 +10 - 7 5 4 4 3 2 1
2
+13/+8/+
18th +6 +11 +11 - 7 5 5 4 3 2 2
3
+14/+9/+
19th +6 +11 +11 - 7 6 5 4 3 3 2
4
+15/+10/ Bardic Performance (d12), Improvisational
20th +6 +12 +12 7 6 5 4 4 3 2
+5 Ability

HD: d6

Class Skills: A bard uses the Bard skill set and chooses two other sets. A bard gets 6 plus their
Intelligence modifier skill points per level.

Proficiencies: Bards are proficient with all simple weapons and with the short sword, longsword,
rapier, and shortbow. Bards are also proficient with light armor but not with any shields. A bard is
not affected by arcane spell failure when wearing light armor and not using a shield.

Spellcasting: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any
spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing,
reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 +
the spell's level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level +
the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His
base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has
a high Charisma score. When the table indicates that the bard gets 0 spells per day of a given spell
level, he gains only the bonus spells he would be entitled to based on his Charisma score for that
spell level.
The bard's selection of spells is extremely limited. A bard begins play knowing two 1st level spells of
your choice. He also knows a number of 0th level spells (cantrips) equal to his Charisma modifier. At
every new bard level, he gains two new spells drawn from the bard spell list. These spells must be
spells he is capable of casting, so that a third level bard could not learn a 6th level bard spell, but
could learn a 2nd level bard spell. Unlike spells per day, the number of spells a bard knows is not
affected by his Charisma score: he learns two spells per level regardless.

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can
choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in
exchange for the new one. The new spell's level must be the same as that of the spell being
exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can
cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap
the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any
time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bardic Performance: A bard may activate his bardic performance a number of times per day equal to
his class level plus his Charisma modifier. It has various effects according to how the bard purchases
abilities. All bardic performance effects are cumulative with each other, but not with other
applications of bardic performance.

To activate his bardic performance ability, a bard must begin performing (a standard action) and
make a special Perform check. A bard's bardic performance ability radiates in a 50' radius around
the bard. Should the bard move, it continues with him. A bard can continue a bardic performance as
a standard action for a number of rounds equal to one-half his bard level plus his Constitution
modifier. Regardless of how long his performance lasts, however, its effects last an additional three
rounds beyond the cessation of the bard's performance.

When activating this ability, a bard makes a special perform check. This check, unlike most skill
checks, does not use many modifiers and does not use a d20: instead, it only uses the bard's ranks in
his chosen perform skill, his Charisma modifier, and any bonuses that specifically state they augment
a bard's bardic performance check. A bard may not Take 10 on this check.

This check consists of the previously mentioned bonuses (your ranks, your Charisma modifier, and
any explicit bonuses to a bardic performance check) plus 1d4. You gain a number of performance
points equal to the result of this roll which you may use to purchase the following performance
abilities:

Point
Effect
Cost
1 +1 temporary hit point to all allies within range.
1 sonic damage to all enemies within range upon activation of the bardic performance. A
2
creature that moves out of the radius and back in does not suffer the same damage again.
2 +1 morale bonus on attack rolls to all allies within range (or improve such a bonus by 1).
3 -1 penalty to attack rolls to all enemies within range (or improve such a penalty by 1).
Allies gain energy resistance 2 to an energy type of your choice (or improve existing energy
3
resistance by 2).
Enemies lose 2 points of energy resistance to an energy type of your choice. Enemies with
4 immunity to the chosen energy type who have their resistance reduced by an amount equal
to their Hit Dice lose immunity.
4 Allies gain DR 1/- (or improve DR/- by 1).
4 Allies gain a +1 morale bonus on saving throws (or improve such a bonus by 1).
4 Enemies take a -1 penalty to saving throws (or improve such a penalty by 1).
5 Allies gain SR 5 (or improve SR by 5).
5 Allies gain a +2 morale bonus to overcome spell resistance (or improve such a bonus by 2).

As you progress through the bard class, you use consistently larger dice to determine the pool of
points you may purchase abilities from. At 5th level, you use a d6 instead of a d4. At 10th level, you
instead use a d8; at 15th level, you use a d10; and at 20th level, you use a d12.

Motivation: Starting at 2nd level, a bard can motivate his allies to new heights of achievement. By
spending one use of his bardic performance and performing (a standard action), a bard can grant all
allies within 30' a +1 bonus to all skill and ability checks for the duration of his performance. This
increases to +2 at 5th level, +3 at 8th level, +4 at 11th level, +5 at 14th level, +6 at 17th level, and +7
at 20th level.

A bard can continue a performance in this fashion as a partial action for a number of rounds equal
to his class level plus his Constitution modifier, after which time he is fatigued. In order to use this
ability, a bard needs some sort of instrument he is proficient with (such as his voice or a drum).
Improvisation: A bard, as a true jack-of-all-trades, is capable of improvising in situations where he
normally would be outclassed. Starting at first level, a bard receives a number of Improvisation
Points equal to his bard level plus his Intelligence modifier each day. He may spend these points
(usually as a swift action, but see each ability for details) to activate abilities gained by this
Improvisational Ability class feature. In order to recover Improvisation Points, he must rest for eight
hours (but he may recover his Improvisation at the same time he recovers his spellcasting). A human
bard gains an additional 1d4-1 improvisational points each day.

Bardic Knowledge: As a swift action, a bard may spend an Improvisation Point to alter the way he
uses skills for a number of rounds equal to his Intelligence modifier. While under the effects of this
ability, the bard uses half his bard level when using skills instead of his applied ranks. While using
this ability the bard temporarily counts all skills as class skills.

Improvisational Ability: At 4th level and every four levels thereafter (at 8th, 12th, 16th, and 20th
levels), a bard gains a new method of using his Improvisation, chosen from the list below. An
Improvisational Ability costs one Improvisation point to activate, and uses the kind of action specified
in its description.

Baffling Feint: A bard can activate this ability as an free action to cause his next attack roll in this
round to be a touch attack.

Brutal Swings: A bard can activate this ability as a standard action to gain a morale bonus on his
damage rolls equal to his Charisma modifier for one minute.

Copycat Game: A bard can activate this ability as a full-round action to gain the benefits of a feat
that he has witnessed used within the past number of rounds equal to his intelligence modifier. He
uses all his abilities to determine the effects of the feat. He immediately gains the effects of the feat
for a number of rounds equal his charisma modifier. If the feat has prerequisites, the bard need not
meet them to use this ability.

Countersong: A bard can activate this ability as an standard action to attempt to counter a sonic-
based spell or effect. Treat this ability as a dispel magic spell used to counter, and use the bard's bard
level as his caster level for this effect.
Daunting Attack: A bard can activate this ability as a standard action to gain a morale bonus on his
attack rolls equal to his Charisma modifier for one minute.

Extended Song: A bard can activate this ability as a move action to cause his ongoing bardic
performance effect to last an additional number of rounds equal to 1d4 plus his Charisma modifier
after he ceases performing. Multiple applications of this ability do not stack.

Force of Personality: A bard can activate this ability as a standard action to gain a morale bonus on
his saving throws equal to his Charisma modifier for one minute.

I'm Too Pretty To Die: A bard can activate this ability as an free action to reroll one attack, save, or
check that would otherwise render him dead or below zero hit points.

Lucky Break: A bard can activate this ability as an free action to add 1d6 to a die roll after seeing the
result but before hearing the effect.

Master's Touch: A bard can activate this ability as a standard action to gain proficiency with a
touched weapon or armor for 1 minute. This proficiency is for a specific item, not for a type of
weapon or armor.

Not In The Face: A bard can activate this ability as a standard action to gain a morale bonus to his
Armor Class equal to his Charisma modifier for one minute. This bonus does not apply to his touch
or flat-footed Armor Class.

Speedy Song: A bard can activate this ability as a free action to gain an extra standard action this
round. This ability may only be used once per round.
Cleric

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Domain, Devotions,
1st +0 +0 +0 +1 3 — — — — — — — —
Orisons
2nd +1 +0 +0 +2 Bonus Feat 4 — — — — — — — —
3rd +2 +1 +1 +2 - 4 3 — — — — — — —
4th +3 +1 +1 +2 Domain Power 5 4 — — — — — — —
5th +3 +1 +1 +3 Divine Empowerment 5 4 3 — — — — — —
6th +4 +2 +2 +3 - 5 5 4 — — — — — —
7th +4 +2 +2 +4 Domain Power 6 5 4 3 — — — — —
8th +5 +2 +2 +5 Bonus Feat 6 5 5 4 — — — — —
9th +5/+1 +3 +3 +5 - 6 6 5 4 3 — — — —
10th +5/+2 +3 +3 +6 Domain Power 6 6 5 5 4 — — — —
11th +6/+3 +3 +3 +7 Divine Empowerment 6 6 6 5 4 3 — — —
12th +6/+3 +4 +4 +7 - 6 6 6 5 5 4 — — —
13th +6/+4 +4 +4 +8 Domain Power 6 6 6 6 5 4 3 — —
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
14th +6/+4 +4 +4 +8 Bonus Feat 6 6 6 6 5 5 4 — —
15th +7/+4 +5 +5 +9 - 6 6 6 6 6 5 4 3 —
16th +8/+4 +5 +5 +9 Domain Power 6 6 6 6 6 5 4 4 —
17th +8/+4 +5 +5 +9 Divine Empowerment 6 6 6 6 6 6 5 4 3
18th +9/+4 +6 +6 +10 - 6 6 6 6 6 6 5 4 4
19th +9/+5 +6 +6 +11 Bonus Feat 6 6 6 6 6 6 5 5 4
+10/+
20th +6 +6 +12 Domain Mastery 6 6 6 6 6 6 6 5 5
5

HD: d6

Class skills: A cleric uses the Priest skill set and chooses one other set, as well as an additional skill
according to their domain. A cleric gets 4 plus their Intelligence modifier skill points per level.

Proficiencies: Clerics are proficient with all simple weapons. Clerics are also proficient with light
armor and with light shields. Certain domains grant additional proficiencies.

Domain: A cleric chooses a domain that belongs to their patron deity. Spells associated with this
domain are on the cleric's spell list, and the cleric gains domain powers (at 1st, 4th, 7th, 10th, 13th,
16th, and finally at 20th) from the chosen domain. Domain powers (other than proficiencies and
skills gained) are supernatural abilities except where otherwise noted.

Devotions: A cleric chooses two additional domains that belong to their patron deity. While they do
not gain the domain powers of those domains, they do gain access to the spells associated with them.

Orisons: A cleric knows a number of 0th level cleric spells (orisons) equal to their Charisma
modifier. A cleric can cast as many of these spells per day as his combined wisdom and Charisma
modifiers at will.

Multiclassing: If a Cleric decides to Multiclass to a non-divine spell casting class he loses all abilities,
powers, and spells granted by his domain and his devotions.
Spellcasting: A cleric casts divine spells, which are drawn from the cleric's domain and devotion spell
lists. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a cleric must
have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw
against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day.
His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he
has a high Charisma score.

The cleric's selection of spells is extremely limited: they only know the spells associated with their
domain and with their devotions.

As noted above, a cleric need not prepare his spells in advance. He can cast any spell he knows at any
time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bonus Feat: At 2nd level, and again at 8th, 14th, and 19th, the cleric gains a bonus feat. The cleric
must still meet all requirements for the feat.

Divine Empowerment: At 5th level, and again at 11th and 17th, you may gain one of the Divine
Empowerment abilities associated with your domain or your devotions. These abilities may be
selected multiple times, and their effects always stack.

Domains can be found under spells


Druid

Historically, druids lived among the Germanic tribes of Western Europe and Britain during the days
of the Roman Empire. They acted as advisors to chieftains and held great influence over the
tribesmen. Central to their thinking was the belief that the earth as the mother and source of all life.
They revered many natural things - the sun - the sun, moon, and certain trees - as deities. Druids in
the World of Eurd are only similar in terms of belief systems, and that they draw their power from
the wild. The druid is a priest of nature and guardian of the wilderness, be it forests, plains, deserts,
or jungles.

Druid Class Features

Prerequisites: A druid must be human, elven, bringer, or halfling.

Alignment: A druid can be of any neutral/other combination but must remain neutral on one
alignment axis. And evil druid is still bound by the druidic laws and still focuses on protecting
nature. However the methods that the druid chooses to protect nature will differ from those of a
good druid even going so far as to use the creatures of the wild to wage 'war' upon those who the
druid believes are destroying nature. (Think of druids as the ultimate warrior hippies. They all want
nature to survive but some of them are willing to take extremest measures to make sure that it does,
while others seek to preserve the balance through peaceful and diplomatic means.)

HD: d6

Skills:

Proficiencies:
A Druid is unable to use anything that has been overtly shaped by intelligent design other then
nature. This is part of their belief system as well as their innate link to nature. They can not use any
sort of worked metal armor/shields and they may not use any sort of worked metal weapons.

Spells: A druid can not cast any spells that conflict with his alignment.
Deity: Druids worship nature itself and are not beholden to any gods or demons. They draw their
power from the spirit of Mother Eurd.
Companion of the wild:
A druid of 2nd level is magically joined with an Animal spirit which manifests itself into the material
plane using the energy and life-force from the druids own soul. The Druid must enter a dream state
in the area of wilderness he wishes his animal companion to come from. He must remain in this
dream state for one week, not waking for any reason. During this time the druid must roll against a
WILL save every day after the third to continue to keep his physical bodily functions slowed. If he
fails the save he takes 1d4-1 points of permanent Constitution damage. This rite is part of the
Druidic Mythos and must be completed for the druid to progress any further as a druid. The DM is
responsible for creating the selection list of possible animals based on location from which the player
must select by rolling a d100.

Common Druid Animal companions:


Badger, MM p-268
Black bear, MM p-269
Cat, MM p-270
Dog, MM p-271
Hawk, MM p-273
Hyena, MM p-274
Lizard, MM p-275
Owl, MM p-277
Raven, MM p-278
Wolf, MM p-283

Druidic identification:
At first level a druid can identify plants, animals and potable water instantly. He only knows the
absolute basics about the plants and animals he discovers, such as whether or not they are hostile. He
can only detect whether or not the water is free of natural contaminants, not magical or unnatural
effects.

Member of the order:


All druids recognize other druids on site, and all druids are essentially part of a massive world
organization. There is a council of druidic leaders somewhere in the world who maintain the
balance of nature at any and all costs. A first level druid is identified as having chosen the druidic
path by other druids and is as such governed by the drudic laws.

1.) Do no harm to nature by action or inaction.


2.) Preserve nature at all costs and defend nature with you life.
3.) Never do harm to any natural living creature unless such harm is unavoidable.
4.) Never wield the weapons of the unnatural, and never let the unnatural grace your skin.
5.) Eat and drink only of nature.
6.) Obey the council of druids at all times and never harm another druid through action or inaction.

Wild walk:
A druid of third level can cross over any overgrown areas, or unstable ares of natural terrain at
normal speed. This does not apply to any terrain created by non-natural effects. (I.E. Development,
magic).

Languages of the wild:


A Druid of fifth level can learn the languages of any of the creatures of nature. He gains a +5 bonus
to his handle animal checks as he is able to imitate the soothing and friendly sounds made by
animals of the same species. He is also able to learn the language of one magical nature creature:
Dryads, Gnomes, Dragons, Giants, Nixie's, Pixies, Sprites, and Nymphs. He can learn another one of
these special languages every three levels after fifth.
Natural form:
At 7th level a Druid gains the ability to change his shape as a standard action. He chooses three
possible animal shapes which he can shift to as a full action. These animals must be found in the
animals section of the Monster manual. A Druid may choose any creature of Tiny, small, or medium
size with which to shift. A Druid loses the ability to cast spells while in wild form and takes on all the
characteristics of the animal he has changed into including AC and HP. While in this form a druid is
indistinguishable from the animal he has changed into even by magical means and he is treated as
his animal form by other animals. A druid may hold his changed form for one hour per point of
Wisdom modifier / Druid level. (A 20th level druid with a wisdom mod of +4 could stay in animal
form for 24 hours). A Druid must change back as soon as his time is up or suffer a complete mental
wipe. (He essentially becomes a very intelligent animal with no way to access his memories.) A wipe
can only be reversed by high level druidic magic. Every three levels after seventh a Druid may
choose another animal form which he can morph into within the range of Tiny-Medium.

Natures love:
A druid of eighth level is immune to the effects of charm and compulsion spells which would make
him violate his alignment or in some way, (indirectly or directly), harm nature.

Liver of the wild:


A Druid of ninth level gains a natural immunity to all natural poisons. This ability does not function
against unnatural or magical poisonous effects. A druid also gains an enhanced immune system
granting him a +4 bonus to overcome the effects of any natural and nonmagical diseases.

Body shift:
A druid of 15th level can now use his shape changing abilities to change his humanoid appearance
as a full round action. He may choose old, young, male, female, any any other characteristics of his
natural race. This is a natural magic effect and can not be detected by any magical or scientific
means. He may hold this shape for his druid level plus his charisma modifier.

Hibernate:
A Druid of 17th level can choose to Hibernate for a chosen length of time or until he is awoken by a
preordained set of circumstances. His body functions slow to such an extent he would appear to be
dead but perfectly preserved. When in this state his body ages on year for every hundred years that
pass. A druid in hibernation heals all physical, nonmagical or unnatural, wounds within one week.
Transformation of the wild:
A druid of 2oth level has become fully merged with his animal spirit. He gains the were template as it
relates to his animal companion and looses his natural, (original), form. A druid is essentially stuck in
either his hybrid or full animal were form although he may use the effects of body shift to take on
the shape of his originally natural form. While in were form or another animal form a Druid may
now cast any spells he knows, he also gains the ability to speak any language he knows in any form
he can change into. At this point a druid is such a powerful natural center of magic that all creatures
of nature, including magical creatures, regard him as a friend at all times and cannot be compelled
by any magical or scientific means to harm or by inaction allow harm to come to the druid.

Another aspect of the druid also changes. The druid gains the gift of life extraordinary ability. This
ability is always working and does not need to be activated. The immediate ten foot area around the
druid becomes healthy and filled with life. plants natural to that climate grow at an alarming pace
and the water and ground become purified and hallowed after the druid has spent more then three
days in the same location. The plants, (if any), grow at a rate of one foot/the druids charisma
modifier/day. This is considered a natural magic effect and can not be dispelled.

Druid Progression
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Member of the order, Druidic identification
2nd +1 +0 +3 +3 Companion of the wild
3rd +2 +1 +3 +3 Wild walk
4th +3 +1 +4 +4 -
5th +3 +1 +4 +4 Languages of the wild
6th +4 +2 +5 +5 -
7th +5 +2 +5 +5 Natural form
8th +6/+1 +2 +6 +6 Natures love
9th +6/+1 +3 +6 +6 Liver of the wild
10th +7/+2 +3 +7 +7 -
11th +8/+3 +3 +7 +7 Wild empathy (as Druid PHP)
12th +9/+4 +4 +8 +8 -
13th +9/+4 +4 +8 +8 -
Level BAB Fort Ref Will Special
14th +10/+5 +4 +9 +9 -
+11/+6/+
15th +5 +9 +9 Body shift
1
+12/+7/+
16th +5 +10 +10 -
2
+12/+7/+
17th +5 +10 +10 Hibernate
2
+13/+8/+
18th +6 +11 +11 -
3
+14/+9/+
19th +6 +11 +11 -
4
+15/+10/
20th +6 +12 +12 Transformation of the wild
+5

Drudic Spells per day


1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level
1 5 2
2 6 3
3 6 3 2
4 7 4 3
5 7 4 3 2
6 7 5 4 3
7 7 5 4 3
8 7 5 4 3 2
9 7 6 5 4 3
10 7 6 5 4 3
11 7 6 5 4 3 2
12 7 7 6 5 4 3
13 7 7 6 5 4 3
14 7 7 6 5 4 3 2
15 7 7 7 6 5 4 3
16 7 7 7 6 5 4 3 2
17 7 7 7 7 6 5 4 3
18 7 7 7 7 6 5 4 3 2
19 7 7 7 7 7 6 5 3 3
20 7 7 7 7 7 7 6 4 4
Hunter

Hunters are psychically focused cullers and maintainers of the wild. They are similar to rangers in
that they are attuned more to the wilds than to cities, but their prey can be--and sometimes is--
humanoid.

Hunters learn their psychic powers mostly through trial and error, not through any specific training
like some other psionic classes. Due to this, they have a smaller connection with psionic powers than
other, trained classes--and, consequently, have lower power points per day and powers known than
almost any other class. Their powers also come from a very limited list. In essence, a hunter uses his
psychic powers as an aid, not as a means to an end.

Good-aligned hunters attempt to maintain the natural order in the wild--or act as scouts in the
service of a militia or military. Evil-aligned hunters usually act as assassins, thieves, or--in extreme
cases--destroyers of nature.

Hunter Class Features


HD: d6
Skills: A hunter chooses two skill sets. 4 + Int skill points per level, x4 at first level.

Proficiencies: A hunter is proficient with all simple weapons, with all bows, and with light armor
(but not shields).

Power Points Per Day: A hunter's ability to manifest powers is limited by the power points he has
available. His base daily allotment of power points is given on the table. In addition, he receives
bonus power points per day if he has a high Wisdom score. His race may also provide bonus power
points per day, as may certain feats and items.

Powers Known: A hunter begins play knowing one power of your choice. He learns new powers at
the levels listed on the table

Choose the powers known from the Hunter power list. A hunter can manifest any power that has a
power point cost equal to or lower than his manifester level.

The number of times a hunter can manifest powers in a day is limited only by his daily power points.

A hunter simply knows his powers; they are ingrained in his mind. He does not need to prepare them
(in the way that some spellcasters prepare their spells), though he must get a good night's sleep each
day to regain all his spent power points.

The Difficulty Class for saving throws against hunter powers is 10 + the power's level + the hunter's
Wisdom modifier.

Maximum Power Level Known: A hunter begins play with the ability to learn 1st-level powers. As he
attains higher levels, a hunter may gain the ability to master more complex powers.

To learn or manifest a power, a hunter must have a Wisdom score of at least 10 + the power's level.

Strafe (Ex): A hunter learns how to move while attacking. Starting at 1st level, a hunter can make
ranged attacks while moving. He can move both before and after an attack, provided that his total
distance moved is not greater than his speed. During a strafe, he is allowed a single shot, as if he
were making a standard attack action (not a full-attack). Performing a strafe is a full-round action
that can be used only if the hunter is wearing light armor or no armor.
While strafing, the hunter deals an extra 1d6 points of damage. This is untyped precision damage,
similar to that gained by a rogue's sneak attack. Creatures immune to critical hits or without a
discernible anatomy (such as an ooze) are immune to the extra damage from a strafe. This damage
increases by 1d6 every six levels, to 2d6 at 7th, 3d6 at 13th, and 4d6 at 19th. He also gains a bonus
on attack rolls made during a strafe: +1 at 4th, +2 at 10th, and +3 at 16th.

At 4th level, and every six levels after (10th and 16th), the hunter gains the ability to make extras
shots while moving. He must move at least 5' between each shot. Each shot deals extra damage and
uses its own attack rolls. The second shot is made at the hunter's base attack bonus -5, the third at
-10, and the fourth at -15--as if they were iterative attacks made in a full-attack.

Point Blank Shot: A hunter gains Point Blank Shot as a bonus feat at first level.

Movement Speed (Ex): A hunter's land speed is faster than most others of his kind. He gains a 10'
enhancement bonus to his land speed at second level. This increases to +20' at 8th, +30' at 14th, and
+40' at 20th. This ability can be used only if the hunter is wearing light or no armor and is carrying
less then half his total weight allowance.

Track: A hunter gains the Track feat as a bonus feat at second level.

Rapid Shot: A hunter gains Rapid Shot as a bonus feat at third level.

Bonus Archery Feat: A hunter gains a bonus archery-related feat at 5th, 10th, 15th, and 20th levels.
He can gain any feat that has Point Blank Shot as a prerequisite at those levels as long as he meets the
prerequisites.

Evasion (Ex): At 9th level or higher, if a hunter makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can
be used only if the hunter is wearing light armor or no armor. A helpless hunter does not gain the
benefit of evasion.

Woodland Stride (Ex): Starting at 11th level, a hunter may move through any sort of undergrowth
(such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and
without taking damage or suffering any other impairment. However, thorns, briars, and overgrown
areas that are enchanted or magically manipulated to impede motion still affect him.

Improved Evasion (Ex): At 17th level, a hunter's evasion ability improves. He still takes no damage on
a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a
failed save. A helpless hunter does not gain the benefit of improved evasion.

Hunter Progression
PP Per Powers
Level BAB Fort Ref Will Special Max Level
Day Known
Strafe (+1d6/+0, 1 Shot), Point
1st +0 +0 +2 +2 3 1 1st
Blank Shot
2nd +1 +0 +3 +3 Movement Speed +10', Track 6 2 1st
3rd +2 +1 +3 +3 Rapid Shot 9 2 1st
4th +3 +1 +4 +4 Strafe (+1d6/+1, 2 Shots) 12 3 2nd
5th +3 +1 +4 +4 Bonus Archery Feat 15 4 2nd
6th +4 +2 +5 +5 - 18 4 2nd
7th +5 +2 +5 +5 Strafe (+2d6/+1, 2 Shots) 21 5 2nd
8th +6/+1 +2 +6 +6 Movement Speed +20' 24 6 2nd
9th +6/+1 +3 +6 +6 Evasion 27 6 3rd
Strafe (+2d6/+2, 3 Shots),
10th +7/+2 +3 +7 +7 30 7 3rd
Bonus Archery Feat
11th +8/+3 +3 +7 +7 Woodland Stride 33 8 3rd
12th +9/+4 +4 +8 +8 - 36 8 3rd
13th +9/+4 +4 +8 +8 Strafe (+3d6/+2, 3 Shots) 39 9 3rd
14th +10/+5 +4 +9 +9 Movement Speed +30' 42 10 3rd
+11/+6/+
15th +5 +9 +9 Bonus Archery Feat 45 10 4th
1
+12/+7/+
16th +5 +10 +10 Strafe (+3d6/+3, 4 Shots) 48 11 4th
2
PP Per Powers
Level BAB Fort Ref Will Special Max Level
Day Known
+12/+7/+
17th +5 +10 +10 Improved Evasion 51 12 4th
2
+13/+8/+
18th +6 +11 +11 - 54 12 4th
3
+14/+9/+
19th +6 +11 +11 Strafe (+4d6/+3, 4 Shots) 57 13 4th
4
+15/+10/ Bonus Archery Feat,
20th +6 +12 +12 60 14 5th
+5 Movement Speed +40'
__________________
Martial Artist

Background:

Soldiers of all eras have been taught to fight not just with their weapons but also without them. The
peasant warrior of medieval Japan was not a monk he was just defending his family, whose spiritual
aspect reflect his cultural upbringing.

The martial arts master can be found in many communities, the guy who no one messes with,
because he “knows what he is doing”. In cities and towns where it is inappropriate to go armed the
ability to fend off thugs is a very useful skill for a gentleman.

In the east the unarmed wanderer can be just as dangerous as the armed knight. In urban settings
the master of martial arts is a deadly and dangerous character moving through the town or cities
without weapons but never unarmed. Some of the great characters of literature have more than a
touch of martial artist about them, the great detective Sherlock Holmes was known as doughty
exponent of fisticuffs, Silk out of the Belgeriad another whose fighting skills went past that of a
rogue.

Adventures:

Martial artists are often found in the larger towns or cities where a certain a certain level of
civilization has driven the people to learn the ways of the body, for self defense or for sport. Most
professional armies have unarmed combat instructors who train the soldiers to fight with what ever
is to hand. Special forces of the more organized armies are all trained to kill with stealth and the
minimum of weaponry.

Characteristics:

The key feature of the martial artists is the ability to fight unarmed and unarmored. Thanks to
rigorous training, they can strike as hard as if she were armed and strike faster than a warrior with a
sword. They have a pre-natural ability to avoid being hurt, and the physical capabilities of a great
fighter.

Alignment:

Technically, a Martial Artist may be of any alignment. However, most Martial Artist belong to a
training school or style, whose members are restricted to a range of alignments. A player can choose
the character's style but cannot then choose a different alignment from that training house. Most
training school allows its members to be of any lawful or neutral alignment (LG, LN, LE, NG, N, NE).
The "lawful" aspect of the alignment applies to the rules of conduct of the style or house, not those of
the society or the nation.

Religion:

Religion does not cast a big shadow over the martial artist unless they want it too, there are no
specific requirements.

Races:

The martial artist relies on learning and training, they are most often encountered in lands long
civilized. It is the experience of teachers that makes a martial artist what he is knowing just how to
react against any opponent. Human yearnings for control and understanding often push them to
learn martial artist styles. The Dwarves are known for their physical prowess but their reliance on
Armour often precludes the freedom of movement that martial arts require, and while elves have the
dexterity their use of magic and general reliance on same takes them in other directions. Bringers
brought up in human lands may lend them to learn the martial arts but not all human wish for theri
slaves to know how to fight. Halflings however with their lack of respect for the larger races and
their insular society have been known to learn the ways of the body to protect themselves.

Other Classes:

The martial artist is most comfortable with those classes that rely on themselves rather than their
equipment, so rogues and Hunters are favored associates. In a tight spot there is always call for
standing behind the armored tank so they can put up with the Barbarian or the Warrior but they
have little time or understanding of the way of magic divine or arcane.

Hit Die: d8
Game Rule Information

Class Skills

Athlete Skill set.


Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the Martial Artist class.

Weapon and Armour Proficiency: The Martial Artist is not proficient with any armour, or most
shields, the exception being the buckler. The special Armour bonus, and Martial Arts Feats are not
available if the Martial Artist wears any armour.

Martial Artists are proficient with all simple weapons and for eastern type martial arts specialists
gain the exotic weapons, Butterfly Sword, Jitte, Jo Stick, Kama, Kukri, Large Chain, Nekode,
Nunchaku, Sai, Shuriken, Siangham, Three-Section Staff, and the Tonfa.

In addition all Martial Artists get the benefit of the Unorthodox Weapon Proficiency.

Base Attack Bonus


This refers to the bonus to attack the Martial Artist gets while attacking with a weapon, either the
simple weapons normally allowed them or any exotic or special weapons learned as a result of feats.
Note except of unorthodox weapons all Martial Arts Feats (below) are available when using these
weapons.

Unarmed Attack Bonus:


The training of the Martial Artist focuses almost exclusively on fighting unarmed. This is so both
because the unarmed strike is the most natural form and because it serves as a decent defensive
advantage.

When fighting unarmed the Martial Artist gains the benefits of the Improved Unarmed Strike feat
and thus does not provoke attacks of opportunity from armed opponents that she attacks. A Martial
Artist’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. There is
no such thing as an off-hand attack for a Martial Artist striking unarmed.

A Martial Artist fighting with a one-handed weapon can make an unarmed strike as an off-hand
attack, but she suffers the standard penalties for two-weapon fighting, (page 125 players handbook).
Likewise, a Martial Artist with a weapon in her off hand gets an extra attack with that weapon but
suffers the usual penalties for two-weapon fighting and can’t strike using any of the special Martial
Arts Feats (see below).

The unarmed damage on Table 1: The Martial Artist is for Medium-size Martial Artists. Small
Martial Artists deal less than stated damage with unarmed attacks (see Table 2: Small Martial Artist
Damage).

Usually, a Martial Artist unarmed strikes deal normal damage, but she can choose to deal sub-dual
damage instead with no penalty on her attack roll. She has the same choice to deal normal or sub-
dual damage while grappling (PHB, page 137).

Disadvantage
Martial Arts are developed for use against other un-armoured or lightly armoured humanoids. Non-
humanoid and incorporeal creatures immune to critical hits, such as puddings, jellies or spectres, are
significantly difficult for the martial artist to combat with his hands. Equally any humanoid in heavy
armour is difficult for a bare handed martial artist to damage.

If the Martial Artist attacks one of these creatures or a heavily armed humanoid suffers a -4 to hit
with an open handed attack.

Note: Humanoid undead, although immune to critical hits, can be damaged normally. If the Martial
Artist attacks any of these creatures with a weapon they suffer no penalty.

Unorthodox Weapon Proficiency


Benefit: The character makes attack rolls with unorthodox items, like bottles, chairs, rakes, spades,
with no penalty. The damage for these types of weapons is up to the DM but generally less than an
equivalent weapon.

Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on
attack rolls.

AC Bonus
Martial Artists are not proficient with armour or shields, but they are highly trained at dodging
blows, and they develop a “sixth sense” that lets them avoid even unanticipated attacks. A Martial
Artist adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her
AC improves as she gains levels. (Only add this extra AC bonus if the total of the Martial Artist’s
Wisdom modifier and the number in the “AC Bonus” column on Table 1 is a positive number.) The
Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a Martial Artist
does not lose either even in situations when she loses her Dexterity modifier due to being
unprepared, ambushed, stunned, and so on. (Martial Artists do lose these AC bonuses when
immobilized.)

A Martial Artist’s special skills all require freedom of movement. If wearing armour, a Martial Artist
loses their AC bonus for Wisdom, AC bonus for class and level, and favourable multiple unarmed
attacks per round. Furthermore, her special abilities all face the arcane spell failure chance that the
armour type normally imposes. In addition, wearing armour heavier than leather imposes check
penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and
Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armour or equipment carried.

Martial Arts Feats


A character expends feats to acquire martial arts Techniques. Each time the character acquires the
Martial Arts feat, he learns one new Technique, these Feats are NOT available with the normal level
based feats, nor are they available to other classes.

A character expends feats to acquire martial arts Techniques. Each time the character acquires the
Martial Arts feat, he learns one new Technique, these Feats are NOT available with the normal level
based feats, nor are they available to other none martial arts based classes.

Martial Arts [General]

You are trained in a particular style of martial arts.

Prerequisites: Base attack bonus +1 or higher.

Benefit: You know special combat moves that may be performed only while you wield a weapon with
which you are proficient

Class Base Attack Bonus Fort Ref Will Unarmed attack OpenHand AC Bonus Martial Arts feats
Level bonus damage 1 2 3 4 5

1st +0 +0 +1 +0 +1 1d4 +0 1,0,0,0,0

2nd +1 +0 +1 +0 +2 1d4 +0 1,0,0,0,0

3rd +2 +1 +2 +1 +3 1d4 +0 2,0,0,0,0

4th +3 +1 +3 +1 +3 1d4 +0 2,0,0,0,0

5th +3 +2 +3 +1 +4 1d4 +1 3,0,0,0,0

6th +4 +2 +4 +2 +5 1d6 +1 3,1,0,0,0


7th +5 +3 +5 +2 +6/+1 1d6 +1 3,1,0,0,0

8th +6/+1 +3 +5 +2 +6/+1 1d6 +1 4,2,0,0,0

9th +6/+1 +4 +6 +3 +7/+2 1d6 +2 4,2,0,0,0

10th +7/+2 +4 +7 +3 +8/+3 1d6 +2 4,3,0,0,0

11th +8/+3 +5 +7 +3 +9/+4 1d8 +2 4,3,1,0,0

12th +9/+4 +5 +7 +4 +9/+4 1d8 +2 5,3,1,0,0

13th +9/+4 +6 +8 +4 +10/+5 1d8 +3 5,4,2,0,0

14th +10/+5 +6 +9 +4 +11/+6/+1 1d8 +3 5,4,2,0,0

15th +11/+6/+1 +7 +9 +5 +12/+7/+2 1d8 +3 5,4,3,0,0

16th +11/+6/+2 +7 +10 +5 +12/+7/+3 1d10 +3 5,4,3,1,0

17th +12/+7/+3 +8 +11 +5 +13/+8/+4 1d10 +4 6,5,4,2,0

18th +13/+8/+4 +8 +11 +6 +14/+9/+5 1d10 +4 6,5,4,2,1

19th +14/+9/+5 +9 +12 +6 +15/+10/+6 1d10 +4 6,5,4,3,2

20th +15/+10/+6 +10 +12 +6 +16/+11/+7/+1 1d12 +4 7,6,5,4,3

Martial Arts Styles

Pankration

This is an ancient martial art meaning "all (pan) powers (kratos)", This competitive sport involved
two combatants performing in a small ring around 4 by 4 metres with a referee outfitted with a rod
to enforce the rules. This martial art was characterized as particularly brutal since all techniques,
save biting or eye gouging, were allowed with no protective gear: punches, kicks, elbowing, kneeing,
chokes, and joint locks to any part of the body full force. Kicks were generally applied as sweeps or to
the groin, or sometimes to the upper body if the opponent was tired or on the ground. The matches
could involve grappling if both people were on the floor. Someone would win by submission,
knockout, or occasionally death (especially due to chokes). In modern times this is not considered as
effective as Savete however it is still often used.

Savate

Savate is a martial art based on Street fighting. .

Today, it incorporates whip-like kicks and strong hand techniques. It has gained popularity and it is
a part of the Trall army basic training; and there is an national tournament held every two years.

Sebekkha

This martial art dates back to ancient times, soldiers were taught to fight with the Crocodile Spirit. It
involves the most pragmatically brutal techniques of grapples strikes and locks. It is the oldest
martial art in all history and develops balance in all aspects of combat: speed, power, agility,
strength, defences and attacks. Since the preparation of the warrior was considered as important as
the fighting techniques themselves, this class provides the ideal means to attain fitness, flexibility and
self-defence skills.

Ja'soja

(Ya-Sow-JA) is a martial art developed by Retishina Koribiya as a synthesis of his martial studies,
philosophy, and religious beliefs. Ja'soja is often translated as "the Way of unifying (with) life energy"
or as "the Way of harmonious spirit." Koribiya's goal was to create an art that practitioners could use
to defend themselves while also protecting their attacker from injury.

Ja'soja is performed by blending with the motion of the attacker and redirecting the force of the
attack rather than opposing it head-on. This requires very little physical energy, as the Ja'sojaka
(Ja'soja practitioner) "leads" the attacker's momentum using entering and turning movements. The
techniques are completed with various throws or joint locks. Ja'soja can be categorized under the
general umbrella of grappling arts.

In Ja'soja , as in virtually all martial arts, there are both physical and mental aspects of training. The
physical training in Ja'soja is diverse, covering both general physical fitness and conditioning, as
well as specific techniques. Because a substantial portion of any Ja'soja curriculum consists of
throws, the first thing most students learn is how to safely fall or roll. The specific techniques for
attack include both strikes and grabs; the techniques for defense consist of throws and pins. After
basic techniques are learned, students study freestyle defense against multiple opponents, and in
certain styles, techniques with weapons.
Rouge

Rogue Progression
Level BAB Fort Ref Will Special
1st +0 +1 +2 +0 Trapfinding +1, Sneak Attack +1d6
2nd +1 +1 +3 +0 Evasion
3rd +2 +2 +3 +1 Sneak Attack +2d6, Canny Finesse
4th +3 +2 +4 +1 Uncanny Dodge
5th +3 +3 +4 +1 Trapfinding +2, Sneak Attack +3d6
6th +4 +3 +5 +2 Skill Mastery
7th +5 +3 +5 +2 Sneak Attack +4d6
8th +6/+1 +4 +6 +2 Improved Uncanny Dodge, Special Ability
9th +6/+1 +4 +6 +3 Sneak Attack +5d6
10th +7/+2 +5 +7 +3 Trapfinding +3
11th +8/+3 +5 +7 +3 Special Ability, Sneak Attack +6d6
12th +9/+4 +6 +8 +4 Reflexive Defense
13th +9/+4 +6 +8 +4 Sneak Attack +7d6
Level BAB Fort Ref Will Special
14th +10/+5 +6 +9 +4 Special Ability
+11/+6/
15th +7 +9 +5 Trapfinding +4, Sneak Attack +8d6
+1
+12/+7/
16th +7 +10 +5 Skill Mastery
+2
+12/+7/
17th +8 +10 +5 Special Ability, Sneak Attack +9d6
+2
+13/+8/
18th +8 +11 +6 Improved Reflexive Defense
+3
+14/+9/
19th +9 +11 +6 Sneak Attack +10d6
+4
+15/+1
20th +9 +12 +6 Trapfinding +5, Special Ability
0/+5

Alignment: Any.

Hit Die: d6

Skills: A rogue starts with the Thief skill set, plus an additional 3 skill sets at first level. 8 + Int skill
points per level, x4 at first level.

Rogue Class Features


Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand
crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not
with shields.

Trapfinding: A rogue can use the Search skill to locate traps when the task has a Difficulty Class
higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.
Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25
+ the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable
Device check can study a trap, figure out how it works, and bypass it (with her party) without
disarming it.
A rogue also has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on
Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These
bonuses rise to +2 when the rogue reaches 5th level, to +3 when she reaches 10th level, to +4 when
she reaches 15th level, and to +5 at 20th level.

Sneak Attack: Whenever a rogue flanks an enemy he adds 1d6 damage to his attack rolls, +1d6
damage per two additional rogue levels. Foes that are surprised or are unable to defend themselves--
such as a bound or paralyzed foe, or a foe you attack from hiding or invisibility--are considered
flanked for the purposes of this ability.

A target without a discernible anatomy (such as an undead, construct, ooze, plant, or incorporeal
creature) or a target immune to critical hits is not subject to this extra damage. Similarly, a rogue
cannot sneak attack a foe with concealment, nor can he make a sneak attack with a weapon that
does nonlethal damage. A sneak attack can only be made with a ranged weapon if the target is
within one range increment of the weapon used.

As normal, extra dice of damage are not multiplied on a critical hit.

Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw against an attack that normally deals half
damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is
wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Finesse: Most rogues are more dependent upon their agility than their strength. As such,
most are better-armed when fighting with a precise weapon. Starting at 3rd level, a rogue with a
light weapon, rapier, whip, or spiked chain made for a creature of her size category may use her
Dexterity modifier instead of her Strength modifier on attack rolls. She may also add her Dexterity
modifier instead of her Strength modifier to damage with those weapons.

Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally
allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or
struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a character already has uncanny dodge from a second class, the character automatically gains
improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to
determine the minimum rogue level required to flank the character.

Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked. This defense
denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has
at least four more rogue levels than the target does.

Special Ability: On attaining 8th level, and at every three levels thereafter (11th, 14th, 17th and
20th), a rogue gains a special ability of her choice from among the following options.

Alchemical Grenadier: A rogue with this ability is an expert at creating alchemical items. She may
create alchemical items despite not having a caster level or having any appropriate feats, provided
she has enough ranks in the Craft skill. She also receives a bonus on attack rolls (and damage rolls, if
applicable) when using alchemical weapons equal to her Intelligence modifier. For alchemical items
that do not deal damage and have a duration longer than one round, she instead adds her
Intelligence modifier in rounds to the item's duration.

Creature Enthusiast: When making a check to discover information about a creature, a rogue with
this special ability receives a +5 bonus. A rogue selecting this ability also gains the Favored Enemy
ability, as a ranger, for one type of foe of her choice.

Crippling Strike: A rogue with this ability can sneak attack opponents with such precision that her
blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2
points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per
day for each damaged ability.

Defensive Roll The rogue can roll with a potentially lethal blow to take less damage from it than she
otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in
combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll
with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage
dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full
damage. She must be aware of the attack and able to react to it in order to execute her defensive roll
—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not
normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does
not apply to the defensive roll. A rogue can choose this ability more than once: each time beyond the
first increases her uses-per-day by one.

Finesse Expert: A rogue with this ability is a canny master of precise striking. She adds her
Intelligence modifier to attack rolls and damage rolls while fighting with weapons usable with
Weapon Finesse.

Hide in Plain Sight : A rogue can use the Hide skill even while being observed. As long as she is
within 10 feet of some sort of large shadow, a rogue can hide herself from view in the open without
anything to actually hide behind. She cannot, however, hide in her own shadow.

Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage
on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed
save. A helpless rogue does not gain the benefit of improved evasion.

Initiate Assassin: A rogue with this special ability stacks her rogue and assassin levels when
determining the DC of her Death Attack ability. This ability has no effect if the rogue does not have
the Death Attack ability.

Magic Item Attunement If a rogue successfully activates an item with the Use Magic Device skill, she
can take a free action to attune herself to the item. For the next 24 hours, she can activate that item
without making further Use Magic Device checks. A rogue can attune herself to only one item at a
time. If she attunes yourself to a second item, the previous attunement ends.

Mentor: The rogue gains a cohort as if she had taken the Leadership feat. She does not, however, gain
other benefits of the Leadership feat. The rogue's cohort is also a rogue and cannot take this power.

Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who
has just been struck for damage in melee by another character. This attack counts as the rogue's
attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the
opportunist ability more than once per round. A rogue can choose this ability more than once: each
time beyond the first increases her uses-per-round by one.

Penetrating Strike: A rogue who chooses this ability also chooses one of the following types: undead,
construct, ooze, or plant. Creatures of that type are now sneak attackable by the rogue, though she
only deals half normal damage. This ability can be selected multiple times. Each time, it applies to a
new type. Alternatively, a rogue can select this ability and a type she already has chosen for this
ability. If she does so, she may now sneak attack creatures of that type at full strength.

Poison Master: A rogue with this special ability increases the DC of any poison or similar substance
she utilizes by 2. The poison also deals one additional point of ability damage (if it deals ability
damage) each time it takes effect. If the poison deals multiple kinds of ability damage, determine
which it affects randomly.

Poison Use : A rogue with this special ability need not worry about poisoning herself when applying
a poison.

Skirmisher: A rogue with this ability who uses a move action to move into a flanking position or
charge into a flanking position can attack once with their primary hand and once with their off-
hand as a standard action.

Slippery Mind: This ability represents the rogue's ability to wriggle free from magical effects that
would otherwise control or compel her. If a rogue with slippery mind is affected by an compel or
charm spell or effect and fails her saving throw, she can attempt it again 1 round later at the same
DC. She gets only this one extra chance to succeed on her saving throw. A rogue can choose this
ability more than once: each time beyond the first grants her an additional saving throw one round
later, so that a rogue who had chosen this ability twice would have a saving throw upon being
targeted by the spell, a second saving throw one round later, and a third saving throw one round
after that.

Skill Mastery: At 6th level (and again at 16th level), the rogue becomes so certain in the use of
certain skills that she can use them reliably even under adverse conditions.

Upon gaining this ability, she selects a number of skills equal to 1 + her Intelligence modifier. When
making a skill check with one of these skills, she may take 10 even if stress and distractions would
normally prevent her from doing so.

Reflexive Defense: Starting at 12th level, a rogue who is attacked in melee can attempt to reflexively
soften the blow. By spending an immediate action, a rogue in light or no armor may make a Reflex
save against a successful melee attack on her, with a DC equal to the damage dealt. If she is
successful, she is able to mitigate the blow and halves the damage. This ability only applies against
one attack in a full-attack action, not against all of them.
Improved Reflexive Defense: At 18th level, a rogue is an adroit master of agility. She no longer needs
to spend an immediate action to activate her Reflexive Defense ability.
The Warrior

The Warrior class is unlike other fighter variants in that it attempts, not to simply make the class
better at fighting, but rather make it better at leading. The Warrior class is based around combat yes,
but also around the idea that leading the troops can be just as important as how well you wield a
sword.

Level BAB Fort Ref Will Special Auras


1st +1 +2 +0 +2 Bonus Feat 1
2nd +2 +3 +0 +3 Bonus Feat 1
3rd +3 +3 +1 +3 - 2
4th +4 +4 +1 +4 Bonus Feat 2
5th +5 +4 +1 +4 Bonus Feat 2
6th +6/+1 +5 +2 +5 - 3
7th +7/+2 +5 +2 +5 Bonus Feat 3
8th +8/+3 +6 +2 +6 Bonus Feat 3
9th +9/+4 +6 +3 +6 - 4
10th +10/+5 +7 +3 +7 Commandant 4
11th +11/+6/+1 +7 +3 +7 Bonus Feat 4
Level BAB Fort Ref Will Special Auras
12th +12/+7/+2 +8 +4 +8 - 5
13th +13/+8/+3 +8 +4 +8 Combat Prowess 5
14th +14/+9/+4 +9 +4 +9 Bonus Feat 5
15th +15/+10/+5 +9 +5 +9 - 6
16th +16/+11/+6/+1 +10 +5 +10 Hero 6
17th +17/+12/+7/+2 +10 +5 +10 Bonus Feat 6
18th +18/+13/+8/+3 +11 +6 +11 - 6
19th +19/+14/+9/+4 +11 +6 +11 Combat Mastery 6
20th +20/+15/+10/+5 +12 +6 +12 Legendary 7

HD: d10

Skills: A warrior chooses two skill sets. 4 + Int skill points per level, x4 at first level. He also receives
Initiative as a bonus skill.

Proficiencies: A warrior is proficient with all simple and martial weapons, as well as one exotic
weapon of their choice. They are also proficient with all armors and with all shields (but not tower
shields). A warrior who uses a weapon he is not proficient with for at least three combats--and
suffers the penalties for non-proficiency--gains proficiency with that weapon.

Auras A warrior's mere presence is a stirring and motivating force, particularly on the battlefield. At
first, third, sixth, ninth, twelfth, fifteenth, and twentieth levels, a warrior selects an aura from the list
below. A Warrior may have one aura active at a time, and any bonus provided by an aura is
considered a morale bonus unless stated otherwise. Switching an aura is a standard action action.

Bonus Feat: At 1st level, a Warrior gets a bonus combat-oriented feat in addition to the feat that any
1st-level character gets and the bonus feat granted to a human character. The Warrior gains an
additional bonus feat at 2nd, 4th, 5th, 7th, 8th, 11th, 14th, and 17th levels. These bonus feats must
be martial Feats. A Warrior must still meet all prerequisites for a bonus feat, including ability score
and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels.
A Warrior is not limited when choosing feats gained through advancing in level.
Commandant: At 10th level, a Warrior gains a companion--a like-minded individual who wishes to
study underneath him. Use the table below to determine level of the companion. Add the character's
Warrior level to his Charisma modifier to determine his Commandant Score. At this point, he is only
allowed one companion, regardless of what the chart reads.

Companions tend to follow in the footsteps of their masters when it comes to class and feat selection,
and tend towards the same as their master when it comes to race, alignment, weapon selection, and
ability scores, but this is largely up to the DM. A companion must be a humanoid or monstrous
humanoid creature whose ECL does not surpass the value listed in the chart below or the Warrior's
own ECL-2, whichever is lower. In addition, a companion is limited to the following base classes:
barbarian, Warrior, rogue, monk, or paladin.

Companions are unique individuals and are not easily replaceable, nor are the blindly loyal to the
Warrior. A Warrior who loses one of his companions--whether by death or by departure--must
seek out and find a new one before he can continue advancing as a Warrior.

Combat Prowess (Ex): Starting at 13th level, a Warrior adds 1/4 his Warrior level (rounded down) to
all fixed, numerical bonuses gained from martial feats as a competence bonus. Do note that
competence bonuses gained in this manner do not stack. Furthermore, he may forgo the use of two
feats for a duration of one minute--effectively losing them for a short time--to reroll an attack roll,
saving throw, or combat-related skill check. If, by losing a feat in this manner a Warrior fails to meet
a prerequisite for another feat, he loses access to that feat as well.

Hero: At 16th level, a Warrior's fame grows, and he attracts more companions. He is now allowed to
have multiple companions, though only one is allowed to be at the ECL listed on the chart (or at the
Warrior's level -2); all others must be at the listed ECL -2, at the Warrior's level -4, or lower.

Combat Mastery (Ex): At 19th level, a Warrior adds 1/3 his Warrior level (rounded down) to all
fixed, numerical bonuses gained from martial feats, (instead of the 1/4 he would gain from Combat
Prowess), as a competence bonus. Do note that competence bonuses gained in this manner do not
stack. Further, he may forgo the use of one feat for a duration of 1d4 rounds--effectively losing the
feat for a short time--to reroll an attack roll, saving throw, or combat-related skill check. If, by
losing a feat in this manner a Warrior fails to meet a prerequisite for another feat, he does not lose
access to that feat.

Legendary: At 20th level, a Warrior is a living legend. He attracts more followers. At this point, a
Warrior gains the Leadership feat as a bonus feat, though he does not gain a cohort (already having
something similar in his companions). He also gains the ability to found a small town to rule; the
followers gained through leadership are inhabitants in this town. Most of these followers are
members of the working class--such as smiths, scribes, farmers, and the like--though some
(particularly the higher level ones) hail from other professions. Government, laws, diplomacy, and
the like are all left up to the Warrior.

Auras

Bloodlust
Whenever an enemy is killed within 10' (+ 5' /4 Warrior levels) of a Warrior, the Warrior gains a +1
bonus to all damage rolls. This bonus lasts until the end of the encounter.

Calculating
The Warrior and all allies within 5' (+ 5' /4 Warrior levels) gain a bonus to Dexterity-related checks
equal to 1/2 the Warrior's Warrior level (round down).

Courageous
The Warrior and all allies within 5' + 5' /4 Warrior levels gain a bonus to damage rolls equal to 1/2
the Warrior's Warrior level (round down).

Dauntless
The Warrior and all allies within 5' + 5' /4 Warrior levels gain a bonus to Armor Class equal to 1/3
the Warrior's Warrior level (round down).

Everlasting
The Warrior and all allies within 5' + 5' /4 Warrior levels gain a bonus to Constitution-related
checks equal to 1/2 the Warrior's Warrior level (round down).

Fearless
The Warrior and all allies within 5' + 5' /4 Warrior levels become immune to fear.

Menacing
All enemies within 5' + 5' /4 Warrior levels get a penalty to Concentration checks equal to 1/2 the
Warrior's Warrior level (rounded down).
Mighty
The Warrior and all allies within 5' + 5' /4 Warrior levels gain a bonus to Strength-related checks
equal to 1/2 the Warrior's Warrior level (round down).

Relentless
The Warrior and all allies within 5' 5' /4 Warrior levels gain spell resistance equal to 5 + the
Warrior's Warrior level.

Resilient
The Warrior and all allies within 5' + 5' /4 Warrior levels gain damage reduction 1/-, plus an
additional DR 2/- for each 4 Warrior levels. This stacks with other sources of DR, such as a
barbarian's class feature.

Scheming
All enemies within 5' + 5' /4 Warrior levels get a penalty to Armor Class equal to 1/3 the Warrior's
Warrior level (rounded down).

Triumphant
The Warrior and all allies within 5' + 5' /4 Warrior levels gain access to a pool. This pool has one
point in it for each three Warrior levels the Warrior possesses. Any ally within the aura--including
the Warrior--can remove one point from the pool to reroll a saving throw, attack roll, or damage
roll as an immediate action. This pool resets at the beginning of each encounter.

Tyrannical
The Warrior gains a bonus to intimidate equal to the number of allies within 10' + 5' /4 Warrior
levels.

Unshakable
The Warrior and all allies within 5' + 5' /4 Warrior levels receive a 5' bonus to land speed, plus an
additional 5' per four Warrior levels the Warrior possesses.

Vigilant
The Warrior and all allies within 5' + 5' /4 Warrior levels receive a bonus to Listen and Spot checks
equal to 1/2 the Warrior's Warrior level (Round down).
Commandant

Commandant Follower Number of


Score Level Followers
1 or less 1 1
2 1 1
3 2 1
4 3 1
5 3 1
6 4 1
7 5 1
8 6 1
9 6 1
10 7 1
11 8 1
12 9 1
13 10 2
14 11 2
15 12 2
16 13 2
17 14 2
18 15 3
19 15 3
20 16 3
21 16 3
22 16 3
23 16 4
24 17 4
25 17 4
26 17 4
27 17 4
28 18 5
Commandant Follower Number of
Score Level Followers
29 18 5
30 18 5
31 18 5
32 19 5
33 19 6
34 19 6
35 20 6
36 or more 20 7
The Wizard:

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus meta-magic
1st +0 +0 +0 +2 feat, Scribe scroll, 5 1 — — — — — — —
Summon familiar
2nd +1 +0 +0 +3 - 5 1 — — — — — — —
3rd +1 +1 +1 +3 - 5 1 — — — — — — —
Bonus meta-magic
4th +2 +1 +1 +4 5 2 — — — — — — —
feat
5th +2 +1 +1 +4 - 5 2 1 — — — — — —
6th +3 +2 +2 +5 Chosen spell 5 2 1 — — — — — —
7th +3 +2 +2 +5 Bonus Feat, 5 2 1 1 — — — — —
8th +4 +2 +2 +6 - 5 2 2 1 — — — — —
9th +4 +3 +3 +6 Chosen spell 5 3 2 1 — — — — —
Bonus meta-magic
10th +5 +3 +3 +7 6 3 3 1 — — — — —
feat,
11th +5 +3 +3 +7 - 6 3 3 2 1 — — — —
12th +6/+1 +4 +4 +8 - 6 3 3 2 1 — — — —
13th +6/+1 +4 +4 +8 Chosen spell 6 3 3 2 2 1 — — —
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
14th +7/+2 +4 +4 +9 Bonus Feat, 7 4 4 3 3 1 — — —
15th +7/+2 +5 +5 +9 - 7 4 4 3 4 2 — — —
Bonus meta-magic
16th +8/+3 +5 +5 +10 8 5 5 4 5 3 1 — —
feat
17th +8/+3 +5 +5 +10 Chosen spell 9 5 5 4 5 4 2 — —
18th +9/+4 +6 +6 +11 - 9 5 5 4 5 5 3 2 —
19th +9/+4 +6 +6 +11 - 9 6 5 5 6 6 4 2 2
+10/+
20th +6 +6 +12 Arcane mastery 10 6 6 6 6 6 5 3 3
5

HD: d4

Class skills: A Wizard uses the Mage skill set and chooses one other set, as well as an additional skill
per two points of intelligence modifier. A Wizard gets 5 plus their Intelligence modifier skill points
per level.

Proficiencies: Wizards are not proficient in any types of armor or weapons. They are not proficient
with shields.

Bonus languages: A Wizard starts with Common and Draconic, and chooses two additional
languages.

Arcane mastery: A wizard who attains arcane mastery chooses one area of wizardry, he my now cast
all spell levels within that area of wizardry. A Wizard now also gains a +5 bonus to concentration
checks with all spells.

Wizardry and schools of magic.

Wizards are awesome individuals of ultimate power. The movers, the makers, the breakers and the
shakers if you will. Few ever reach the highest levels of wizardry, but those that do have the ability to
change the world around them in unimaginable ways. However, Wizards are still limited in many
respects, and not all wizards focus on the breaking and the shaking. As a matter of fact most wizards
take upon themselves the roles of teachers and guides to others, accumulation massive hoards of
knowledge which at some point they inevitably try to use to bring more new recruits into the fold.

Anyone can learn to become a wizard. All races have the inherent ability to do so, however there are
some races who either through natural talent or simple ability to adapt to new situations learn the
art of magic faster and better then others.

The pursuit of wizardry is a lifelong undertaking as well. Well those from other professions may at
some point in time decide to try their hand at magic a wizard who deviates from his chosen path is
disgraced and ridiculed by his peers and despised by his betters. Once a Wizard chooses to become a
wizard, he remains one until death.

Unlike a Sorcerer who is born with an innate wellspring of energy, Wizards learn their power
through intensive study. They learn the symbols and words used to manifest their powers, and they
learn what herbs and other materials are needed for the spell components. Wizards may be able to
come from anywhere but it is only through serious applied learning that a wizard can grow in
power.

Fundamental differences between wizards and sorcerers.


A wizard is any normal person who has been taught over the period of many long years how to
control and use the intrinsic magical forces that exist in them and around them. They rely upon
carefully spoken words, magic amulets and other items, and a wide assortment of varied materials
with which to work magic.

Sorcerers are born with an excess of magical energy, like a battery attached to a power socket. They
do not require words or items or materials to cast their spells, but rather use their own inherent
power to mold the energies of the universe into whatever forms they require through sheer force of
will. This gives sorcerers a massive power rivaling that of the most experienced wizards. However a
sorcerer is always prone to evil and the magic energy stored within their body is constantly vying for
release, slowly driving the sorcerer mad. Sorcerers are the only magic users aside from powerful
dark clerics who have the ability to create undead, an act so unspeakable that many wizards, (in
order to discourage the young and foolish), deny that such a thing is even possible without the aid of
a dark god.

Wizards and Necromancy


Wizards are not allowed access to any Necromancy spells that deal with the raising of the dead. This
area of expertise lies with the Sorcerer. However a Wizard can gain access to these type of spells
with the 'Depths of evil' feat.

Wizards gain spell points per level equal to: 5+INT modifier + WIS Modifier x 2
A wizard with +4 INT and +4 WIS would gain eighteen points per level.

A wizard starts knowing all Cantrip spells.

In order to learn spells from a certain school a wizard would have to spend his accumulated spell
points to learn a spell level in a certain area of magic. I.E. A wizard would have to spend 25 of his
spell points to open up the possibility of learning 4th level evocation spells.

The goal of this point system is to force the wizard to be more specialized if he ever wants to gain
access to all of the high level spells, but allows a wizard to also choose to become more generalized
and get to only medium level spells in several different spell areas.

Evocation, Transmutation, Conjuration, Abjuration, Divination, Illusion, Death


Spell Level
1.) 5
2.) 12
3.) 20
4.) 30
5.) 45
6.) 75
7.) 100
8.) 140
9.) 200

This is not effected, nor does it have any effect, upon the wizards spells per day list. The spells per
day list only shows how many spells a wizard could cast 'if' he had access to that level of spells. If he
does not have access to that level of spells then he can not cast that level of spells. And of course a
wizard who reaches 9th level spells in Divination would have access to all the spells per day up to
9th for divination spells, but would be unable to cast 9th level Transmutation spells unless he also
had reached 9th level in that field as well.
A wizard may bypass this by finding an alternate means of learning spells, (other then the traditional
method of studying).

For instance a wizard could be taught a spell from a different field of magic by another wizard who
was willing to teach that spell. Or the Wizard might learn a new spell from an ancient spell book if
he takes the time to sit down and figure it out. Of course even if he is taught a spell he must be able
to cast that spell on his spells per day chart.

Also a wizard may not automatically learn spells just because he gains access to that field of magic.
When a wizard learns a new field of magic, he gains one 'free' spell, from the field of magic which he
has just learned, which he may place in his spellbook. A wizard must find a source of learning to
actually learn new spells. (I.E. Another wizard, a library, ancient scrolls etc.) This means that to learn
all possible spells a wizard must actually spend time seeking out all possible sources of magic. Some
fellow wizards might be unwilling to teach certain spells that they themselves spent much time
learning, dragons are unlikely to part with the ancient tomes of knowledge and priests are sure to
have hidden the secrets of the 'unnatural' Arcane magic away in secret vaults. The search for magic
will not be easy.

If a Wizard learns a spell from a level of wizardry he has not yet advanced to, he may place that spell
in his spell book, and he may cast it as normal, however he must roll a 'fizzle' check, to make sure
that the spell works. To roll this check a Wizard rolls a D20-4 and adds his wisdom Modifier to
overcome 10+the spells level+spell resistance, (if any) + and opposing wisdom check from the target,
(if applicable).

Wizard:
Races allowed: All intelligent races.
Previous classes allowed: Other magic user.

Abjurer:
Ability requirements: Intelligence 9, Wisdom 8
School: Abjuration

Conjurer:
Ability requirements: Intelligence 10, wisdom 10
School: Conjuration
Invoker:
Ability requirements: Intelligence 12, wisdom 7
School: Evocation

Illusionist
Ability requirements: Intelligence 14, wisdom 9
School: Illusion

Diviner
Ability requirements: Intelligence 8, wisdom 15
School: Divination

Transmuter:
Ability requirements: Intelligence 11, wisdom 9
School: Transmutation

Necrologist
Ability requirements: Intelligence 15, Wisdom 15
School: Necromancy
New Classes

There is one new class in this campaign setting: the Mechanist, who uses technology to achieve his
ends. Think of the Mechanist as the Eurd version of Tony Stark.

Technology in the world of Eurd is still extremely limited, and for the most part shows of technology
are extremely rare. It should be noted that no-one carries any sort of fire arms, bows and arrows are
still highly standard and swords reign supreme. However in order to combat the forces of magic the
forces of science are steadily growing stronger and Renaissance level technology could be standard
in the next couple of hundred years. For now however technology is rare and those who wield it are
seen as human gods.
The Mechanist

The world is filled with magic. It surrounds all living and un-living things, permeating all facets of
the universe, and everyone can learn to use magic... Or so we are told. In truth however only a rare
few ever become masters of the art, and those few are too caught up in their own personal dealings
and secret wars to use their talents for the good of the people. This is where Mechanists come in.

The art of crafting a machine to take the place of magic actually has a certain magical quality about
it. The very act of invention is something that should be cherished as it displays the very hight of a
creatures intellect and capacity for personal evolution.

Mechanists are the leaders of the mechanized world. They are those who stand at the front of the
army of technology and lead the charge against the archaic forces of magic and superstition. The
Mechanists are in a sense the ideal version of the working man, always out there, working for the
people.

Adventures: One might not think that adventuring would be suitable for an Mechanist, and for the
most part that is true, however without knowledge there can be no new influx of ideas, and without
the influx of ideas there can be no new inventions. Therefor many Mechanists have taken to
traveling the world in search of new ideas and new possibilities, to explore the deepest reaches of the
cosmos in an attempt to garner all of the knowledge that the universe holds onto in the darkest
regions of space and time.

Characteristics: Mechanists are by nature true geniuses. Their power comes not from the sword or
magic but from their minds. They use the power of reason, science and imagination to further their
goals and they do so at all times.

Alignments: Any. "As long as the mind is grand, the work will be done by whatever hands."

Background: Mechanists almost always come from some sort of trained, professional background as
the nature of their work requires not only innate skill but a high degree of learning. At times
however the rare individual may simply have the imagination and brain power necessary to start his
career right of the bat.

Races: Humans are natural Mechanists as are Dwarves. Both races share an innate curiosity and
strength of imagination that serves them well in the profession. Dark-Elves are far too obsessed with
the needs of the moment to think ahead as an Mechanist should. Elves are magic users to the core
and most elves hold a high disdain for those who choose technology over magic. Kobolds are
excellent Mechanists when they put their minds to it, but most Kobolds lack the training or interest
to progress in the art-form. Bringers are subservient and not nearly bright enough to understand
even the more simple concepts that would be proposed by the profession.

Other Classes: Druids and Wizards despise Mechanists as a whole, seeing Mechanists as either
destroyers of the natural order or simple fools. Warriors and Rouges get along with Mechanists
excellently. Barbarians are too slow to grasp most if any of the concepts an Mechanist poses, and
Martial Artists are too interested in their own personal enlightenment to care much for the
machinations of the Mechanist.

Game Rule Information


The Mechanist

Abilities: Intelligence and Wisdom are the two most important attributes for an Mechanist, as they
serve to increase his possible abilities. Dexterity is important for Mechanists who wish to work on
fine and delicate projects, and Charisma is useful for Mechanists who wish to relate better with those
around them.
Alignment: Any.

Hit Die: d6

Class Skills:
Mechanists start with the 'Inventor' Skill set and choose three additional skill sets at first level.

Skill Points at 1st Level: ( 4+ Int modifier) x 4.


Skill Points at Each Additional Level: 5 + Int modifier.

The Mechanist

Level BAB FORT REF WILL Special IP (Invention Points)

1 +0 +0 +0 +2 Companion, Invent 2
2 +0 +0 +0 +3 Aptitude 6
3 +1 +0 +0 +3 - 11
4 +2 +0 +1 +4 Compartmentalization 17
5 +3 +1 +1 +4 Analyze 1/day 25
6 +4 +1 +2 +5 Aptitude 35
7 +5 +2 +2 +5 - 46
8 +5 +2 +3 +6 Special Ability 58
9 +6 +2 +3 +6 - 72
10 +6/+1 +3 +3 +7 Analyze 2/day 88
11 +6/+1 +3 +4 +7 Special Ability 106
12 +7/+2 +3 +4 +8 Aptitude 126
13 +8/+3 +4 +5 +8 - 147
14 +9/+4 +4 +5 +9 Special Ability 170
15 +10/+4 +5 +6 +9 Analyze 3/day 195
16 +10/+4 +5 +6 +10 - 221
17 +11/+5 +5 +7 +10 Special Ability 250
18 +12/+5 +6 +7 +11 Aptitude 280
19 +13/+6 +6 +8 +11 - 311
20 +14/+7 +6 +8 +12 Analyze 4/day, Special Ability 343

Class Information
All of the following are class features of the Mechanist.

Weapon and Armor Proficiency: Proficient with all simple weapons and light armor but not with
shields.

Invent: The Mechanist is always working, even when he appears to be doing nothing. His mind is
always creating new wonders and expanding upon old ideas.

The Mechanist uses 'Invention points' (IP), to determine what abilities he places on items or what
items he creates. Modifications are placed using available (IP) and no Modifications can be placed
over the limit

The expenditure of these points applies to each different item. In other words points are not 'used up',
they are merely there to show the limit on modifications at that particular level. A 4th level
Mechanist could create an item that contains 17 points worth of modifications (plus bonus points),
and upon achieving 5th level could add an additional 8 points to that same item (max. for 5th level is
25 points plus bonus points).

It takes approximately 1 day (16 hours work, 8 hours rest) per 30 points 'spent'. It also costs 10 gp
of materials per 'Invention point' spent on an invention. This is in addition to the material cost of the
items needed for the creation.

There is no loss of XP when inventing. Some inventions can be further improved by the listed
amount and type at the cost of increased points and more required skill ranks. This can allow lower
level items to continue finding use, and allows for further customization. Furthermore, an Mechanist
can use the Craft skill to create most adventuring goods for half the normal creation cost of the item.

Most inventions require a workspace or at least access to adequate materials. So it can be difficult to
invent new items while 'adventuring' in the wilderness. An Mechanist must have a minimum
Intelligence score of 10 in order to invent or modify something.

All inventions require some level of skill and knowledge. This is reflected in the required ranks of
various skills for each technological invention. Without those requisite skill ranks, an Mechanist
cannot create the item no matter how many (IP) they have.

Finally, Mechanists can also create special types of non-magical constructs. These constructs can be
created/modified in much the same way the Mechanist can make/modify other items. However
keeping the constructs running requires some upkeep. Thus an Mechanist is limited to having only 1
construct/ 5 levels. The construct companion counts against this limit. The Mechanist cannot create
magical constructs, only purely mechanical ones.

invention points: These represent how knowledgeable an Mechanist is in his field. He has a set
number of points per level. Normally, any invention cannot have a total number of points more than
what is listed for his class level. An Mechanist must have a minimum 10 Int score in order to invent
anything.

How to Determine Bonus invention points: Your Wisdom score grants you additional invention
points equal to your Wis modifier x your Mechanist level x 1/2. The following table shows these
calculations for class levels 1st through 20th and Int scores from 10 to 41.

Int Modifier and Bonus invention points

Ability Bonus invention points (by Mechanist Level)

Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
8-9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
10- 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
11
12- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
13
14- 1 3 4 6 7 8 9 10 12 15 16 18 19 21 22 24 25 27 28 30
15
16- 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
17
18 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50

Companion: The Mechanist starts with a Tiny Construct. Most Mechanists prefer the shape of an
animal for familiarity's sake. But the construct does not have to be any particular shape and it does
not confer any benefits to the Mechanist as would a familiar. The construct has the following stats:

Tiny Construct
HD: 1d10 (10 hp)
Initiative: +0
Speed: 20 ft.
AC: 12 (+2 size)
Attacks: none
Damage: none
Reach: 2 1/2 ft. by 2 1/2 ft. /0 ft.
Special Attacks: none
Special Qualities: Construct Traits, Darkvision 60 ft., Hardness 1.
Saves: Fort +0, Ref +0, Will -5
Abilities: Str 8, Dex 10, Con --, Int --, Wis 1, Cha 1.

Construct Traits: Immune to mind-influencing effects, poison, disease, and similar effects. Not
subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Destroyed when it reaches 0 hit points.
All abilities must be added onto the construct by the Mechanist. The Mechanist can spend 'points' on
his companion much as he would any other construct. Adding modifications to the construct does
not cost anything to the Mechanist, as it's assumed that he gathers the parts necessary in the course
of his career. Should the companion be destroyed, he can create another as per the invention ability.
The Mechanist only has one companion at any time. All other constructs created by the Mechanist
require the normal gp cost for modifications

Repair: By making a Craft check (armorsmithing, blacksmithing, weaponsmithing, or some other


similar type), an Mechanist can repair damage a construct or item receives. The amount of damage
repaired is equal to the Craft check. Use of this ability takes approximately 1 hour per 10 hp
repaired.

Virtual Ranks: Permanent bonuses to Craft, Knowledge, or Profession checks -such as those gained
from feats, class abilities, or racial abilities- count as ranks when determining prerequisites for the
various inventions. That is, a gnome with the Skill Focus (Blacksmithing) feat would have 2 more
alchemy ranks (from their racial +2 bonus) and 3 more blacksmithing ranks (from the feat) when
determining which inventions they can make. Bonuses from high ability scores do not count towards
virtual ranks, and a character must still meet the minimum Invention Point limit for each invention.

Aptitude: As an Mechanist progresses, they get better at various aspects of their class, and this begins
to manifest itself in subtle ways. At 2nd level an Mechanist can choose 1 of the following feats:
Alertness, Diligent, Investigator, Learned, Negotiator, Nimble Fingers, Persuasive, or Skill Focus. An
Mechanist can choose another feat from the list again at 6th, 12th, and 18th level.

Compartmentalization: A 4th level Mechanist knows how to increase the efficiency of item creation
and modification. Storage items such as backpacks, carts, etc. can store 50% more (in terms of space).
When used in conjunction with hollow chamber allows for twice the storage capacity. Furthermore,
this ability allows 1 additional pt. of modification to any automaton capacity (above the normal
character limit).

Analyze: The Mechanist's intellect reigns supreme. He can study any situation and almost always
come to the correct conclusion or course of action. After studying a situation for a full round, the
Mechanist can assign himself a +1 bonus to any one type of roll for a number of rounds equal to his
level. Thus in a fight the Mechanist may assign himself a +1 dodge bonus to AC. In making a skill
check, the Mechanist instead receives a +2 bonus to that one skill check for one roll. At 10th level
this bonus increases to +2 and +4 respectively. At 15th level this increases to +3 and +6, and at 20th
level this bonus increases to +4 and +8. The Mechanist can also analyze the situation and impart this
knowledge to his adventuring companions, giving them an assigned bonus for the same length of
time (maximum of 1 additional person per 5 Mechanist levels). Each bonus can be different, but a
character can only receive one bonus at a time. This assumes, of course, that the characters follow his
instructions. If a character is told to attack a troll with a torch, and instead the character runs to tip
over a giant vat of acid, they lose whatever bonus they had been assigned.

Special Ability: At 8th level and every 3 levels thereafter (11th, 14th, 17th, and 20th), an Mechanist
gets a special ability of his choice from among the following:
Superb Mender: The Mechanist is an expert in repairing his automatons and companion construct.
He may repair twice the Craft check in hp to his machines.

Quick-Thinking: The Mechanist selects a number of skills within one of his chosen skill sets equal to
3 + his Intelligence modifier. The Mechanist becomes so certain in the use of these skills that he can
use them reliably even under adverse conditions. When making a skill check with one of these skills,
he may take 10 even if stress and distractions would normally prevent him from doing so. An
Mechanist may gain this special ability multiple times, selecting additional skills for it to apply to
each time.

Construct Critical: The Mechanist is so familiar with the inner working and designs of constructs
that he may successfully do critical hits against constructs (which are normally immune to critical
hits) and he also ignores construct damage reduction.

Construct Mastery: The maximum limit of 'invention points' the Mechanist may spend on a construct
is equal to total IP (from level and ability mod) + 6. This stacks with compartmentalization.

Instant Recall: The Mechanist can remember with perfect clarity anything he has heard or observed.

Self-Compartmentalization: This ability represents the Mechanist’s ability to separate his logic from
his emotions which protects him from magical effects that would otherwise control or compel him. If
an Mechanist with self-compartmentalization is affected by an enchantment spell or effect and fails
his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra
chance to succeed on his saving throw.

Highly Efficient: Knowing how to scrimp and save, the Mechanist has construction costs reduced by
25% (minimum 10 gp).

Skill Mastery: The Mechanist selects an additional 3 skill sets.

Creative Savant: The Mechanist can 'spend' up to 50 points per day, instead of the normal 30.

Bonus Feat: An Mechanist may gain a bonus feat in place of a special ability.
Prestige Classes

Prestige Classes are special classes that a character can multi-class to once he reaches the required
prerequisites.
Mad Scientist

The mad scientist may be villainous, benign or neutral, and whether insane, eccentric, or simply
bumbling, mad scientists work with powerful technology in order to forward their schemes, (if they
even have a coherent scheme). Alternatively, they fail to see the evil that is implied will ensue from
the hubris of “playing God”.

Not all mad scientists are evil or villains. Some may have benevolent or good spirited intentions, even
if their actions are dangerous or questionable, which can make them accidental villains. In the same
relation, some are protagonists (or at least positive forces).

Requirements
To become a mad scientist, a character must fulfill all of the following critera.
Alignment: any non-good
Skills: Concentration 15 ranks, Profession (Engineer) 15 ranks, Heal 15 ranks
Feats: Iron Will, Skill Focus (Heal or Knowledge (Engineering))
Mechanist level: 10

Level BAB F/R/W Special Bonus Invention Pointss


1st +0 0/0/2 Mad Obsession +10
2nd +0 0/0/2 +10
3rd +1 1/1/3 Lab Assistant, Self +10
Experimentation
4th +2 1/1/3 Life from Death +10
5th +3 1/1/4 The Natural Order +10
6th +4 1/1/4 Unseen Worlds +20
7th +4 2/2/5 God Complex +20
8th +5 2/2/5 Mind-Control Device +20
9th +6 2/2/6 Stargate +20
10th +6 2/2/6 The DEVICE +20

Hit Die: d6

Class Skills: The Mad scientist gains one addition skill set at first level.

Skill Points at Each Level: 6 + Int modifier

Class Features
The following are class features of the mad scientist prestige class.

XP Requirement: The Mad Scientist requires an additional 5000 XP per level in addition to the
standard XP/LV gain amount.

Bonus Invention Pointss: At each mad scientist level, the mad scientist adds this number of Invention
Pointss to their total limit.
Weapon and Armor Proficiencies: Mad scientists gain no new weapon or armor proficiencies.

Mad Arrogance: "In case you hadn't noticed, I'm an extremely arrogant man. I think all my plans will
work." Mad scientists are unique in their arrogance and sense of personal self importance. They
receive a +4 bonus to Will saves vs. compulsion spells and effects. However their fanatical devotion
to science incurs them a -4 penalty to all non-mad scientist NPC relations.

Lab Assistant: "Igooooor!" Every evil genius needs a lab assistant. They're the trusty fellows who heed
your every command. The mad scientist receives a cohort as if they had the Leadership feat. The
cohort's class levels (if any) are all in Expert.

Self-Experimentation: "I want to live. I want to experience the universe, and I want to eat pie." The
mad-scientist learns how to tap into the psyche, unleashing the power within. The mad scientist can
concoct a potion unique to his own genetic structure that gives the imbiber a permanent +4 bonus to
Intelligence and Charisma. This is an attempt to improve upon humanity (or Koboldamity, or
whatever the race). However there is a serious side-effect. A new, separate personality gains
awareness. Under any stressful situation (DM's discretion), the new personality attempts to take over.
Suppressing this new personality requires a Will save (DC 10 + 1 per previous attempt). Success
means the person has retained control of their self. Failure means the new personality takes over for
1d10 hours. The full effects of the subconscious ID is unleashed. The new personality has an
alignment of CE and behaves as such. Str and Con each increase by 4, but Wis decreases by 8
(minimum 1). At the end of the time of possession, the former personality manages to reassert
control. All future Will saves to resist possession start with a base DC 10. The character can willingly
give in to this new persona (automatically failing their Will save), but their alignment starts to shift
towards CE. The potion costs 20,000 gp worth of rare ingredients and takes 1 full day to concoct.
Sometimes finding the very ingredients themselves can be an adventure.

Life from Death: “Only angels and demons can raise the dead?... Bah, Humbug.”
The mad scientist is now experimenting with ways of bringing life to that which was formerly dead.
Using vast amounts of energy and materials, a MS can bring back to life any creature which has died
no longer than 1 day per level of the MS. The effects are similar in all ways to the raise dead spell
except that the recipient has no choice. The energy required to power the machinery necessary is
equivalent to that found in energy source III. Additionally, the procedure requires 500 gp of parts
and poultices, which can be purchased from any marketplace.

The Natural Order: “Imagination is the beginning of creation. You imagine what you desire, you will
what you imagine and at last you create what you will.” Not content with bringing life to dead flesh,
the mad scientist has moved on to finding new creations, new perfections. By studying the natural
world around him, the mad scientist seeks to build upon what nature has made. Using various
genetic manipulations, the mad scientist can make any creature into it's anthropomorphic equivalent
as found in the Savage Species book. The creature so created will be loyal to the mad scientist and
regard him as a parent. Materials needed: infant animal; 1,000 gp per HD and LA of the
anthropomorphic creature (ie a 2 HD creature with a +1 LA would require 3,000 gp in materials).
The new creature matures at the same rate the normal animal would, has the same lifespan, and is
capable of reproduction.

Unseen Worlds: "The most exciting phrase to hear in science, the one that heralds the most
discoveries, is not "Eureka!" but rather "That's funny..." The mad scientist continues on by delving into
the unseen world. The microscopic. Using selective growth patterns, cultures, and even manipulating
the very genes of these invisible organisms; he can now control the very function of cellular
organisms. Effectively, the mad scientist can create any disease listed in the DMG (except demon
fever, devil chills, and mummy rot) by spending 100 Invention Points. For every 50 points beyond
the initial 100 that he spends, he can increase the DC saving throw by 2 against these diseases. Each
creation only refers to 1 batch of disease-creating bacteria. And each batch is enough to infect 1
person, not counting any future spreading of the disease. By spending 200 additional Invention
Pointss, the mad scientist can make it race-specific. Thus a blinding sickness that only infects
centaurs, or mindfire that only affects dwarves. By spending 300 additional Invention Pointss, the
mad scientist can increase the ability damage of the disease by 1 die. Thus a 1d4 becomes 1d6, a 1d8
becomes 2d6, etc. By spending 10 additional Invention Pointss, the mad scientist can make those who
fail their saves go into murderous rages for the duration of the infection. By spending 50 Invention
Points, the mad scientist can create an antibiotic against 1 particular disease creation of his. The
antibiotic is enough to cure 1 person of the disease. By Spending 300 Invention points a mad
Scientist can create an antibiotic for any isease listed in the DMG (except demon fever, devil chills,
and mummy rot). The antibiotic is enough to cure 1 person of the disease.

God Complex: "Oh, yes, by the way he´s insane." At second level a mad scientist becomes completly
sure of his own superiority over all other sentient creatures. He indetifys himself as a supreame
beaing above the rules and laws of those below him. He gets a +10 bonus to Will saves VS
compulsion spells and effects. This is addition to the +4 bonus granted by mad obsession. However
this utter certainty in his own god-hood incures him a -10 penalty to all non-mad scientist NPC
relations in addition to the -4 granted by Mad Obsession. The Mad Scientist must now change his
alignment to any non-good chaotic.
Mind-Control Device: “Ideas are more powerful than guns. We would not let our enemies have
guns, why should we let them have ideas.” At 6th level a mad scientist can create a device that
controls the minds of others. Each device created costs 4,000 gp and can be used on one person.
Putting the mind-control device on a creature requires a melee touch attack that provokes an attack
of opportunity. If the touch attack is successful, the target must make a Will save (DC 10 + mad
scientist level + Int mod) or be completely subservient as per the dominate monster spell. Anyone
except for the mad scientist who attempts to remove the mind-control device must win a grapple
check and succeed in pinning the target.

Stargate: “Nothing travels faster than light, with the possible exception of bad news, which follows
its own rules” The mad scientist will travel anywhere and do everything to continue his studies. For
50,000 gp, the mad scientist can now construct a stationary portal that opens a gate to another
world. Initially no destination coordinates are known. But with each use the mad scientist can
thereafter know how to access that world. Non mad-scientists who attempt to operate the stargate
must succeed at an Intelligence check (DC 25). Failure results in a random world appearing (01-
75%), the stargate breaks (76-99%) or the stargate explodes (100%) pulling everyone in a 100-ft.
radius into a random world.

The DEVICE* "You destroyed three quarters of a solar system!" The Mad Scientist has now progressed
far enough in his crazy imaginings to create the ultimate weapon, or quite possibly the ultimate
source for unlimited renewable green energy. But the latter is rather unlikely. The DEVICE costs
500,000 GP and five years to build. Once it is complete it has the power to destroy all life on
whatever planet it has been built upon, turning the world into a lifeless rock, where not even a
microbe could survive. It is remotely possible that if the device were to be turned towards good it
could provide unlimited energy to the planet it was built upon, however it would require the original
Mad Scientist who built it to modify it to work towards that end.

*Actual rules for this device are to be left up to the DM who may decide to remove the ability and
replace it with another if he so chooses.
Skills

Skills mostly function as they do in D&D 3.5 although with a few changes. Several skills have been
added under other skills. The table below illustrates the alterations to the skills.

Table: Skills
Skills Encompassed Untrained Key Ability
Skill

Acrobatics Balance, Escape Artist, Tumble Yes Dex


Appraise Appraise Yes Int
Athletics Climb, Jump, Swim Yes Str
Awareness Listen, Search, Spot Yes Wis
Bluff Bluff Yes Cha
Concentration Concentration Yes Con
Craft Craft Yes Int
Decipher Script Decipher Script No Int
Diplomacy Diplomacy, Gather Information Yes Cha
Disable Device Disable Device, Open Lock No Int
Disguise Disguise Yes Cha
Grapple Grapple Yes Str
Handle Animal Handle Animal No Cha
Heal Heal Yes Wis
Initiative Initiative Yes Dex
Intimidate Intimidate Yes Cha
Knowledge Knowledge No Int
Legerdemain Forgery, Sleight of Hand No Int
Perform Perform No Cha
Profession Profession No Wis
Ride Ride Yes Dex
Sense Motive Sense Motive Yes Wis
Speak Language Speak Language No -
Spellcraft Spellcraft No Int
Skills Encompassed Untrained Key Ability
Skill

Stealth Hide, Move Silently Yes Dex


Survival Survival, Use Rope Yes Wis
Use Device Use Magic Device No Int

Upon taking the first level of a class, the player chooses a number of "skill sets" for that class. This
skill set determines the class skills for the class and cannot be changed at a later time.

All classes treat the Profession and Craft skills as a class skills, regardless of skill sets.

A character who receives a skill from more than one skill set (or as a bonus skill from their class)
receives a +1 bonus to each skill that appears in each skill set beyond the first that provides that skill.

For instance, a character who selects the Adventurer, Athlete, and Explorer skill sets will have the
following set of class skills: Acrobatics, Athletics, Awareness, Concentration, Decipher Script, Disable
Device, Heal, Knowledge (Dungeoneering), Knowledge (Geography), Ride, and Survival. He will also
receive a +1 bonus to his Awareness skill (for having it in both the Adventurer and Athlete skill sets).

Similarly, a rogue who selects the Cat-Burglar, Scout, Thief, and Trickster sets will have the following
set of class skills: Acrobatics, Athletics, Awareness, Disable Device, Disguise, Handle Animal
Legerdemain, Ride, Stealth, and Use Device. He will also receive a +2 bonus to Acrobatics checks (as
they appear in the Cat-Burglar, Scout, and Trickster sets), a +1 bonus to Disable Device checks (as
they appear in the Cat-Burglar and Thief sets), a +1 bonus to Disguise checks (as they appear in the
Thief and Trickster sets), and a +1 bonus to Stealth checks (as they appear in the Cat-Burglar and
Thief sets).

Skill Sets
Actor
Bluff, Disguise, Perform, Speak Language

Adventurer
Awareness, Heal, Ride, Survival

Artisan
Appraise, Craft, Perform, Use Device
Athlete
Acrobatics, Athletics, Awareness, Concentration

Bard
Bluff, Concentration, Diplomacy, Perform

Cat-Burglar
Acrobatics, Athletics, Disable Device, Stealth

Courtesan
Bluff, Diplomacy, Perform, Sense Motive

Delver
Awareness, Knowledge (Architecture and Engineering), Knowledge (Dungeoneering), Survival

Diplomat
Bluff, Diplomacy, Sense Motive, Speak Language

Drifter
Awareness, Bluff, Knowledge (Local)

Druid
Awareness, Handle Animal, Knowledge (Nature), Survival

Explorer
Decipher Script, Disable Device, Knowledge (Dungeoneering), Knowledge (Geography)

Farmer
Handle Animal, Heal, Knowledge (Nature), Survival

Guard
Awareness, Intimidate, Knowledge (Local), Sense Motive

Herbalist
Craft (Alchemy), Heal, Knowledge (Nature), Survival

Historian
Appraise, Decipher Script, Knowledge (History), Speak Language

Impersonator
Bluff, Disguise, Sense Motive, Speak Language

Inventor
Craft, Disable Device, Knowledge (Engineering), Appraise, Concentration, Search

Jester
Acrobatics, Knowledge (any two: History, Local, Nobility and Royalty), Perform

Knight
Handle Animal, Knowledge (History), Knowledge (Nobility and Royalty), Ride

Mage
Concentration, Knowledge (Arcana), Spellcraft, Use Device

Medic
Awareness, Concentration, Heal, Survival

Merchant
Appraise, Bluff, Diplomacy, Speak Language

Noble
Diplomacy, Intimidate, Knowledge (Nobility and Royalty), Speak Language

Pickpocket
Appraise, Bluff, Stealth

Priest
Concentration, Heal, Knowledge (Religion), Spellcraft

Proselytizer
Bluff, Diplomacy, Knowledge (Religion), Perform (Oratory)

Sage
Any four Knowledge skills

Scout
Acrobatics, Awareness, Handle Animal, Ride

Scribe
Decipher Script, Any two Knowledge skills

Socialite
Bluff, Diplomacy, Knowledge (Local), Sense Motive

Spy
, Disguise, Knowledge (Nobility and Royalty), Stealth

Thief
Disable Device, Disguise, Stealth

Thug
Appraise, Intimidate, Sense Motive, Stealth

Tinker
Craft, Disable Device, Knowledge (Architecture and Engineering), Use Device

Trainer
Handle Animal, Heal, Knowledge (Nature), Ride

Trapper
Awareness, Concentration, Craft, Knowledge (Nature), Survival

Trickster
Acrobatics, Disguise, Use Device
Warrior
Acrobatics, Athletics, Intimidate, Sense Motive
Feats

There are numerous new feats in the world of Eurd campaign setting, which should help represent
the possible choices in creating a character and show the player exactly how unique his character
really is.
Metamagic feats
Accumulate energy (Metamagic)
In the world of Eurd there exists a constant ebb and flow of magical energy that can be tapped into
to generate spells. A wizard with this feat has learned how to tap into this energy and can use it to
cast spells that he knows, passed the point of his daily spell limit.

In order to cast a spell a magic user must tap into the innate spring of energy in the 100ft area
around him.
Spell level Energy cost
0 5
1 10
2 15
3 20
4 25
5 30
6 40
7 50
8 60
9 75

Different areas of land have different amounts of magic energy as shown by the table below.
Wasteland and Normal are the two most frequent types of energy areas. Ley Line and Nexus are rare
and are usually closely guarded secrets or are controlled by the local powers that be. Ley Lines and
Nexuses are not detectable by normal means.
Wasteland: 1d20 standing mana pool recharges 1d5 daily
Normal: 1d100 standing pool recharges 1d20 daily

Ley Line: 2d100 standing pool recharges 4d20 daily


Nexus:5d100+100 standing mana pool 2d100+20 recharged daily

Detect inherent energy (Meta Magic)


A magic user has been trained in the art of sensing strong areas of magic and attuning himself to
those areas. When within one mile of a Nexus or 100ft of a Ley Line, a magic user may make an
automatic check to detect the magical energy. The Check is wisdom based.
WIS Modifier + caster level +d20 vs 10 + 5 (Ley line)/ +15 (Nexus).
Martial Artist feat list

Techniques are special moves that a character acquires as he advances in Technique Knowledge
levels, by purchasing the Martial Arts feat. Techniques are arranged by Technique level, from 1 to 5:
level 1 being the weakest Techniques, 5 being the most powerful.

Techniques may only be performed while a character wields a weapon with which he is proficient.

Though Techniques are non-magical abilities, they are subject the arcane spell failure chance for
any armour worn by the character. (You must have freedom of movement to use Techniques.)

Some Techniques have prerequisites. In order to acquire that Technique, you must have the abilities
listed.

You may expend a higher level Technique slot to acquire a lower level Technique.

The Techniques, listed by Technique level, are as follows;

Level 1 Techniques

Army of One:

While lightly armoured, you cannot be flanked.

Block:

Once per round, block an opponent’s attack.

Combination: Block and Grapple:

If you block an opponent, you can initiate a grapple.

Counter-throw:

If an opponent fails to throw you, you can throw him.

Defensive Stance +1:

You are trained to avoid an opponent’s attack.

Enhanced Disarm:

You have superior disarming ability.

Enhanced Escape:

You have superior grappling escape ability.


Enhanced Feint:

You have superior feinting ability.

Enhanced Grapple:

You have superior grappling ability.

Enhanced Push:

You have superior pushing ability.

Enhanced Throw:

You have superior throwing ability.

Enhanced Trip:

You have superior tripping ability.

Expert Disarm:

You can disarm an opponent with ease.

Grappling Expertise:

You are a trained wrestler.

Nerve Strike: Daze:

Strike an opponent’s pressure points and daze him.

Nerve Strike: Stun:

Strike an opponent’s pressure points and stun him.

Push:

Shove an opponent backwards a few steps.

Resist Feint:

It is difficult to trick you with a feint.

Roll with the Blow:

You can soften a blow by tumbling with its force.

Situational Awareness:

Your awareness of your surroundings protects you from surprise attacks.

Stable Footing:

It is hard to knock you off your feet.


Sweep:

You can easily trip opponents.

Level 2 Techniques

Bonus Attack of Opportunity:

You gain more attacks of opportunity than normal.

Break Weapon:

You may shatter an opponent’s weapon.

Combination: Block and Strike:

If you block an opponent, you can strike him.

Combination: Disarm and Grapple:

If you disarm an opponent, you may immediately grapple him.

Combination: Trip and Strike:

If you trip an opponent, you may immediately strike him.

Defensive Stance +2:

You have superior training in avoiding an opponent’s attack.

Extra Strike:

You get an extra attack in a round.

Grapple with Larger Weapons:

You are trained to grapple with larger weapons, such as the staff or spear.

Instant Stand:

You can stand up as a free action, usually by performing a flip kick or roll.

Iron Fist:

You inflict 1d6 damage in unarmed combat.

Lock:

You can grapple and immobilise an opponent’s limbs.

Nerve Strike: Blindness/Deafness:


Strike an opponent’s pressure points and blind or deafen him.

Nerve Strike: Disable Limb:

Strike an opponent’s pressure points and paralyse a limb.

Precise Nerve Strike: You rely on finesse rather than strength to deliver nerve strikes.

Resist Nerve Strike: You have trained your body to resist the effects of nerve strikes.

Throw:

You use leverage to hurl an opponent to the ground.

Level 3 Techniques

Block Projectile:

You can block a ranged attack that would otherwise hit you.

Combination: Disarm and Grapple:

If you disarm an opponent, you may immediately grapple him.

Combination: Disarm and Strike:

If you disarm an opponent, you may immediately strike him.

Combination: Grapple and Strike:

If you initiate a grapple against an opponent, you may immediately strike him.

Combination: Strike and Escape:

While grappling, if you damage your opponent, you may perform an escape.

Defensive Stance +3:

You have far superior training in avoiding an opponent’s attack.

Double Strike:

You can strike two adjacent opponents simultaneously.

Enhanced Strike:

You inflict more damage with a single weapon.

Flying Strike:

When charging, you leap, adding more force to your attack.


Improved Break Weapon:

You may shatter an opponent’s weapon of any size.

Nerve Strike: Pain:

Strike an opponent’s pressure points and cause intense, lingering pain.

Nerve Strike: Paralysis:

Strike an opponent’s pressure points and paralyse him.

Nerve Strike: Pleasure:

Strike an opponent’s pressure points and cause a lingering state of euphoria and bliss.

Overwhelming Force:

You can deliver powerful blows that push back your opponents.

Preparatory Stance:

You can enter a stance that prepares you for your next attack, almost like compressing a spring, so
that it will leap forward with great force.

Prone Fighting:

You can fight effectively while lying on the ground.

Resuscitation:

You can tap and massage a stricken person’s pressure points to reverse the effects of a Nerve Strike.

Reverse Hold:

You can reverse an opponent’s hold while grappling.

Level 4 Techniques

Blood Choke:

Perform a choke hold that cuts off the flow of blood to your target’s brain.

Catch Weapon:

If you block an opponent’s melee attack, you can grab his weapon and hold it immobile.

Defensive Stance +4:

You have penultimate training in avoiding an opponent’s attack.


Forceful Blow:

You deliver a powerful, focused strike that can knock down and stun an opponent.

Greater Throw:

You can hurl an opponent an extraordinary distance.

Ground and Pound:

While pinned or pinning, you can attack.

Improved Iron Fist:

You inflict 1d8 damage in unarmed combat.

Master Block:

You can block twice per round.

Nerve Strike: Ability Damage:

Strike an opponent’s pressure points and cause ability score damage.

Nerve Strike: Improved Paralysis:

Strike an opponent’s pressure points and more effectively paralyse him.

Nerve Strike: Sickness:

Strike an opponent’s pressure points and cause his body to flood itself with toxins.

Redirect Melee Attack:

If you block an attack, you can direct it at someone else.

Seeking Strike:

You can deliver a blow that cannot be blocked.

Sticky Touch:

You can lightly place your hand on an opponent and follow his movements in combat. This allows
you anticipate his actions, more easily avoiding his attacks and attacking him.

Level 5 Techniques

Catch Projectile:

You can block a ranged attack that would otherwise hit you and catch it.
Combination: Catch and Break Weapon:

If you catch your opponent’s weapon, you may immediately attempt to break it.

Combination: Catch Weapon and Throw Opponent:

If you catch your opponent’s weapon, you may immediately attempt to throw him.

Countermove:

If an opponent attacks you, they provoke an attack of opportunity.

Crushing Hold:

You can inflict tremendous damage while grappling an opponent.

Defensive Stance +5:

You have the ultimate training in avoiding an opponent’s attack.

Multitude of Blows:

You can deliver a barrage of attacks at a single opponent.

Nerve Strike: Instant Death:

Strike an opponent’s pressure points and kill him instantly.

Nerve Strike: Sleep:

Strike an opponent’s pressure points and render him comatose.

Transcendent Fist:

You inflict tremendous damage in unarmed combat.

Feat Descriptions

Acrobatic Fighting Style


Level: 1

Description: You have combined tumbling and martial arts into a unique defensive style, allowing
you to dodge blows with relative ease.

Prerequisite: Tumble rank 4+.

Benefit: You gain a +2 bonus to Tumble rolls, because acrobatic movements are incorporated into
your fighting style. Also, when you perform the total defense standard action or fight defensively, you
gain an additional +2 dodge bonus to AC.

To gain the benefits of this feat, your movement must be unrestricted. You must be wearing no or
light armor. If you suffer a movement penalty due to armor worn or items carried, you gain no
bonuses from this feat.

Army of One
Level: 1

Description: While lightly armored, you cannot be flanked.

Benefit: If you are wearing light or no armor, you cannot be flanked. This denies others the ability to
use flank attacks to sneak attack you. However, a rogue four or more levels higher than you can do
so.

Block
Level: 1

Description: You can block an attack that would otherwise hit you.

Benefit: Once per round, you can attempt to block a melee attack that would have normally hit you.
To do so, the following requirements must be met:

• You are not flat-footed, stunned, held, entangled, otherwise incapacitated or immobile, or in any
other situation that causes you to lose your Dexterity modifier to AC (if any).

• You are aware of the attack you with to block and can clearly perceive it. (It is not possible to block
attacks from invisible opponents or in total darkness, unless you have a special means of detect
the attack.)

If you meet the criteria, you perform a contested attack roll against your opponent. Both you and
your opponent use your full attack value for the roll. If you roll higher than your opponent and
higher than DC 15, the attack is blocked and you suffer no damage.

A critical hit increases the DC by +10.

Exception: If you have a special ability, such as Uncanny Dodge, that lets you retain your Dexterity
modifier to AC while flat-footed, then you may block while flat-footed.

You cannot block an opponent who is more than one size larger than you.
Block Projectile
Level: 3

Description: You can block a ranged attack that would otherwise hit you.

Prerequisite: Block.

Benefit: This technique improves your Block, allowing you to deflect a muscle or mechanically
propelled ranged attack. Hurled knives and axes, sling stones, arrows, crossbow bolts, and similar
projectiles may be blocked, but not firearm bullets, beams of energy, magic missiles, and the like.

When blocking a projectile, the DC of the roll increases by +5.

Blood Choke
Level: 4

Description: You can grapple an opponent and perform a choke hold that cuts off the flow of blood
to the brain. In a matter of seconds, your opponent is knocked unconscious and may even die.

Prerequisite: Grappling Expertise and Improved Unarmed Strike.

Benefit: While grappling, regardless of who initiated the grapple, you may perform an opposed
grapple check with a –4 penalty, as an attack. If you win the grapple, you initiate the blood choke
and inflict your normal unarmed damage on your opponent.

If you maintain the choke for an entire round, at the start of your next turn, you automatically inflict
your normal unarmed damage on your opponent, and your opponent must make Fortitude saving
throw against DC 10 + 1/3 your Martial Artist level + your Strength modifier. If your opponent fails
the saving throw, he is rendered comatose, completely helpless.

If your opponent makes the saving throw, he must perform the save again, each round you maintain
the choke.

Once your opponent is rendered helpless, you can continue to maintain the choke, automatically
delivering a Coup de Grace each round it is held.

If you release a helpless opponent, he awakens in one round.

Bonus Attack of Opportunity


Level: 2

Description: You gain more attacks of opportunity than normal.

Benefit: You gain one additional attack of opportunity per round.


Special: You may acquire this Technique several times. Each time you get it, you gain one additional
attack of opportunity per round.

Break Weapon
Level: 2

Description: You may shatter an opponent’s weapon.

Benefit: You can attempt to break an opponent’s weapon or shield without provoking an attack of
opportunity.

Catch Projectile
Level: 5

Description: You can block a ranged attack that would otherwise hit you and catch it.

Prerequisites: Block, Block Projectile, Catch Weapon, Combination (Block and Grapple), Expert
Disarm, Grappling Expertise, and Improved Unarmed Strike.

Benefit: When you block a projectile, you automatically catch it (if you desire) and may hurl the
projectile back at your attacker or another person as an attack of opportunity.

Catch Weapon
Level: 4

Description: If you block an opponent’s melee attack, you can grab his weapon and hold it immobile.
This is like the martial arts movie cliché of catching an opponent’s sword by clapping it between
your hands.

Prerequisites: Block, Combination (Block and Grapple), Expert Disarm, Grappling Expertise, and
Improved Unarmed Strike.

Description: To catch a weapon, you must first successfully block an opponent’s melee attack.

Your opponent and you make an opposed grapple check, using full attack value. If the weapon used
by your opponent and you are different sizes, the combatant with the larger weapon gains a +4
bonus on the opposed attack roll for each difference in size category.

If you lose this grapple check, you are automatically damaged by your opponent’s weapon. The
damage equals the weapon’s base damage with all bonuses inherent to the weapon. No damage
bonuses inherent to the wielder of the weapon are applied. For example, the wielder’s Strength and
specialization damage bonuses are not applied.

If you win the grapple check, you have caught your opponent’s weapon and immobilize it.
While the weapon is immobilised, neither your opponent nor you can move or threaten an area. You
both lose any Dexterity bonus to AC (if any) against foes not engaged in the weapon catch. You
cannot use the limbs or weapons that caught your opponent’s weapon for anything other than
holding your enemy’s weapon. Your opponent cannot attack with the caught weapon.

As a free action, either your opponent or you can release the caught weapon; this ends the weapon
catch. The person who releases the weapon provokes an attack of opportunity from the other person.

As an attack action, either your opponent or you may attempt to wrench the weapon from the other’s
grasp. This requires an opposed grapple check, using the weapon’s length modifiers mentioned
above. If the attacker wins the grapple check, the weapon is pulled free, and the weapon catch ends.

If you are unarmed and your opponent releases his weapon (willingly or unwillingly), you now have
control over the weapon. It is in your possession, and you may use it. Otherwise, the weapon falls to
the ground at your feet.

Combination: Block and Grapple


Level: 1

Description: If you block an opponent, you can initiate a grapple.

Prerequisite: Block, Grappling Expertise, and Improved Unarmed Strike.

Benefit: If you successfully block an opponent’s melee attack, you may immediately initiate a grapple
as an attack of opportunity.

Combination: Block and Strike


Level: 2

Description: If you block an opponent, you can strike him.

Prerequisite: Block.

Benefit: If you successfully block an opponent’s melee attack, you may immediately perform an
attack of opportunity.

Combination: Catch Weapon and Throw Opponent


Level: 5

Description: If you catch your opponent’s weapon, you may immediately attempt to throw him.

Prerequisite: Block, Combination (Block and Grapple), Expert Disarm, Grappling Expertise, Improved
Unarmed Strike, and Throw.

Description: If you successfully perform the Catch Weapon technique, you may attempt to throw
your opponent as an attack of opportunity.

Combination: Disarm and Grapple


Level: 3

Description: If you disarm an opponent, you may immediately grapple him.

Prerequisite: Expert Disarm, Grappling Expertise, and Improved Unarmed Strike.

Description: If you successfully disarm an opponent, you may initiate a grapple as an attack of
opportunity.

Combination: Disarm and Strike


Level: 3

Description: If you disarm an opponent, you may immediately strike him.

Prerequisite: Expert Disarm.

Description: If you successfully disarm an opponent, you may perform a standard attack as an attack
of opportunity.

Combination: Grapple and Strike

Level: 3

Description: If you initiate a grapple against an opponent, you may immediately strike him.

Prerequisite: Grappling Expertise and Improved Unarmed Strike.

Description: If you successfully initiate a grapple against an opponent, you may perform a standard
attack as an attack of opportunity.

Combination: Strike and Escape


Level: 3

Description: While grappling, if you damage your opponent, you may perform an escape.

Prerequisite: Grappling Expertise and Improved Unarmed Strike.

Description: While grappling (regardless of who started the grapple), if you succeed in a standard
melee attack against your opponent or an opposed grapple check as an attack to damage your
opponent, you may immediately perform an escape as an attack of opportunity.

Combination: Trip and Strike


Level: 2
Description: If you trip an opponent, you may immediately strike him.

Prerequisite: Grappling Expertise and Improved Unarmed Strike.

Description: If you successfully trip or Sweep an opponent, you may – as an attack of opportunity –
perform a standard melee attack against that opponent.

Countermove
Level: 5

Description: If an opponent attacks you, they provoke an attack of opportunity.

Prerequisite: Block and Combination: Block and Strike.

Benefit: Whenever anyone attacks you with a melee weapon (whether or not the attack hits or
misses), they provoke an attack of opportunity from you.

You may countermove only while wearing no or light armour. You may not countermove while flat-
footed.

Counter-throw
Level: 1

Description: If an opponent fails to throw you, you can throw him.

Prerequisite: Grappling Expertise, Improved Unarmed Strike, and Throw.

Description: If an enemy initiates a throw against you and fails to throw you, you may perform a
throw against your enemy as an attack of opportunity.

Crushing Hold
Level: 5

Description: You can inflict tremendous damage while grappling an opponent.

Prerequisite: Grappling Expertise, Improved Unarmed Strike, and Lock.

Benefit: You inflict 1d12 damage when you perform a grapple check to inflict damage on an
opponent.

Defensive Stance +1
Level: 1

Description: You are trained to avoid an opponent’s attack.


Benefit: You gain a +1 stackable dodge bonus to AC. Any condition that causes you to lose your
Dexterity bonus to AC, also causes you to lose your dodge bonus.

If suffer a movement penalty due to armour worn or items carried, you lose the benefit of this
Technique.

Defensive Stance +2
Level: 2

Description: You have superior training in avoiding an opponent’s attack.

Prerequisite: Defensive Stance +1.

Benefit: You gain a +2 stackable dodge bonus to AC. Any condition that causes you to lose your
Dexterity bonus to AC, also causes you to lose your dodge bonus.

If suffer a movement penalty due to armour worn or items carried, you lose the benefit of this
Technique.

Note:

This Technique replaces the dodge bonus of all lesser Defensive Stances.

Defensive Stance +3
Level: 3

Description: You have far superior training in avoiding an opponent’s attack.

Prerequisite: Defensive Stance +1 and Defensive Stance +2.

Benefit: You gain a +3 stackable dodge bonus to AC. Any condition that causes you to lose your
Dexterity bonus to AC, also causes you to lose your dodge bonus.

If suffer a movement penalty due to armour worn or items carried, you lose the benefit of this
Technique.

Note: This Technique replaces the dodge bonus of all lesser Defensive Stances.

Defensive Stance +4
Level: 4

Description: You have penultimate training in avoiding an opponent’s attack.

Prerequisite: Defensive Stance +1, Defensive Stance +2, and Defensive Stance +3.

Benefit: You gain a +4 stackable dodge bonus to AC. Any condition that causes you to lose your
Dexterity bonus to AC, also causes you to lose your dodge bonus.
If suffer a movement penalty due to armour worn or items carried, you lose the benefit of this
Technique.

Note: This Technique replaces the dodge bonus of all lesser Defensive Stances.

Defensive Stance +5
Level: 5

Description: You have the ultimate training in avoiding an opponent’s attack.

Prerequisite: Defensive Stance +1, Defensive Stance +2, Defensive Stance +3, and Defensive Stance +4.

Benefit: You gain a +5 stackable dodge bonus to AC. Any condition that causes you to lose your
Dexterity bonus to AC, also causes you to lose your dodge bonus.

If suffer a movement penalty due to armour worn or items carried, you lose the benefit of this
Technique.

Note: This Technique replaces the dodge bonus of all lesser Defensive Stances.

Double Strike
Level: 3

Description: You can strike two adjacent opponents simultaneously.

Benefit: As a full attack action, you may strike two adjacent opponents at the same time, such as
leaping into the air and performing a split kick. You use your full attack bonus for both attacks, but
you may perform no other attacks that round and only get a 5 foot step for movement.

Enhanced Disarm
Level: 1

Description: You have superior disarming ability.

Benefit: You gain a +4 bonus to opposed attack rolls for determining the success of a disarm attempt.

Enhanced Feint
Level: 1

Description: You have superior feinting ability.

Prerequisite: Bluff rank 4+.

Benefit: You gain a +4 bonus on Bluff checks for purposes of feinting, only.
Enhanced Escape
Level: 1

Description: You have superior grappling escape ability.

Benefit: You gain a +4 bonus to grapple checks for the purpose of escaping, only.

Enhanced Grapple
Level: 1

Description: You have superior grappling ability.

Benefit: You gain a +4 bonus on grapple checks to initiate and maintain a grapple, lock, or pin. The
bonus does not apply to escaping a grapple, lock, or pin.

Enhanced Push
Level: 1

Description: You have superior pushing ability.

Prerequisite: Push.

Benefit: You gain a +4 bonus to Strength checks when you perform a Push or bull’s rush.

Enhanced Strike
Level: 3

Description: You inflict more damage with a single weapon.

Benefit: Choose one weapon with which you are proficient. Whenever you use this weapon, the
damage dice is increased by one step (e.g., from 1d8 to 1d10).

Enhanced Strike may only be applied to a weapon, not unarmed damage.

Special: You may acquire this Technique several times. Each time, it applies to a different weapon.

Enhanced Throw
Level: 1

Description: You have superior throwing ability.

Prerequisite: Throw.

Benefit: You gain a +4 bonus on grapple checks to resolve a throw.


Enhanced Trip
Level: 1

Description: You have superior tripping ability.

Benefit: You gain a +4 bonus on Strength checks for purposes of tripping or sweeping an opponent.

Expert Disarm
Level: 1

Description: You can disarm an opponent with ease.

Benefit: You can disarm an opponent without provoking an attack of opportunity.

Extra Strike
Level: 2

Description: You get an extra attack in a round.

Benefit: The extra attack uses your highest base Attack bonus, but this attack and every other attack
made during the round of the Extra Strike suffers a –2 penalty. For example, if you can normally
make two attacks in a round at +8/+3, you can use Extra Strike to perform three attacks at +6/+6/+1.

Flying Strike
Level: 3

Description: When charging, you leap, adding more force to your attack.

Prerequisite: Jump 8+.

Benefit: When charging, perform a Jump check v. DC 12. If the check is successful, you leap as part
of the attack and smash into your opponent with tremendous force, inflicting double damage.

Forceful Blow
Level: 4

Description: You deliver a powerful, focused strike that can knock down and stun an opponent.

Benefit: A Forceful Blow is a full round action.

You perform a normal attack roll. If the attack hits, it inflicts double normal damage, and your target
must perform a Fortitude save v. DC 10 + ½ your Martial Artist level + your Strength modifier. If the
save is failed, the target is stunned for one round.

Your target must also make a Reflex save v. DC 10 + your Martial Artist level + Strength modifier. If
this save is failed, your target is knocked prone.
Grapple with Larger Weapons
Level: 2

Description: You are trained to grapple with larger weapons, such as the staff or spear.

Prerequisite: Grappling Expertise and Improved Unarmed Strike.

Benefit: You may use any weapon to perform grappling manoeuvres.

Grappling Expertise
Level: 1

Description: You are a trained wrestler.

Prerequisite: Improved Unarmed Strike.

Benefit: You can initiate a grapple or throw without provoking an attack of opportunity from your
target. You lose the benefit of this Technique if you wear medium or heavy armour.

Greater Throw
Level: 4

Description: You can hurl an opponent an extraordinary distance.

Prerequisite: Grappling Expertise, Improved Unarmed Strike, and Throw.

Benefit: A greater throw is an attack action, but it is the only attack you can perform in a round, even
if you normally have multiple attacks due to a high base attack bonus and the like.

The mechanics of this Manoeuvre are the same as those for a throw. The difference is that your
target is hurled 5 feet + 1 foot for every point you beat him on the grapple check. Your target suffers
damage equal to your standard unarmed damage and also suffers falling damage equal to the
distance he was thrown.

Ground and Pound


Level: 4

Description: While pinned or pinning, you can attack.

Prerequisite: Grappling Expertise and Improved Unarmed Strike.

Benefit: While you are pinned or pinning an opponent, you can attack normally with a light weapon.
You cannot perform attacks that require a wide range of movement, like a Forceful Blow or Flying
Strike, but you can Nerve Strike or even Throw your target. (A Throw is an effective means of ending
a pin.)

You can Ground and Pound only while wearing light or no armour.

Improved Break Weapon


Level: 3

Description: You may shatter an opponent’s weapon of any size.

Prerequisite: Break Weapon.

Benefit: You can attempt to break an opponent’s weapon or shield without provoking an attack of
opportunity. Also, you may break a weapon of any size.

Improved Iron Fist


Level: 4

Description: You have powerful unarmed attacks.

Prerequisite: Iron Fist and Improved Unarmed Strike.

Benefit: Your base unarmed damage is 1d8.

Instant Stand
Level: 2

Description: You can stand up as a free action, usually by performing a flip kick or roll.

Prerequisite: Tumble rank 4+.

Benefit: You can stand up as a free action. You must wear no or light armour to gain the benefit of
this technique.

Iron Fist
Level: 2

Description: You have superior unarmed attacks.

Prerequisite: Improved Unarmed Strike.

Benefit: Your base unarmed damage is 1d6.

Lock
Level: 2

Description: You can grapple and immobilise an opponent’s limbs.


Prerequisite: Grappling Expertise and Improved Unarmed Strike.

Benefit: While grappling (regardless of who started the grapple), you can make an opposed grapple
check with a -4 penalty as an attack. If you win, you inflict your standard grappling damage and
immobilise one of your opponent's limbs for each limb you are willing to have immobilised yourself.
(For instance, you could choose to immobilise both of your opponent's arms by sacrificing an arm
and a leg.) Your opponent's limbs are immobilised until he performs a successful escape.

Master Block
Level: 4

Description: You can block twice per round.

Prerequisite: Block.

Benefit: You can block twice per round.

Multitude of Blows
Level: 5

Description: You can deliver a barrage of attacks at a single opponent.

Benefit: Multitude of blows counts as a full attack action:

It is the only attack you can perform in a round, and you only get a 5 foot step for movement.

When you perform a multitude of blows, roll your full attack bonus against your opponent’s AC. If
the attack hits, you inflict normal damage. Furthermore, for every five points you roll above your
opponent’s AC, you hit him one additional time.

Any damage modifiers for sneak attacks, critical hits, and the like apply to the first attack, only. All
additional hits inflict normal damage.

Nerve Strike: Ability Damage


Level: 4

Description: Strike an opponent’s pressure points and cause ability score damage.

Prerequisite: Nerve Strike: Daze, Nerve Strike: Pain, Nerve Strike: Paralysis, and Nerve Strike: Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage,
your target must perform a Fortitude saving throw v. DC 10 + 1/3 your Martial Artist level + your
Strength bonus. If your target fails the save, he suffers 1d4 points of temporary ability damage. The
ability affected is chosen before the attack is made.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.

You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.

Nerve Strike: Daze


Level: 1

Description: Strike an opponent’s pressure points and daze him.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

The dazing nerve strike imposes a –2 penalty to your Attack roll. If it hits, in addition to normal
damage, your target must perform a Fortitude saving throw v. DC 10 + ½ your Martial Artist level +
your Strength bonus. If your target fails the save, he is dazed for one round.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.

You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.

Nerve Strike: Blindness/Deafness


Level: 2

Description: Strike an opponent’s pressure points and blind or deafen him.

Prerequisite: Nerve Strike: Daze and Nerve Strike: Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage,
your target must perform a Fortitude saving throw v. DC 10 + 1/3 your Martial Artist level + your
Strength bonus. If your target fails the save, he is blinded or deafened (chosen at the time of the
attack) for 2d6 rounds.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.

Nerve Strike: Disable Limb


Level: 2

Description: Strike an opponent’s pressure points and paralyse a limb.

Prerequisite: Nerve Strike: Daze and Nerve Strike: Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage,
your target must perform a Fortitude saving throw v. DC 10 + 1/2 your Martial Artist level + your
Strength bonus. If your target fails the save, one of his limbs (chosen at the time of the attack)

is disabled for 2d6 minutes. (If the limb holds an item, that item is dropped.)

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.

You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.

Nerve Strike: Improved Paralysis


Level: 4

Description: Strike an opponent’s pressure points and potently paralyse him.

Prerequisite: Nerve Strike: Daze, Nerve Strike: Disable Limb, Nerve Strike: Paralysis, and Nerve Strike:
Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –6 penalty to your Attack roll. If it hits, in addition to normal damage,
your target must perform a Fortitude saving throw v. DC 10 + 1/2 your Martial Artist level + your
Strength bonus. If your target fails the save, he is paralysed for 1d6 rounds.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.
Nerve Strike: Instant Death
Level: 5

Description: Strike an opponent’s pressure points and kill him instantly.

Prerequisite: Nerve Strike: Ability Damage, Nerve Strike: Daze, Nerve Strike: Improved Paralysis,
Nerve Strike: Pain, Nerve Strike: Paralysis, Nerve Strike: Sickness, Nerve Strike: Sleep, and Nerve
Strike: Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –8 penalty to your Attack roll. If the strike hits, it inflicts normal damage,
and your target must perform a Fortitude saving throw v. DC 10 + 1/5 your Martial Artist level +
your Strength bonus. If the save is failed, your target dies, instantly.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.

You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.

Nerve Strike: Pain


Level: 3

Description: Strike an opponent’s pressure points and cause intense, lingering pain.

Prerequisite: Nerve Strike: Daze and Nerve Strike: Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage,
your target must perform a Fortitude saving throw v. DC 10 + 1/3 your Martial Artist level + your
Strength bonus. If your target fails the save, he is stunned for one round and suffers intense pain for
1d4 rounds after that. The pain imposes a –2 penalty to Dexterity and a –4 penalty to all attack rolls,
ability checks, and skill checks. To

perform any action that requires concentration while suffering pain, the target must make a
Concentration check v. DC 15.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.
You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.

Nerve Strike: Pleasure


Level: 3

Description: Strike an opponent’s pressure points and cause a lingering state of euphoria and bliss.

Prerequisite: Nerve Strike: Daze, Nerve Strike: Pain, and Nerve Strike: Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage,
your target must perform a Fortitude saving throw v. DC 10 + 1/3 your Martial Artist level + your
Strength bonus. If your target fails the save, he is blissfully stunned for one round and in a euphoric
state for 1d4 rounds. The euphoria imposes a –2 penalty to Dexterity, Intelligence, and Wisdom,
along with a –4 penalty to all attack rolls, ability checks, and skill checks. To perform any action that
requires concentration while in this state, the target must make a Concentration check v. DC 15.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.

You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.

Nerve Strike: Paralysis


Level: 3

Description: Strike an opponent’s pressure points and paralyse him.

Prerequisite: Nerve Strike: Daze, Nerve Strike: Disable Limb, and Nerve Strike: Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal damage,
your target must perform a Fortitude saving throw v. DC 10 + 1/4 your Martial Artist level + your
Strength bonus. If your target fails the save, he is paralysed for 1d6 rounds.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.

You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.
Nerve Strike: Sickness
Level: 4

Description: Strike an opponent’s pressure points and cause his body to flood itself with toxins.
Within a few hours, the victim begins bleeding internally and shaking uncontrollably. This worsens
until he dies from total organ failure.

Prerequisite: Nerve Strike: Ability Damage, Nerve Strike: Daze, Nerve Strike: Pain, Nerve Strike:
Paralysis, and Nerve Strike: Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –6 penalty to your Attack roll. If the strike hits, it inflicts normal damage.
Furthermore, the effects of the strike imitate a disease with a one day incubation period and a DC of
10 + 1/3 your Martial Artist level + your Strength modifier. The “disease” causes 1d4 Constitution
and 1d4 Dexterity damage on a daily basis, slowly and painfully killing your target from the inside
out.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.

You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.

Nerve Strike: Sleep


Level: 5

Description: Strike an opponent’s pressure points and render him comatose.

Prerequisite: Nerve Strike: Daze, Nerve Strike: Disable Limb, Nerve Strike: Improved Paralysis, Nerve
Strike: Paralysis, and Nerve Strike: Stun.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

This nerve strike imposes a –6 penalty to your Attack roll. If it hits, in addition to normal damage,
your target must perform a Fortitude saving throw v. DC 10 + 1/4 your Martial Artist level + your
Strength bonus. If your target fails the save, he is immediately rendered comatose, completely
helpless, until awakened or 1d8 hours have passed.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.

Nerve Strike: Stun


Level: 1

Description: Strike an opponent’s pressure points and stun him.

Prerequisite: Nerve Strike: Daze.

Benefit: A nerve strike is an attack action. When you perform a nerve strike, you may only perform
one attack that round, regardless of how many you would normally receive.

The stunning nerve strike imposes a –4 penalty to your Attack roll. If it hits, in addition to normal
damage, your target must perform a Fortitude saving throw v. DC 10 + ½ your Martial Artist level +
your Strength bonus. If your target fails the save, he is stunned for one round.

Constructs, oozes, plants, undead, incorporeal creatures, creatures without a nervous system, and
creatures immune to critical hits cannot be affected by a nerve strike.

You cannot perform a nerve strike on concealed, invisible, blurred, or similarly obscured targets, nor
may you perform a nerve strike while blinded or in total darkness.

Overwhelming Force
Level: 3

Description: You can deliver powerful blows that push back your opponents.

Prerequisite: Push.

Benefit: If your attack inflicts more damage than one-half of your target’s current Hit Points, then
you automatically push that opponent backwards 5 feet, in a straight line.

You can choose not to push back an opponent.

Preparatory Stance
Level: 3

Description: You can enter a stance that prepares you for your next attack, almost like compressing a
spring, so that it will leap forward with great force.

Benefit: A Preparatory Stance is a full round action.

By performing a Preparatory Stance, you situate yourself in the best position to strike your opponent
and build tension in your muscles to attack with great force. Your next attack after performing the
Preparatory Stance gains a +2 bonus to attack, a +4 bonus to damage, and +2 to its critical threat
range.

If you deliver multiple attacks in the round after a Preparatory Stance, only the first attack gains the
bonus.

To benefit of Preparatory Stance lasts one round, until your first attack.

Push
Level: 1

Description: Shove an opponent backwards a few steps.

Benefit: A push is an attack action. If you have multiple attacks per round, you can perform multiple
pushes (or mix pushes with your normal attacks).

To push an opponent, you perform a melee touch attack.

If the attack hits, you and your opponent make an opposed Strength check. Add +4 to the check for
each size category a character is above Medium-size. Penalise the check by –4 for each size category
a character is smaller than Medium-size. If a creature has more than two legs, add a +4 stability
bonus to its check.

If you win the check, your opponent is move 5 feet backwards, in a straight line.

Precise Nerve Strike


Level: 2

Description: You rely on finesse rather than strength to deliver nerve strikes.

Prerequisite: Nerve Strike: Daze.

Benefit: Substitute your Dexterity for Strength when determining the DC of your nerve strikes.

Prone Fighting
Level: 3

Description: You can fight effectively while lying on the ground.

Prerequisite: Tumble rank 4+.

Benefit: When prone, you do not suffer a -4 penalty to your attack rolls, nor do opponents
attempting to strike you with a melee weapon gain +4 to their attack rolls. You can move at your
normal speed by "slithering" on your back or front, but you cannot perform a double move or run all
out.
You only gain the benefit of this feat while wearing no armour. You lose all benefits of this feat if you
suffer a movement penalty due to armour worn or items carried.

Redirect Melee Attack


Level: 4

Description: If you block an attack, you can direct it at someone else.

Prerequisite: Block.

Benefit: If you successfully block a melee attack, you may, as an immediate free action, redirect that
attack at an adjacent target, even the person who attacked you. Use your full attack bonus with a –4
penalty for the redirection. If the redirected attack hits, it inflicts your opponent’s normal damage.

Resist Feint
Level: 1

Description: It is difficult to trick you with a feint.

Benefit: You gain a +4 bonus on Sense Motive checks to oppose a feint.

Resist Nerve Strike


Level: 2

Description: You have trained your body to resist the effects of nerve strikes.

Benefit: You gain a +2 bonus on all saving throws against Nerve Strike techniques. This bonus also
applies to Stunning Fist and similar monk abilities.

Special: You may acquire this Technique multiple times. Each time, it grants you an additional +2
bonus.

Resuscitation
Level: 3

Description: You can tap and massage a stricken person’s pressure points to reverse the effects of a
Nerve Strike.

Prerequisite: Heal rank 4+ and Nerve Strike: Stun.

Benefit: With a full round action, you can attempt to undo the secondary effects of a Nerve Strike on
a single person. This is similar to the Aid Other action.

To do so, you roll 1d20 + your Martial Arts level + your Wisdom modifier against the DC of the
Nerve Strike. If you succeed, the Nerve Strike’s effect, such as sickness, stun, daze, or sleep, is negated.
The victim does not recover lost Hit Points.

Reverse Hold
Level: 3

Description: You can reverse an opponent’s hold while grappling.

Benefit: Grappling Expertise and Improved Unarmed Strike.

Special: If you successfully escape from a pin, hold, or lock, you may attempt, as an attack of
opportunity, a pin, hold, or lock against the person you just escaped.

Roll with the Blow


Level: 1

Description: You can soften a blow by tumbling with its force.

Prerequisite: Tumble rank 4+.

Benefit: Once per round, you can attempt to roll with a melee or ranged attack that would have
normally hit you. To do so, the following requirements must be met:

• You are not flat-footed, stunned, held, entangled, otherwise incapacitated or immobile, or in any
other situation that causes you to lose your Dexterity modifier to AC (if any).

• You are aware of the attack you with to block and can clearly perceive it. (It is not possible to roll
with attacks from invisible opponents or in total darkness, unless you have a special means of
detect the attack.)

If you meet the criteria, you perform Tumble check opposed by your attacker’s attack roll (use his
full attack value). If you win the opposed check, you suffer half damage from the attack.

Exception:

If you have a special ability, such as Uncanny Dodge, that lets you retain your Dexterity modifier to
AC while flat-footed, then you may roll while flat-footed.

Seeking Strike
Level: 4

Description: You can deliver a blow that cannot be blocked.

Benefit: Your opponents cannot block a seeking strike, nor can they roll with the blow.
A seeking strike is an attack action. However, regardless of how many attacks you have per round,
you only get one attack during the round you perform a seeking strike.

Situational Awareness
Level: 1

Description: Your awareness of your surroundings protects you from surprise attacks.

Benefit: While wearing light or no armour, you retain your Dexterity bonus to AC (if any) even if
caught flat-footed or struck by an invisible opponent. If immobilised, you lose the benefit of this
Technique.

Stable Footing
Level: 1

Description: It is hard to knock you off your feet.

Benefit: You add a bonus of +4 to any rolls to resist being knocked down or pushed around, such as
the opposed checks for a trip, throw, push, sweep, or bull rush.

Sticky Touch
Level: 4

Description: You can lightly place your hand on an opponent and follow his movements in combat.
This allows you anticipate his actions, more easily avoiding his attacks and attacking him.

Prerequisite: Grappling Expertise and Improved Unarmed Strike.

Benefit: To initiate a Sticky Touch, you must have at least one free hand (i.e., no weapon, shield, or
other item in that hand). You cannot suffer any movement penalties due to armour worn or items
carried.

As a standard action, you perform a melee touch attack against your opponent. If the attack hits, you
and your opponent perform a grapple check. If you win the grapple check, you have established the
Sticky Touch. You gain a +2 bonus to AC and Attack rolls against the target of the Sticky Touch. You
have this bonus as long as you can maintain the Sticky Touch. The only ways to break the touch is for
you to voluntarily end it, your target to move away from you in a manner that you cannot follow, or
you become incapacitated.

If your target moves, you automatically move with him, up to the limits of your movement ability.
Should your target move in a way you cannot follow — such as jumping an extremely long distance
or teleportation — contact is broken, and the Sticky Touch ends. If your target moves farther than
your movement rate, the Sticky Touch is broken.
If you move, other than automatically following your target, the Sticky Touch ends.

If you perform an action that restricts your movement rate, such as performing a Full Attack Action
and limiting yourself to a 5’ step, then it is likely that your target can easily outdistance you and
break the Sticky Touch.

While maintaining a Sticky Touch, you and your opponent threaten no areas.

Sweep
Level: 1

Description: You can easily trip opponents.

Benefit: A sweep functions like a trip attempt. However, if you fail your Strength check to trip your
target, your target does not get an attempt to trip you in return.

Throw
Level: 2

Description: You use leverage to hurl an opponent to the ground.

Benefit: The mechanics of a Throw are similar to grappling. There are three steps in the process:

Step 1 – Close with Target:

You must close with your target and enter his occupied square. This provokes an attack of
opportunity from your target. If that attack of opportunity deals damage, you fail to initiate the
throw.

Step 2 – Grab your Target:

You perform a melee touch attack to grab your target and start the throw. If you miss, you cannot
throw your target.

Step 3 – Throw your Target:

If the melee touch attack succeeds, you and your target make an opposed grapple check. If you win
the check, you throw your target 5’ in whatever direction you choose, inflicting you standard
unarmed damage to your target and knocking him prone.

Limitation:

You may only throw an opponent who is one size category larger than you, the same size, or smaller.

If you throw using a weapon, the damage inflicted equals your unarmed damage, not the damage of
your weapon.
Transcendent Fist
Level: 5

Description: You inflict tremendous damage in unarmed combat.

Prerequisite: Iron Fist, Improved Iron Fist, and Improved Unarmed Strike.

Benefit: Your base unarmed damage is 1d10.


Character Roleplaying

Roleplaying a character in the D&D world of Eurd campaign setting is a hard bit of work. It's
substantially more then simply creating a buffed up character and killing monsters. It's a storytelling
game of epic proportions where your characters must face and overcome terrifying odds, solve
impossible puzzles, ends wars, and change the very future of civilization.

The World of Eurd campaign setting has been designed so that strategy, smart playing and actual
'roleplaying' bring you to the top much faster then simply lopping off the goblins head. (Not that
there isn't plenty of lopping involved, it's just that it has been moved to the back burner).

There are of course the basic details of your character. These help you flesh out the image of the
character in your own mind and in the minds of others. Many players will draw a picture of their
character, or possibly another player in the group or even the DM will offer to make other players
images of their characters. Other times players will go out and find actual images, or pre-drawn
pictures and use them for their character. Most of the time however all anyone has to go on is their
own imaginations and whatever is put down on the character sheet. These details are extremely
important in the world and must not be neglected. Make sure to take the time to really flesh out your
characters appearance. If you want attach an extra piece of paper to your character sheet with a
fully detailed description, (And remember to make the DMs life easy and print it legibly).

These are only a few aspects of the character however. Alignment is another major one. What your
character does in the world, his outlook on life, his motivations, and his manner or relating to other
characters and NPC in the world, all of these effect a characters alignment. Which is represented by
the chart to the right:

As you can see a


character has several
possible alignment
choices and can shift
from one alignment to
another depending
upon how he or she
acts in the world.
In the world of Eurd concepts of 'good' and 'evil' are no longer simply concepts but actual facts of life
which can be the deciding factor in a characters role in the world.
Of course alignment is ever shifting based upon a characters actions, but depending upon the sort of
campaign a DM is running he may decide that any action taken effects alignment, or that a
character can simply not do anything that conflicts with his chosen alignment. This decision is
usually left up to the DM who will likely inform the players of the restrictions or lack there of at the
beginning of a campaign.
For the most part however alignment is not a pair of handcuffs for a character. A Druid is bound by
certain ethical laws but he can be extremely evil at the same time. A Cleric might not agree with his
church in the best way to quarantine a town infected with a deadly and fast moving plague and
might take it upon himself to kill ever single person in the town in order to save the nearby city. A
man might be a psychopathic cannibalistic murder who finds that he has a soft spot for a pursuing
officer of the law. Alignment is usually shifting and based upon other aspects of a characters life.
*It is more then simply slapping on the Lawful good tag and saying, "there, all done."*

SHS and the dangers thereof:


Super Hero Syndrome, which is abbreviated as SHS, is common problem among D&D players who
have only had access to videos games or who have only played the more combat oriented, 'kick in the
door' styles of D&D. One of the great temptations for such players is to create super characters.
While this is not true of every player, all the time, the desire for power above everything else afflicts
all players at one time or another.
Many players see their characters as nothing more then a simple collection of numbers that affects
game systems. They don't think of their characters as personalities to be developed. Players like this
want to 'win' the game somehow. These players are missing out not only on the point of D&D but on
a whole lot of fun as well.

Cooperation is a key element of the roleplaying. in any group of player characters, everyone has
strengths to contribute and weaknesses to overcome. This is the basis for the adventuring party -
even a small group with sufficiently diverse talents can accomplish deeds far greater then its size
would indicate.
Now, throw in a character who is an army by himself. He doesn't need the other characters, except
perhaps as cannon fodder or bearers to carry his loot. He doesn't need allies. His presence alone
destroys one of the most fundamental aspects of the game - Cooperation.

At the other extreme from the SHS is the Hopeless Character Syndrome, or HCS. With this sort of
character the player is convinced that his new character has a fatal flaw that guarantees a quick and
ugly death at the hands of some imaginary foe. In reality, few, if any, characters are truly hopeless.
Certainly ability scores have an effect on the game, but they are not the overwhelming factor in a
characters success or failure - far more important is the cleverness and ingenuity the player brings
to playing the character.

Back-story, The life behind the scenes:

Now even with everything we have discussed so far when you look at your character you will
undoubtedly notice there are still many unanswered questions: who were the character's parents?
Are they still alive? Does the character have brothers and sisters? Where was he born? Does he have
any notable enemies? Are his parents wealthy or are they poor? Does he have a family home? Is he
an outcast? Is he civilized and cultured, or barbaric and primitive? In short, just how does this
character fit into the campaign?

A carefully worked out background can do more then just provide emotional satisfaction. it can also
provide motivation for the characters to undertake certain adventures. A Character might have
parents to avenge, long lost siblings to track down, a name to clear, or even a long lost love to
recapture. Background can be used to build sub-plots within the overall framework of the campaign,
enriching character descriptions and interactions. Some DMs might even choose to reward
extremely well thought out back-stories with additional weapons, money, or fame.

Remember though that a character's background is a role-playing tool. It provides you with more
information about your character , more beginning personality on which to build. It should
complement the campaign and spur it forward. Background details should stay there - in the
background. What your characters are doing now and will do in the future may be influenced by the
past but they are still more important then what happened in the past.

Religion:

"Gods prefer simple, vicious games, where you Do Not Achieve Transcendence but Go Straight To
Oblivion; a key to the understanding of all religion is that a god's idea of amusement is Snakes and
Ladders with greased rungs." - Terry Pratchett

Religion in Eurd is a funny business. The gods do not walk the earth and there is no physical
evidence that such supreme beings exist, aside from the fact that priests and clerics say they do and
have the 'holy' fireballs to back up their claims. But are those fireballs really divine in nature or are
they simply another aspect of hard training and inherent talent?
The various religions on Eurd all focus on the belief that there are great gods somewhere in the sky
who watch their followers and guide them through the twisted maze of life. The obvious deviations
of this are the Dwarves: Who believe that their gods reside below the earth, and the world wide cult
known as the Druids who believe that all magic and 'divine' power alike come from nature.

The humans in Eurd are the most faithful followers of religion and have served many gods over the
years. In recent times however, (the last 2000 years), the human race has been steadily converted to
the religion appropriately named, 'ALL'. The Religion of ALL, (Pronounced Auool), is practiced in
almost any place where there are human beings. The other races practice their own religions as well,
but none of them have the fervent belief of the humans, or the human need to dominate the religious
belief systems of all the other races of Eurd.

Still the most powerful religion is ALL and it is the base religion this book uses to decide things like
domain spells for clerics. If you, (the player), wish to choose a race specific deity you may do so
providing your DM agrees.

The pantheon of ALL:


God Title Domains
Hari God of Fire Fire, Glory, Might, Sun, Wealth
Lieri Goddess of Passion and Fury Courage, Glory, Life, Madness, Weather
Syimara Goddess of Bliss and Happiness Healing, Luck, Star, Travel, Water
Eyri Goddess of Discord Fear, Hex, Luck, Madness, Trickery
Tormed God of Technology Creation, Knowledge, Protection, War, Wealth

U'oldu God of Wisdom Animal, Earth, Knowledge, Travel, Wealth


Forjjir Tiger-God of the Hunt Animal, Courage, Glory, Might, Trickery
Lojir God of Justice Cold, Courage, Fate, Healing, Protection
Karumor Tree-God of Nature's Wrath Air, Earth, Fire, Plant, Water
Luyi Goddess of Light Air, Darkness, Moon, Star, Sun
Seminuop God of Magic Creation, Knowledge, Magic, Star, Undeath
Porec God of Weather and Agriculture Air, Plant, Sun, Time, Weather
Jarista Wolf-Goddess of Beasts Animal, Fear, Healing, Moon, Storm
Rashgetja Fae Goddess of Winter Cold, Hex, Storm, Trickery, Weather
Sajet'ke God of Time Death, Fate, Life, Madness, Time
Sellisiav Goddess of Life and Reincarnation Death, Fate, Healing, Life, Protection
Race specific religions:

Byran is the true father of the Dwarves, but his brothers Hurack and Faridder are also included as
the ancestral Dwarven pantheon.
Byran Father of wisdom Knowledge, Travel, Wealth, Luck, Creation, Fire

Hurack God of the wild and war Animal, Water, Courage, Cold, Plant, Glory, Weather, Storm, Might

Faridder God of chaos and law Madness, Air, Cold, Sun

Illyn Goddess of death Fate, Death, Darkness, Magic, Hex,

Deadref God of time Trickery, Fear, Moon

Gosrim God of life and stone Earth, Life, Healing, Protection, Star

Elbinia and Ferles are the fair couple and parents of the elven race. Jeswhen, Ipanna, and Yassiri also
make up the elven pantheon.

Elbinia Goddess of life Knowledge, Travel, Wealth, Luck, Creation, Fire, Life

Ferles God of power Animal, Water, Cold, Plant, Glory, Weather, Storm, Might

Jeswhen God of chaos and law Madness, Air, Cold, Sun, Earth, Healing,

Ipanna Goddess of death and life Fate, Death, Darkness, Protection, Fear, Courage,

Yassiri God of time and magic Trickery, Moon, Star, Magic, Hex,

Halflings worship the god and goddess Peiron and Jessila, as the father and mother gods of creation
and love.

Peiron God of creation Knowledge, Travel, Wealth, Luck, Creation, Fire, Life, Animal, Water, Cold, Plant, Glory,
Weather, Storm, Might, Fate, Death, Darkness, Protection, Fear, Courage.

Jessila Goddess of love Madness, Air, Cold, Sun, Earth, Healing, Trickery, Moon, Star, Magic, Hex,
Aging Effects
Race Adulthood Middle Age 1 Old Age 2 Venerable 3 Maximum Age
Bringers 15 years 35 years 60 years 70 years +2d8 years
Dark Elves 25 years 60 years 90 years 120 years +2d10 years
Dwarves 40 years 125 years 200 years 250 years +2d100 years
Elves 100 years 350 years 500 years 750 years +3d100 years
Halflings 30 years 60 years 90 years 120 years +5d20 years
Humans 18 years 40 years 70 years 80 years +2d20 years
Kobolds 14 years 30 years 55 years 70 years +2d10 years

1 At middle age, -1 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
2 At old age, -3 to Str, Con, and Dex; +3 to Int, Wis, and Cha.
3 At venerable age, -4 to Str, Con, and Dex; +4 to Int, Wis, and Cha.

Table: Random Height and Weight


Race Base Height Height Modifier Base Weight Weight Modifier
Bringer, Male 6'2" +2d4" 85 lb. x (2d4) lb.
Bringer, Female 5'9" +2d4" 75 lb. x (2d4) lb.
Dark Elf, Male 5'11" +2d10" 110 lb. x (2d4) lb.
Dark Elf, Female 5'6" +2d10" 80 lb. x (2d4) lb.
Dwarf, Male 3'9" +2d4" 130 lb. x (2d6) lb.
Dwarf, Female 3'5" +2d4" 100 lb. x (2d6) lb.
Elf 5'9" +2d6" 85 lb. x (1d6) lb.
Halfling, Male 2'8" +2d4" 30 lb. x (1d4) lb.
Halfling, Female 2'5" +2d4" 25 lb. x (1d4) lb.
Human, Male 6'0" +2d10" 120 lb. x (2d4) lb.
Human, Female 5'8" +2d10" 85 lb. x (2d4) lb.
Kobold, Male 5'4" +2d6" 160 lb. x (2d8) lb.
Kobold, Female 5'0" +2d6" 130 lb. x (2d8) lb.
Equipment

Currency:

Monetary systems aren't always based on coins. many different forms of exchange are to be had. This
is especially true in Eurd where the two major opposing empires, (Trall and Ishaln), are waging a
constant battle of monetary superiority.

Trallian currency is primary based around coinage, with coins ranging in value depending upon
what sort of metal was made to use the coin and what sort of stamp was used to mint the coin.
The Ishalnian currency however consists of paper money forming the large part of the system, with
coins only being considered 'small change'.

Trallian Currency:
(Unless otherwise noted it takes 10 of any coin to crate the same value of the next coin)

The Rubel The Maske The Denobli The Brishilm The Finchini

The Hyu The Ripi The Urud The Crown


Ishalnian Currency:
(Unless otherwise noted it takes 10 of any coin or dollar to crate the same value of the next coin or
dollar)

The Mark The Falk The Fin The Godo

The Fariner The Bismark

The Ishaln ten stock note, (Worth Ten Bismark).


Exchange rates and Goods
Magic, Spells and Psyonics... Oh my.

LEVEL 1
• Attraction:A Subject has an attraction you specify.
• Bolt:A You create a few enhanced short-lived bolts, or arrows.
• Call to Mind: Gain additional Knowledge check with +4 competence bonus.
• Catfall:A Instantly save yourself from a fall.
• Control Flames:A Take control of nearby open flame.
• Control Light: Adjust ambient light levels.
• Deceleration:A Target’s speed is halved.
• Know Direction and Location: You discover where you are and what direction you face.

LEVEL 2
• Biofeedback:A Gain damage reduction 2/–.
• Body Equilibrium: You can walk on nonsolid surfaces.
• Concussion Blast:A Deal 1d6 force damage to target.
• Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
• Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
• Energy Adaptation, Specified:A Gain resistance 10 against one energy type.
• Sense Link:A You sense what the subject senses (single sense).
• Share Pain: Willing subject takes some of your damage
• Sustenance: Go without food and water for one day.
• Tongues, Psionic: You can communicate with intelligent creatures.

LEVEL 3
• Body Adjustment:A You heal 1d12 damage.
• Danger Sense:A You gain +4 bonus against traps.
• Darkvision, Psionic: See 60 ft. in total darkness.
• Eradicate Invisibility:A Negate invisibility in 50-ft. burst.
• Keen Edge, Psionic: Doubles normal weapon’s threat range.
• Touchsight:A Your telekinetic field tells you where everything is.
• Ubiquitous Vision: You have all-around vision.

LEVEL 4
• Detect Remote Viewing: You know when others spy on you remotely.
• Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
• Psychic Reformation:XSubject can choose skills, feats, and powers anew for previous levels.
• Adapt Body: Your body automatically adapts to hostile environments.
• Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an
area.

LEVEL 5
• Plane Shift, Psionic: Travel to other planes.
• Retrieve:A Teleport to your hand an item you can see.
• Suspend Life: Put yourself in a state akin to suspended animation.
• Phase Door, Psionic: Invisible passage through wood or stone.

First level powers

Attraction

Telepathy (Charm) [Mind-Affecting]


Level: Hunter 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You plant a compelling attraction in the mind of the subject. The attraction can be toward a
particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or
find the object of its implanted attraction. For the purpose of this power, “reasonable” means that,
while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only
when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still
recognize danger but will not flee unless the threat is immediate. If you make the subject feel an
attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen
to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make
involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).

Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and
the bonus on interaction checks increases by 1.

Bolt

Metacreativity (Creation)
Level: Hunter 1
Display: Material
Manifesting Time: 1 standard action
Range: 0 ft.
A normal bolt, arrow, or sling
Target:
bullet
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 1
You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which
dissipate into their constituent ectoplasmic particles when the duration ends or after being fired.
Ammunition you create has a +1 enhancement bonus on attack rolls and damage rolls.

Augment: For every 3 additional power points you spend, this power improves the ammunition’s
enhancement bonus on attack rolls and damage rolls by 1.

Call to Mind

Telepathy [Mind-Affecting]
Level: Hunter 1
Display: Mental
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible
to you.

On a failed Knowledge check, you can manifest this power to gain a new check with a +4
competence bonus. If successful, you instantly recall what was previously buried in your
subconscious.

Catfall

Psychoportation
Level: Hunter 1
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Until landing or 1 round/ level
Power Points: 1
You recover instantly from a fall and can absorb some damage from falling. You land on your feet no
matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is.
This power affects you and anything you carry or hold (up to your maximum load). You can
manifest this power with an instant thought, quickly enough to gain the benefit of the power while
you fall. Manifesting the power is an immediate action, like manifesting a quickened power, and it
counts toward the normal limit of one quickened power per round. You can manifest this power
even when it isn’t your turn.

Augment: For every additional power point you spend, this power reduces your damage as if the fall
were an additional 10 feet shorter.

Control Flames

Psychokinesis [Fire]
Level: Hunter 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
One nonmagical fire source; see
Area:
text
Duration: Concentration, up to 1 min./level
Saving Throw: See text
Power Resistance: No
Power Points: 1
You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source
can be controlled if it is equal to or smaller than the maximum size of fire you can control according
to your manifester level, as noted on the accompanying table. You can freely switch control between
fire sources, or change the nature of your control, while you maintain concentration, but only one
specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire
source in a round. When your control over a fire source lapses, that fire immediately returns to its
original state (or goes out if it has no fuel or has been moved away from its original location). With
this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even
dousing a controlled flame with water does not put it out (though completely submerging the flame
would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex
saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept
burning by the use of control flames, then the DC of the Reflex save needed to put out the flames
increases to 25.

This power also enables you to make a fire move as if it were a living creature. You can animate only
a naturally burning fire; if you attempt to animate one that has been increased or decreased in size
by your augmentation of this power, the fire immediately returns to its original size. An animated
fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as
soon as your control over it lapses.

An animated fire can enter any square, even if a creature already occupies it. If an animated fire
enters a square occupied by a creature, that creature can make a Reflex save to get out of the way
(DC 11 + the number of dice of damage the fire does + your Int modifier if you are a psion or your
Cha modifier if you are a wilder). A successful Reflex save moves the creature to the nearest
unoccupied square. The flames deal the indicated damage to any creature that is either on fire or
surrounded by the flames (in the fire’s space); see the accompanying table).

At the start of your turn, the animated fire deals damage to any creature in its space, and the creature
catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of
damage each round. Additional rounds in the same space as the animated fire occupies mean
additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a
saving throw each round to negate each fire. It is possible to switch control from the animated fire
(causing it to disappear) to intensify flames that are already burning (thus denying the foe Reflex
saves after the first).

Control Flames

Maximum Damage
Manifester Level Fire Size Example Space
per Round
1st–2nd Fine Tindertwig 1 1 foot square
3rd–4th Diminutive Torch 1d3 1 foot square
5th–6th Tiny Small campfire 1d6 1 foot square
7th–8th Small Large campfire 2d6 1 foot square
9th–10th Medium Forge 3d6 1 foot square
11th–12th Large Bonfire 4d6 2-by-2-foot square
13th–14th Huge Burning shack 5d6 3-by-3-foot square
15th–16th Gargantuan Burning tavern 6d6 4-by-4-foot square
17th or higher Colossal Burning inn 7d6 5-by-5-foot square
Augment: You can augment this power in one or both of the following ways.

1. For every 2 additional power points you spend, you can increase the size of a fire you want to
control by one step, up to the maximum size of fire you can control according to your manifester
level.

2. For every 2 additional power points you spend, you can decrease the size of a fire you want to
control by one step. You can reduce a Tiny or smaller fire to nothing, extinguishing it.

Control Light

Psychokinesis [Light]
Level: Hunter 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Nine 10-ft. cubes + three 10-ft. cubes/level
Concentration, up to 1 min./level, or 1 round; see
Duration:
text
Saving Throw: None
Power Resistance: No
Power Points: 1
By manipulating the ambient light level, you can decrease or increase the illumination of an area.
The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring
immediately when you manifest this power). You can alter the level of illumination from its original
level at any time during the power’s duration.

Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as
much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of
creatures that depend on light to see declines accordingly.If you decrease the ambient light in an
area by 100%, even those with lowlight vision are unable to see within the affected area. For each
25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on
Hide checks (to a maximum of +4 when all the light is gone).

Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as
much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend
on light to see improves accordingly.

You can use this power to increase the illumination of an area by 200% (improving visual abilities
accordingly), but in such a case the power’s duration is only 1 round.

Deceleration

Psychoportation
Level: Hunter 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
One Medium or smaller
Target:
creature
Duration: 1 min./level
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 1
You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in
any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the
subject does not further decrease its speed.

Augment: For every 2 additional power points you spend, this power can affect a target one size
category larger.

Know Direction and Location

Clairsentience
Level: Hunter 1
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1
You generally know where you are. This power is useful to characters who end up at unfamiliar
destinations after teleporting, using a gate, or traveling to or from other planes of existence. The
power reveals general information about your location as a feeling or presentiment. The information
is usually no more detailed than a summary that locates you according to a prominent local or
regional site. Using this power also tells you what direction you are facing.

Using this power prior to making a Knowledge (the planes) check with astral caravan grants a +2
bonus on the check.
Level 2 Powers

Biofeedback

Psychometabolism
Level: Hunter 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Psion/Wilder 3, Psychic Warrior
Power Points:
1
You can toughen your body against wounds, lessening their impact. During the duration of this
power, you gain damage reduction 2/–.

Augment: For every 3 additional power points you spend, your damage reduction increases by 1.

Body Equilibrium

Psychometabolism
Level: Hunter 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 3
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on.
Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through
(this effect does not confer any resistance to particularly sticky webs). You can move at your normal
speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through.

If you fall from any height while using this power, damage from the impact is halved.

Concussion Blast

Psychokinesis [Force]
Level: Hunter 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 3
A subject you select is pummeled with telekinetic force for 1d6 points of force damage. You can
choose to have the power deal an equal amount of nonlethal damage instead. Concussion blast
always affects a subject within range that you can see, even if the subject is in melee or has cover or
concealment (you cannot use this power against creatures with total cover or total concealment).

Nonmagical, unattended objects (including doors, walls, locks, and so on) may also be damaged by
this power.

Augment: You can augment this power in one or both of the following ways.

1. For every 2 additional power points you spend, this power’s damage increases by 1d6 points.

2. For every 2 additional power points you spend, this power can affect an additional target. Any
additional target cannot be more than 15 feet from another target of the power.
Detect Hostile Intent

Telepathy [Mind-Affecting]
Level: Hunter 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: 30 ft.
30-ft.-radius emanation centered on
Area:
you
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3
While the duration of this power lasts, you become aware of the presence of any creatures with
hostile intent within 30 feet of you, and their direction from you (but not their specific location). The
power detects active aggression, as opposed to vigilance. In addition, while this power is active you
cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers.

While under the effect of this power, you can make Sense Motive checks as a free action against
anyone within 30 feet of you.

The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6
feet of wood or dirt blocks it.

Elfsight

Psychometabolism
Level: Hunter 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Psion/Wilder 3, Psychic Warrior
Power Points:
1
You gain low-light vision (as an elf ) for the duration of the power, as well as a +2 bonus on Search
and Spot checks.
In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of
one, getting to make a Search check as if you were actively looking for it.

If elfsight is used in conjunction with my light, the cone of light extends out to 40 feet instead of 20
feet.

Energy Adaptation, Specified

Psychometabolism [see text]


Level: Hunter 2
Power Points: 3
As energy adaptation, except you must choose one type of energy to which you gain resistance when
this power is manifested.

This power’s subtype is the same as the type of damage it protects against.

Augment: If you spend 4 additional power points, you can manifest this power as an immediate
action.

Sense Link

Telepathy [Mind-Affecting]
Level: Hunter 2
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing creature
Concentration, up to
Duration:
1min./level
Power Points: 1
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one
sense is linked, and you cannot switch between senses with the same manifestation.

You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the
subject’s field of view. You lose your Dexterity bonus to AC while directly sensing what the subject
senses.
Once sense link is manifested, the link persists even if the subject moves out of the range of the
original manifestation (but the link does not work across planes). You do not control the subject, nor
can you communicate with it by means of this power.

The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you
the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you
linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked
creature functions as an independent sensory organ, and provides you the benefit of the linked sense
from its perspective while this power’s duration lasts.

Augment: You can augment this power in one or both of the following ways.

1. If you spend 2 additional power points, you can have the subject perceive one of your senses
instead of the other way around.

2. If you spend 4 additional power points, you can link to a second sense of the same subject.

Share Pain

Psychometabolism
Level: Hunter 2
Display: Material and mental
Manifesting Time: 1 standard action
Range: Touch
You and one willing creature, or two willing creatures; see
Targets:
text
Duration: 1 hour/level (D)
Power Points: 3
This power creates a psychometabolic connection between you and a willing subject so that some of
your wounds are transferred to the subject. You take half damage from all attacks that deal hit point
damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken
by the subject. If your hit points are reduced by a lowered Constitution score, that reduction is not
shared with the subject because it is not a form of hit point damage. When this power ends,
subsequent damage is no longer divided between the subject and you, but damage already shared is
not reassigned.

If you and the subject move farther away from each other than close range, the power ends.

You can manifest this power on two willing subjects, one of which you designate to share its damage
with the other.

Sustenance

Psychometabolism
Level: Hunter 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3
You can go without food and water for one day. Each time you manifest this power, your body
manufactures sufficient solid and liquid nourishment to satisfy your needs for that time.

Tongues, Psionic

Telepathy [Mind-Affecting]
Level: Hunter 2
Display: None
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 3
As the tongues spell, except as noted here. This power does not enable you to speak with creatures
immune to mind-affecting powers.

Third level Powers


Body Adjustment

Psychometabolism (Healing)
Level: Hunter 3
Display: Auditory and material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Psion/Wilder 5, Psychic Warrior
Power Points:
3
You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual,
when regular damage is healed, an equal amount of nonlethal damage is also healed.

Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points
of damage.

Darkvision, Psionic

Clairsentience
Level: Hunter 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Psion/Wilder 5, Psychic Warrior
Power Points:
3
As the darkvision spell, except as noted here.

Eradicate Invisibility

Psychokinesis
Level: Hunter 3
Display: Visual
Manifesting Time: 1 standard action
Range: 50 ft.
You and all invisible creatures and objects in a 50-ft.-radius burst centered on
Targets:
you
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 5
You radiate a psychokinetic burst that disrupts and negates all types of invisibility (though this
power can’t negate the effect of cloud mind). Any creature that fails its save to avoid the effect loses
its invisibility.

Creatures that are naturally invisible, such as an invisible stalker, are revealed as a dim outline for 1
round (until the beginning of your next turn) and do not have total concealment during this period.

Augment: For every additional power point you spend, this power’s range and the radius of the burst
in which it functions both increase by 5 feet.

Keen Edge, Psionic

Metacreativity
Level: Hunter 3
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
One weapon or fifty projectiles, all of which must be in contact with each other at
Targets:
the time of manifestation
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 5
As the keen edge spell, except as noted here.

Touchsight
Psychometabolism
Level: Hunter 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)
Power Points: 5
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings
even in total darkness or when your sight would otherwise be obscured by your physical
environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility,
darkness, and concealment, though you must have line of effect to a creature or an object to discern
it. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all
creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn
with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed
creatures.

Augment: For every 2 additional power points you spend, the radius of your touchsight field
increases by 10 feet.

Ubiquitous Vision

Clairsentience
Level: Hunter 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 5
You have metaphoric “eyes in the back of your head,” and on the sides and top as well, granting you
benefits in specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect
view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their
attack rolls, and rogues are denied their sneak attack ability because you do not lose your Dexterity
bonus (but they may still sneak attack you if you are caught flat-footed). Your Spot and Search
checks gain a +4 enhancement bonus. Concurrently, you take a –4 penalty on saves against all gaze
attacks during the power’s duration.

Fourth level Powers

Detect Remote Viewing

Clairsentience
Level: Hunter 4
Display: Mental and visual
Manifesting Time: 1 standard action
Range: 40 ft.
40-ft.-radius emanation centered on
Area:
you
Duration: 24 hours
Saving Throw: None
Power Resistance: No
Power Points: 7
You immediately become aware of any attempt to observe you by means of a clairsentience (scrying)
power or divination (scrying) spell. The power’s effect radiates from you and moves as you move.
You know the location of every psionic or magical sensor within the power’s area.

If the viewing attempt originates within the area, you also know the viewer’s location. Otherwise,
you and the remote viewer immediately make opposed manifester level checks (1d20 + manifester
level, or viewer’s caster level as appropriate). If you at least match the remote viewer’s result, you get
a visual image of the remote viewer and an accurate sense of the remote viewer’s direction and
distance from you.

Freedom of Movement, Psionic

Psychoportation
Level: Hunter 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 7
As the freedom of movement spell, except as noted here.

Psychic Reformation

Telepathy [Mind-Affecting]
Level: Hunter 4
Display: Auditory, mental, and visual
Manifesting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7, XP; see text
When this power is manifested, the subject can choose to spend its most recently gained skill points
differently (picking new skills and abandoning old ones if it chooses) and to choose a different feat
from the one it selected when advancing from its previous level to its current level.

The subject can also choose to forget powers it acquired when advancing to its current level,
replacing them with new ones.

The subject can undo decisions of these sorts that were made at lower levels, if both the subject and
the manifester agree to pay the necessary XP before this power is manifested (see below). The subject
must abide by the standard rules for selecting skills and feats, and so it cannot take feats for which it
doesn’t qualify or take crossclass skills as class skills.

XP Cost: This power costs 50 XP to manifest to reformat choices made when the character reached
her current level. For each additional previous level into which the revision reaches, the power costs
an additional 50 XP. The manifester and subject split all XP costs evenly.

Adapt Body

Psychometabolism
Level: Hunter 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 9
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely
hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native
to that environment. You can breathe and move (though penalties to movement and attacks, if any
for a particular environment, remain), and you take no damage simply from being in that
environment. You need not specify what environment you are adapting to when you manifest this
power; simply activate it, and your body will instantly adapt to any hostile environment as needed
throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity.
Any environmental feature that normally directly deals 1 or more dice of damage per round deals
you only half the usual amount of damage.

Ectoplasmic Shambler

Metacreativity (Creation)
Level: Hunter 4
Display: Auditory, material, and olfactory; see text
Manifesting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
One ectoplasmic manifestation of a size equal to ten 10-ft. cubes
Target:
(S)
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 9
You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic
shambler. You can direct the shambler as a free action. It has a speed of 10 feet. It can completely
surround objects (and opponents) over which it is manifested or onto which it moves, because it has
the consistency of thick mist. The vision of those within the shambler is limited to 5 feet, and
manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence
felt by those caught in the shambler’s form.

Creatures enveloped by the shambler, regardless of Armor Class, take 1 point of damage for every
two manifester levels you have in each round they become or remain within the roiling turbulence
of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 +
power’s or spell’s level) to successfully manifest a power or cast a spell inside the shambler.

A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet
during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5
feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels
increases its speed to 15 feet.

Fifth Level Powers

Plane Shift, Psionic

Psychoportation
Level: Hunter 5
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Willing creature touched, or up to eight willing creatures joining
Targets:
hands
Duration: Instantaneous
Power Points: 9
As the plane shift spell, except as noted here.

Retrieve

Psychoportation (Teleportation)
Level: Hunter 5
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One object you can hold or carry in one hand, weighing up to 10
lb./level
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 11
You automatically teleport an item you can see within range directly to your hand. If the object is in
the possession of an opponent, it comes to your hand if your opponent fails a Will save.

Augment: For every additional power point you spend, the weight limit of the target increases by 10
pounds.

Suspend Life

Psychometabolism
Level: Hunter 5
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent unless ended or dismissed; see text
Power Points: 11
You can place yourself into a trance so deep that you are almost in suspended animation. Even
powers that detect life or thought are incapable of determining that you are alive.

While you are suspended, you are aware of your surroundings. You feel the passage of one day for
every year that actually passes. Though on a slower schedule, you grow hungry after a “day” without
food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as
appropriate.

If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by
a successful use of dispel psionics. If you choose to dismiss the power, your trance ends 10 rounds
later.

Phase Door, Psionic


Psychoportation
Level: Hunter 5
Display: Visual
Manifesting Time: 1 standard action
Range: 0 ft.
Ethereal 5-ft. by 8-ft. opening, 10 ft. deep + 5 ft. deep per three
Target:
levels
Duration: One usage per two levels
Saving Throw: None
Power Resistance: No
Power Points: 13
As the phase door spell, except as noted here. This power is subject to dispel psionics.
Technology

Technology in Eurd is in an every changing state of Flux. Most if not all technological advances come
from trall who's entire society is based on technology. On the other hand there is an extreme absence
of technology on Ishaln where Magic reigns supreme.

It is apparent to many scholars that in the olden days part of what led to the downfall of the first race
of man was technology, the opposition however argues that without Technology the Drow would
have certainty defeated The Humans at the start.

The issue of course can never be truly resolved unless those who stand with magic and those who
stand with technology can find some way of living in symbiosis. Unless that happens it seems
apparent that the two ideologies are sure to go to war with each-other before the end of the century.
The Machinist Inventions and Modifications list:

(Any modification created by a Mechanist that enhances an ability score above 18 can only be worn
for 1 day/ week or the risk of degenerative neural or muscular damage becomes extremely high)

*multiple applications within 24 hours provide no additional benefit

Equipment Modifications:

Automated Grappling Hook


Cost: 6 pts. Benefit: Can launch a grappling hook 50 ft. vertically into the air. Requires
compartmentalization. Skill Requirements: Craft (Blacksmithing) 4 ranks. Improve: 5 ft/+15 pts, +5
ranks

Barbed Caltrops
Cost: 2 pts (see caltrops description). Benefit: The caltrops are multi-barbed, created with the
purpose of making it hard to remove them. When caltrops are removed (from the foot of the person
who stepped on them) they deal 1 point of damage in addition to normal effects. Skill Requirements:
Craft (Armorer) 4 ranks. Improve: +1 pt. damage/+20 pts., +5 ranks

Chemical Sealant
Cost: 11 pts. Benefit: The object has acid resistance 5. Skill Requirements: Craft (Alchemy) 7 ranks.
Improve: +5 resist/30 pts., + 5 ranks

Fire-Proofing
Cost: 3 pts. Benefit: Especially esteemed among wizards, fire-retardant materials are used so that the
object has fire resistance 5. Skill Requirements: Craft (Alchemy) 5 ranks. Improve: +5 resist/30 pts. +
5 ranks

Flameless Lamp
Cost: 15 pts Benefit: This lamp doesn't produce any flame. Stops the cows from burning down the
house! Requires an energy source. Skill Requirements: Craft (Blacksmithing) 7 ranks

Folding Tent
Cost: 12 pts. Benefit: Neatly folds into a compact size within only 5 rounds. Skill Requirements:
Craft (Blacksmithing) 6 ranks, Craft (Weaving) 2 ranks. Improve: -1 round/+8 pts., + 5 ranks (min 1
round)

Getaway Shoes
Cost: 10 pts. Benefit: +25 to a single jump check. Then, before any further movement, shoes must
either be removed or reset. Reseting requires five minutes. The enhanced jump these shoes allow
does not insure a safe landing however. (may take falling damage) Skill Requirements: Craft
(Cobbling) 4 ranks, Craft (Blacksmithing) 6 ranks. Improve: +5 check/+10 pts., + 3 ranks

Modified Caltrops
Cost: 7 points. Benefit: The caltrops are given tiny triangular pointed tips. They effectively have the
wounding ability but the duration is only 5 rounds (after which bleeding manages to stop). Skill
Requirements: Craft (Blacksmithing) 6 ranks. Improve: +1 round duration/ + 20 pts., + 4 ranks

Oil Trap Shoes


Cost: 2 pts Benefit: Allows the wearer to soak a 5ft x 5ft area with slippery oils. Anyone in or passing
through the affected area must make a Reflex save (DC 13) or fall. Skill Requirements: Craft
(Alchemy) 2 ranks, Craft (Cobbling) 2 ranks, Craft (Blacksmithing) 2 ranks. Improve: +1 DC/+5 pts.,
+ 3 ranks

Padded Boots
Cost: 1 pt. Benefit: Add +1 bonus to Move Silently checks. Also increases AC vs. caltrops by 1. Skill
Requirements: Craft (Cobbling) 4 ranks. Improve: +1 check, +1 AC/5 pts., +5 ranks

Pontoon Shoes
Cost: 21 pts. Benefit: By pressing a "button" (like the old "pump" shoes) on the shoes, chemicals stored
inside the shoes cause a rapid release of a non-toxic gas. This causes "balloons" built into the shoes to
inflate, causing the shoes to appear MUCH larger than normal. This will allow the wearer to "walk
on water" for 10 minutes, after which the balloons deflate. This modification can be placed upon the
same pair of shoes afterwards for one-half the normal cost. Skill Requirements: Craft (Alchemy) 6
ranks, Craft (Cobbling) 5 ranks. Improve: +5 minutes/+20 pts., +3 ranks

Refined Metal Materials


Cost: 11 pts. Benefit: Metal Items such as chains and manacles are made more resilient. Chain now
has a hardness of 13 and 7 hit points. Chain can be burst with a Strength check (DC 30). The DC
for bursting manacles increases by 2. The DC to open refined locks is increased by 2. Skill
Requirements: Craft (Blacksmithing) 5 ranks. Improve: +2 hardness, hp, and +1 DC/+30 pts., + 5
ranks

Refined Non-metal Materials


Cost: 2 pts. Benefit: Strands with the tensile strength of spider silk, helps to add 1 hp to rope and
rope-based materials. The DC to burst the rope is increased by 1, and Escape Artist check DCs are
increased by 2. Skill Requirements: Craft (Weaving) 4 ranks. Improve: +1hp, +1 DC/20 pts., +5
ranks

Retracting/Extending Ladder
Cost: 18 pts. Benefit: Mechanically folds into an item the size of a small baton. Can extend to its full
10-ft. height with the push of a button. Skill Requirements: Craft (Blacksmithing) 7 ranks. Improve:
+5 ft./30 pts., +5 ranks

Retracting/Extending Pole
Cost: 10 pts. Benefit: Retracts to the size of a baton. Extends to its normal 10-ft. length.
Interlocking hooks help to keep it in place. Skill Requirements: Craft (Blacksmithing) 4 ranks.
Improve: +5 ft./15 pts., + 5 ranks

Self-Starter Fire Kit


Cost: 2 pts. Benefit: The flint and steel are constructed together so that by pulling back the switch
the flint strikes the steel. Guaranteed to start a fire on the first try or your money back. Skill
Requirements: Craft (Blacksmithing) 2 ranks

Slow-burn Candle
Cost: 1 pt. (for 10) Benefit: Prized by many scholars and mages, a slow-burn candle lasts for five
hours. Skill Requirements: Craft (Alchemy) 1 rank. Improve: +2 hours/+4 pts., +2 ranks

Slow-burn Lantern
Cost: 7 pts. Benefit: Prized by explorers, these lanterns burn the same amount of oil, but the duration
is 24 hours. Skill Requirements: Craft (Alchemy) 3 ranks, Craft (Blacksmithing) 2 ranks. Improve:
+3 hours/+10 pts. +4 ranks

Slow-burn Torch
Cost: 6 pts. (for 10) Benefit: Increases the duration of a standard torch to 10 hours. Skill
Requirements: Craft (Alchemy) 2 ranks. Improve: +3 hours/+5 pts., +3 ranks

Speed Shoes
Cost: 11 pts. Benefit: +5 ft. to movement Skill Requirements: Craft (Cobbling) 6 ranks. Improve: +5
ft./+40 pts., + 6 ranks

Water-Proofing
Cost: 2 pts. Benefit: The item is waterproof and will generally last 1 week of immersion before
needing replacement. Skill Requirements: Craft (Alchemy) 4 ranks. Improve:[/b] + 1 week/+5 pts.,
+4 ranks

New Equipment

Accelerate Healing
Cost: 125 pts. Benefit: This poultice heals 4d8 hp immediately upon the recipient and confers double
the rate of healing for resting. Multiple applications do not further affect the healing rate. Applying
it is a standard action that provokes an attack of opportunity. Skill Requirements: Craft (Alchemy)
15 ranks, Knowledge (Nature) 10 ranks. Improve: +3hp/+10pts., +3 ranks

*Antibiotics
Cost: 38 pts. Benefit: Provides a +4 bonus to saves vs. all diseases (not magical or supernatural).
Drinking it is a standard action that provokes an attack of opportunity. Skill Requirements: Craft
(Alchemy) 9 ranks, Knoweldge: (Nature) 9 ranks. Improve: +1 save/+15 pts., +4 ranks

Auto Skeleton Key


Cost: 26 pts. Benefit: Utilizing mechanical precision, this device can open almost any lock. It
provides a +4 bonus to Open Lock checks. This bonus supersedes that of a masterwork lockpick kit.
Skill Requirements: Craft (mechanics) 8 ranks. Improve: +1 check/+10 pts., +5 ranks

Charged Ring
Cost: 75 pts. Benefit: Using the body's own electrical field, this specially designed ring harnesses the
bioelectric energy and uses it to increase the reflexes of the recipient. Wearer receives a +1 bonus to
Reflex saves and a +2 bonus to Initiative rolls. This uses a ring slot for the character and a -1 to
Concentration checks due to jitteryness. Skill Requirements: Craft (Blacksmithing) 12 ranks,
Knowledge (Physics) 9 ranks. Improve: +1 save, +1 Init, -1 check/+25 pts., +5 ranks

Cure All
Cost: 300 pts. Benefit: This fantastical formulation heals the body of all non-magical poisons,
diseases, ability damage (temporary and permanent). This creation does not protect against future ill
effects. Applying it is a standard action that provokes an attack of opportunity. Skill Requirements:
Craft (Alchemy) 21 ranks, Knowledge (Nature) 21 ranks, Profession (herbalist) 10 ranks

Duct Tape
Cost: 1 pt. Benefit: A sticky substance on a cloth-like backing that can be used to hold ANYTHING
together. For purposes of strength checks made against Duct Tape, it has an effective strength of 15.
Requires that the Mechanist have the cloth strips either by making them or buying them. Skill
Requirements: Craft (Alchemy) 3 ranks

Energy Source I
Cost: 15 pts. Benefit: Low-efficiency battery the size of a palm-sized rock. Provides enough power to
operate a small vehicle for 1 day. Skill Requirements: Craft (Alchemy)8 ranks, Craft (Blacksmithing)
4 ranks.

Energy Source II
Cost: 25 pts. Benefit: More efficient cadmium-alkali battery. Provides enough power to operate a
vehicle for 3 days. Requires energy source I. Skill Requirements: Craft (Alchemy) 11 ranks, Craft
(Blacksmithing) 11 ranks, Knowledge (Physics) 11 ranks

Energy Source III


Cost: 35 pts. Benefit: Highly efficient hybrid self-charger. Runs a vehicle for 1 week. Requires
energy source II. Skill Requirements: Craft (Alchemy) 15 ranks, Craft (Blacksmithing) 15 ranks,
Knowledge (Physics) 15 ranks

Eye Gear
Cost: 50 pts. Benefit: These specially created glasses help to enhance the features of the surrounding
terrain. This results in a +2 bonus to Spot checks; and Survival checks when tracking. Requirements:
Craft (glassworking) 5 ranks. Improve: +1 checks/+25 pts., +5 ranks

*Fatigue Limiter
Cost: 18 pts. Benefit: Provides a +4 bonus to any check for performing a physical action that extends
over a period of time (running, swimming, holding your breath, and so on). The bonus lasts for 24
hours. Drinking it is a standard action that provokes an attack of opportunity. Skill Requirements:
Craft (Alchemy) 7 ranks. Improve: +1 check/+5 pts., + 3 ranks

*Fatigue Restorer
Cost: 12 pts. Benefit: This amazing concoction restores the body's energy after physical exertion. An
exhausted person becomes fatigued, while a fatigued person is no longer fatigued. Does not work on
the same individual more than once in 24 hours. Drinking it is a standard action that provokes an
attack of opportunity. Skill Requirements: Craft (Alchemy) 5 ranks

Flight Wings
Cost: 45 pts. Benefit: Rotor wings allow flight at movement speed 30 (poor). Skill Requirements: Craft
(Blacksmithing) 6 ranks, Craft (Mechanics) 6 ranks, Knowledge (Physics) 4 ranks. Improve: +5 ft./
+50 pts., +5 ranks

Glide Wings
Cost: 10 pts. Benefit: Allows a slow descent from a high take-off point. User glides 90 feet
horizontally for every 30 feet vertical descent. Skill Requirements: Craft (Blacksmithing) 4 ranks,
Craft (Mechanics) 4 ranks, Knowledge (Physics) 1 ranks, Profession (Engineer) 1 rank

Healing Salve
Cost: 5 pts. Benefit: Creates a natural poultice that instantly works to heal the body. Heals the
recipient of 1d8 hp of damage. Applying it is a standard action that provokes an attack of
opportunity. Skill Requirements: Craft (Alchemy) 5 ranks, Knowledge (Nature) 2 ranks. Improve: +2
hp/+3 pts., +4 ranks

Itching Powder
Cost: 28 pts. Benefit: This white powder is stored in a sack, that can be thrown as a grenade-like
weapon. The target struck must make a Will save (DC 10 + 1/2 Mechanist level + Int mod) or scratch
themselves for 1d4+1 rounds. If affected they are unable to attack, cast spells, concentrate on spells,
or do anything else requiring attention. The only action such a character can take is a single move
(or move-equivalent action) per turn. Skill Requirements: Craft (Alchemy) 8 ranks. Improve: +1 DC,
+1 round/+12 pts., +3 ranks

Oxygen Filter
Cost: 25 pts. Benefit: Allows the character to breathe underwater by having the filter draw out
sufficient oxygen from the surrounding water. Renders speech and verbal spell components
impossible. Gives a +2 bonus to saves vs. any gas-based spell or attack. User can remain submerged
for fifteen minutes. Skill Requirements: Craft (Alchemy) 8 ranks, Craft (Mechanics) 8 ranks. Improve:
+1 save & +5Min/+15 pts., +4ranks

Pedal Power
Cost: 2 pts. Benefit: This is a size specific power source that can be used to power a vehicle of
comparable size (ie. a small size set of pedals can power a small vehicle) at the listed speed for eight
hours. Any amount of time surpassing eight hours is treated as forced march (DMG pg. 164). A pedal
power source can also be used to power a vehicle one size larger at half listed speed, or two sizes
larger at 1/8 listed speed. More than one set of pedals can be placed on a vehicle but this may not
increase the vehicles maximum speed. Skill Requirements: Craft (Mechanics) 4 ranks

Sneezing Powder
Cost: 28 pts. Benefit: This blue powder is stored in a sack, that can be thrown as a grenade-like
weapon. The target struck must make a Fort save (DC 10 + 1/2 Mechanist level + Int mod) or sneeze
for 1d4+1 rounds. If affected they are unable to attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action such a character can take is a single move (or
move-equivalent action) per turn. Skill Requirements: Craft (Alchemy) 8 ranks. Improve: +1 DC, +1
round/+12 pts., +3 ranks

Solar Power
Cost: 35 pts. Benefit: Continuous source of power. Only works during the day. And even then not in
overcast weather. Skill Requirements: Craft (Blacksmithing) 10 ranks, Craft (Glassworking) 6 ranks,
Knowledge (Physics) 14 ranks

Steam Engine I
Cost: 3 pts. Benefit: Low-efficiency power supply. Provides enough power to operate a small vehicle
for 30 minutes per pound of coal, a medium vehicle for 10 minutes, a large vehicle for 5 minutes
and a huge vehicle for 1 minute, and then must be restocked. By default, assume a 20-pound load
limit. Skill Requirements: Craft (Blacksmithing) 6 ranks

Steam Engine II
Cost: 15 pts. Benefit: More efficient power supply. Provides enough power to operate a small vehicle
for 1 hour per pound of coal, a medium vehicle for 30 minutes, a large vehicle for 10 minutes and a
huge vehicle for 5 minutes, then must be restocked. By default, assume a 20-pound load limit. Skill
Requirements: Craft (Blacksmithing) 8 ranks

Steam Engine III


Cost: 15 pts. Benefit: An even more efficient power supply. Provides enough power to operate a small
vehicle for 6 hours per pound of coal, a medium vehicle for 1 hour, a large vehicle for 30 minutes
and a huge vehicle for 10 minutes, then must be restocked. By default, assume a 20-pound load
limit. Skill Requirements: Craft (Blacksmithing) 10 ranks

Sticky Dust
Cost: 13 pts. Benefit: Acts as dust of appearance with a duration of until it is washed off with at least
1 gallon of water. Skill Requirements: Craft (Alchemy) 6 ranks

Telegraph
Cost: 17 pts. Benefit: Allows communication between two points via code. The two locations are
linked with copper wires. Both ends must be manned to send/receive messages. Sending or receiving
a message requires an Int check (DC 15) to understand. You can take ten on this check if you have a
code reference. Requires an energy source at both ends to operate. A telegraph system can operate on
an energy source I for 1 year. Skill Requirements: Craft (Blacksmithing) 7 ranks

Wonder Drug
Cost: 195 pts. Benefit: This marvelous liquid heals the fiercest wounds and creates marvelous
regenerative properties for the recipient. The recipient heals 7d8 hit points of damage immediately.
Drinking it is a standard action that provokes an attack of opportunity. Skill Requirements: Craft
(Alchemy) 18 ranks, Knowledge (Nature) 15 ranks, Profession (herbalist) 8 ranks. Improve: +5 hp/
+20 pts., + 4 ranks

Wrist Pitons
Cost: 25 pts. Benefit: These miniature pitons are located one on each wrist. As a free action, the
wearer may flex their wrists in such a way that these pitons "pop" out, allowing for instant use. The
benefits are twofold. First, they allow a second Climb check if the first fails. Secondly, by digging
them into the climbing surface the wearer can slow their descent enough that they ignore the first
20 feet when calculating falling damage (as long as they are next to a vertical surface while falling).
They can also be used as light weapons dealing 1d4 /x2 piercing damage. Skill Requirements: Craft
(Blacksmithing) 8 ranks

Weapon Modifications:
Modifications do not stack unless specifically stated in the text.

Exploding Ammo
Cost: 6 pts (per 10) Benefit: Hollowed arrowheads and bolts explode upon impact, shredding the
target's flesh and doing 1d6 additional damage. Skill Requirements: Craft (Alchemy) 6 ranks, Craft
(Gunsmithing) 6 ranks. Improve: +1d6 damage/+6 points, +4 ranks

Extension
Cost: 6 pts. Benefit: Can be applied to any staff or polearm. Allows for an increased reach of 5'. Is a
free action to extend that can be used during an opponent's move. In other words, a warrior with this
weapon can threaten both 10' and 15'. Skill Requirements: Craft (Armorer) 5 ranks

Fierce Weapon Designs


Cost: 2 pts. Benefits: Fearsome skull designs on the weapon add a +1 bonus to any Intimidate
checks. Stacks with fierce armor designs. Skill Requirements: Craft (Armorer) 4 ranks. Improve: +1
check/+4 pts., +2 ranks

Folding Weapon
Cost: 2 pts. Only useable on small, bladed weapons. Gives a +4 bonus to concealing the weapon
with the sleight of hand skill. Skill Requirements: Craft (Armorer) 4 ranks. Improve: +1 bonus/+4
pts., +3 ranks

Hand Guard
Cost: Small/medium 2 pt. Large 6 pts. Benefit: Gives the character wielding the weapon a +1 armor
bonus when parrying, fighting defensively, or taking a full defensive action. Skill Requirements:
Craft (Armorer) 3 ranks. Improve: +1 AC bonus as above/+10 pts., +5 ranks

Heavy Weapon
Cost: 17 pts. Benefit: A melee weapon now does damage equal to the next die size (1d6 becomes
1d8, 1d12 becomes 2d8, etc.). An exotic weapon proficiency is required to successfully use a heavy
weapon, and the wielder must have proficiency in the normal weapon. Skill Requirements: Craft
(Armorer) 7 ranks

Hollow Blade
Cost: 15 pts for small (or smaller), 17 for medium, 19 for large. Benefits: Allows weapon to release
stored liquids on a successful attack. Because the liquid is stored in the blade, it is not exposed to the
air (until use). This modification must be used in conjunction with hollow chamber for it to be
utilized. Hollowing of the blade, however, weakens the weapon. It thus deals 2 pts. less damage on
any successful attack. Can only be used on metal weapons (metal arrowheads count). For tiny items
such as arrowheads and caltrops, this modification is per 20 items. Skill Requirements: Craft
(Armorer) 7 ranks. Improve: Weapon does not deal less damage/+15 pts., +6 ranks

Hollow Chamber
Cost: 2 pts. Benefit: Creates a tiny compartment in the handle of a weapon or within a small object
(such as a box, chest, or even a musical instrument). Large enough to store a small vial (2") or
anything else of that size. Requires a Search check (DC 25) to notice the hollow chamber. Skill
Requirements: Craft (Armorer) 2 ranks. Improve: +1 DC/+2 pts., +3 ranks

Hooked
Cost: 2 pts. Benefits: Tiny little hooks along the blade help to tear the flesh as the weapon is pulled
away. The weapon does +1 damage. Skill Requirements: Craft (Armorer) 4 ranks. Improve: +1
damage/+5 pts., +5 ranks
Magnetic Grip
Cost: 14 pts. Benefit: A set of electromagnets embedded in the hilt of a weapon mates with a magnet-
studded glove to substantially increase the strength of grip, granting a +4 bonus to checks made to
avoid being disarmed. Uses the glove slot. Skill Requirements: Craft (Armorer) 4 ranks
Knowledge(Physics) 7 ranks. Improve: +1 check/+9 pts., +3 ranks

Magnetic Inverted Blade


Cost: 25 pts. Benefit: A set of electromagnets embedded in the blade of a weapon can be activated
with the flick of a switch, creating a strong magnetic pull that offers a +4 bonus to disarm checks
made to disarm an opponent's weapon. Only works against metallic weapons. This improvement
requires An energy source and uses 1 charge per round activated. Skill Requirements: Craft
(Armorer) 7 ranks, Knowledge(Physics) 7 ranks. Improve: +1 check/+12 pts., +4 ranks

Mechanized Blade
Cost: 12 pts. Benefit: A melee weapon does an extra d4 of damage (d6 on a critical) as a
spring\clockwork system drives the weapon deeper into the target. Skill Requirements: Craft
(Mechanics) 7 ranks Craft (Armorer) 4 ranks. Improve: +1d4(1d6)/+20 pts., +7 ranks

Mounted Weapon
Cost: 19 points. Benefit: You mount a ranged weapon onto a platform. The platform has a 270 degree
turning arc and confers a +2 bonus to hit. In addition, it halves any penalties for low dexterity when
determining to hit. Requirements: Craft (Mechanics) 8 ranks

Retraction
Cost: 6 pts. Benefit: Allows for polearm to be retracted, thus giving the weapon 5' (but not 10')
reach. In the 5' reach form, it cannot be set to receive a charge. Is a free action to extend that can be
used during an opponent's move. In other words, a warrior with this weapon can threaten both 10'
and 5'. Skill Requirements: Craft (Armorer) 5 ranks

Returning
Cost: 25+ pts. Benefit: By holding down a button on the handle an object can be thrown it's normal
range increment. And then by releasing the button as a free action, the weapon 'returns' to the
wielder via the long, thin cord attached to the handle of the weapon. The length of cord determines
the point cost. For 10 feet the cost is 25 points. The point cost increases by 15 for every additional
10 feet. This modification requires the compartmentalization ability. Skill Requirements: Craft
(Armorer) 9 ranks

Scope
Cost: 25 pts. Benefit: Attached to any ranged missile weapon, gives the user a +2 bonus to hit when a
full-attack action is used. Skill Requirements: Craft (Armorer) 6 ranks, Craft (Glassworking) 4 ranks.
Improve: +1 to hit/15 pts., +5 ranks

Spring Blade
Cost: 1 pt. Benefit: Springs forth the blade from a hidden compartment of a piercing weapon only,
allowing for an opponent to be caught flat-footed for the 1st attack and the wielder gains a +2 bonus
to the 1st attack only. Neither effect is gained if the spring blade has already been used against the
target. Requires the hollow chamber ability. Skill Requirements: Craft (Armorer) 4 ranks. Improve:
+1 bonus as above/+3 pts., +4 ranks

Static Weapon
Cost: 20 pts. Benefit: The weapon is modified by attaching thin, specially constructed 'conductors'
that collect and amplify the energy of the surrounding environment. It then discharges this collected
energy in a sudden burst. 1/round a successful hit with a static weapon will do normal damage plus
an additional 1d10 points of electrical damage. This damage is not multiplied on a critical hit. Skill
Requirements: Craft (Alchemy) 8 ranks, Craft (Armorer) 7 ranks, Knowledge (Physics) 7 ranks.
Improve: +4 damage/+10 pts., +4 ranks

Triangular Blade
Cost: 46 pts. Benefit: The bladed weapon gains the wounding ability. Skill Requirements: Craft
(Armorer) 10 ranks

Weapon Hardening
Cost: Special Benefit: For every 15 points of modification put into a weapon, the hardness and hp of
the weapon increases by 1. Skill Requirements: Craft (Armorer) 5 ranks

New Weapons

Blackfire
Cost: 150 points. Benefit: You create an explosive chemical that is the bane of all living organisms.
Blackfire is very similar to alchemist's fire, and gnome fire oil, except that it only affects living
creatures. Because of this fierce chemical reaction with organic matter, blackfire is much more
potent than either of them. It deals 3d6 + Mechanist Int modifier damage the first turn on a
successful ranged touch attack, and the target automatically catches fire. Blackfire deals 2d6 +
Mechanist Int modifier damage per turn thereafter until extinguished. It takes two turns to
extinguish blackfire. It has no effect on constructs, elementals, undead, or creatures with the fire
subtype. Creatures with the cold subtype take double damage. Operates in all other ways as gnome
fire-oil. Skill Requirements: Craft (Alchemy) 23 ranks, Knowledge (Nature) 11 ranks, Profession
(herbalist) 11 ranks

Field Cannon
Cost: 495 pts Benefit: A large iron field cannon that fires cannon balls great distances. Requires the
Exotic Weapon: Field Cannon to use properly. Also, this monster of a weapon easily weighs 1000
pounds, meaning that any creature that is smaller than Huge Size cannot carry it. Requires 3 full
round actions to reload. See the DMG. Skill Requirements: Craft (Gunsmithing) 15 ranks, Knoweldge
(Physics) 15 ranks, Profession (Engineer) 15 ranks

Flash Bangs
Cost: 25 pts. Benefit: Creates a grenade that explodes 1 round after the pin is pulled (free action),
blinding all within 20 ft. for 1 minute unless the target(s) succeed at a Fort saving throw (DC 10 +
1/2 Mechanist level + Int mod). Light-sensitive races suffer a -2 penalty to the Fort save. Skill
Requirements: Craft (Alchemy) 8 ranks, Craft (Armorer) 8 ranks. Improve: +1 DC/+5 pts., +3 ranks

Gnome Fire-Oil
Cost: 25 pts. Benefit: Creates an explosive device that deals 3d6 pts of damage on a ranged touch
attack. No save is allowed on a direct hit. Those within 15 ft. of the blast point may attempt Reflex
saves (DC 10 + 1/2 Mechanist level + Dex mod) for half damage. Those who fail their initial saves
(and any opponent hit directly by the fire-oil) must make a Reflex save (DC 10 + 1/2 Mechanist level
+ Int mod) or catch fire. The fire does not end as normal. An creature on fire must spend a full
round prone (rolling around) to put out the flames. Trying to douse the flames with water is
ineffective and may actually spread the flames to adjacent squares (DM's option). Is considered a
Tiny weapon and can be thrown up to 40 ft. away. Skill Requirements: Craft (Alchemy) 14 ranks,
Craft (Armorer) 15 ranks

Grenades
Cost: 5 pts. (per 5) Benefit: Creates an explosive device that deals 2d4 pts of damage on a ranged
touch attack. No save is allowed on a direct hit. Those within 10 ft. of the blast point may attempt
Reflex saves (DC 10 + 1/2 Mechanist level + Dex mod) for half damage. Is considered a Tiny weapon
and can be thrown up to 40 ft. away. Skill Requirements: Craft (Alchemy) 4 ranks, Craft (Armorer) 6
ranks. Improve: +1 DC/+5 pts., +4 ranks

Screamer
Cost: 14 pts. Benefit: This strangely configured item is twirled around, producing a loud wailing
sound. All those not forewarned against it's effects must succeed at a Will save (DC 10 + 1/2
Mechanist level + Int mod) or be shaken similar to the byproduct of the fear spell. This effect lasts as
long as the screamer is twirled. A successful save means the person is immune to its effects for 24
hours. Twirling the screamer is a move-equivalent action. Skill Requirements: Craft (Armorer) 6
ranks. Improve: +1 DC/+5 pts., + 3 ranks

Smoke Grenades
Cost: 40 pts. Benefit: Creates a grenade that explodes 1 round after the pin is pulled (free action),
releasing a great cloud of smoke 30 ft. wide and 20 ft. high. The smoke is so thick that is obscures all
sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment.
Creatures farther away have total concealment. Those caught in the smoke must succeed at a Fort
save (DC 10 + 1/2 Mechanist Level + Int mod). Those who fail the save suffer a -2 penalty to hit and
move at half speed as the smoke affects their lungs and eyes. The penalties last as long as the creature
remains within the smoke cloud and for 1d4 rounds after. A moderate wind disperses the cloud
within 4 rounds. A strong wind disperses the cloud within 1 round. Skill Requirements: Craft
(Alchemy) 6 ranks, Craft (Armorer) 8 ranks. Improve: +1 DC/+10 pts., +4 ranks

Armor Modifications

Absorbant
Cost: 21 pts. Benefit: This armor is lined with materials that absorb sound waves, granting the
wearer sonic resistance 5. Can also be applied to shields, but would not stack with the armor
modification. Skill Requirements: Craft (Armorer) 11 ranks, Knowledge (Physics) 8 ranks. Improve:
+1 sonic resistance/+11 pts., +4 ranks

Armor Hardening
Cost: Special Benefit: For every 15 points of modification put into an armor, the hardness and hp of
the armor increases by 1. Skill Requirements: Craft (Armorer) 5 ranks
Base Metals
Cost: 21 pts. Benefit: Negatively-charged compounds are layered into the armor, neutralizing any
acid encountered. Gives the wearer acid resistance 5. Skill Requirements: Craft (Alchemy) 8 ranks,
Craft (Armorer) 11 ranks. Improve: +1 acid resistance/+11 pts,. +4 ranks

Bouyant
Cost: 12 pts. Benefit: Curved designs trap air, allowing a character to not suffer penalties to Swim
checks when wearing light or medium armor. Often favored by sailors. Requires refined materials
II. Skill Requirements: Craft (Armorer) 8 ranks

Camouflaged
Cost: 8 pts. Benefit: Disruptive shapes painted onto the armor help to break up the outline of the
wearer. This gives a +5 bonus to Hide checks. Skill Requirements: Craft (Alchemy) 7 ranks, Craft
(Painting) 2 ranks. Improve: +1 check/+3 pts., + 3 ranks

Fierce Armor Designs


Cost: 2 pts. Benefits: Fearsome designs on the weapon add a +1 bonus to any Intimidate checks.
Stacks with fierce weapon designs. Skill Requirements: Craft (Armorer) 4 ranks. Improve: +1 check/
+4 pts., +2 ranks

Fortification I
Cost: 100 pts. Benefit: Modifies the armor so that it better protects vital areas. When a critical hit or
sneak attack is scored on the wearer, there is a 25% chance that the attack is negated and damage is
instead rolled normally. Skill Requirements: Craft (Armorer) 8 ranks

Fortification II
Cost: 250 pts. Benefit: Modifies the armor so that it better protects vital areas. When a critical hit or
sneak attack is scored on the wearer, there is a 75% chance that the attack is negated and damage is
instead rolled normally. Requires fortification I. Skill Requirements: Craft (Armorer) 13 ranks,
Knowledge (Physics) 13 ranks

Fortification III
Cost: 500 pts. Benefit: Modifies the armor so that it better protects vital areas. When a critical hit or
sneak attack is scored on the wearer, there is a 100% chance that the attack is negated and damage is
instead rolled normally. Requires fortification II. Skill Requirements: Craft (Armorer) 18 ranks,
Knowledge (Physics) 18 ranks, Profession (Engineer) 15 ranks

Grounded
Cost: 21 pts. Benefit: This armor enhancement has specially-created coils which redirect electricity
to places other than your body. This effectively gives the wearer electricity resistance 5. Can also be
applied to shields, but would not stack with the armor modification. Skill Requirements: Craft
(Armorer) 11 ranks. Improve: +1 electricity resistance/+11 pts., +4 ranks

Hidden Shield
Cost: 6 pts. Benefit: A buckler is made so that when not needed it spring-folds itself into a small item
around your arm the size of a saucer. Activating the buckler is a free action. Requires
compartmentalization of the buckler. Skill Requirements: Craft (Armorer) 5 ranks

Insulated
Cost: 21 pts. Benefit: The interior or the armor is lined with heat-trapping fabrics, providing the
wearer with cold resistance 5. Skill Requirements: Craft (Alchemy) 8 ranks, Craft (Armorer) 11
ranks. Improve: +1 cold resistance/+11 pts., +4 ranks

Loose fitting
Cost: 11 pts. Benefit: Not quite as restrictive, reduce Arcane Spell Failure by 5%. Is only usable on
majority non-metal armor. Skill Requirements: Craft (Armorer) 6 ranks. Improve: reduce Arcane
Spell Failure by +1%/+11 pts., +3 ranks

Magnetic Deflector
Cost: 35 pts. Benefit: This armor enhancement uses specially constructed materials to create a
magnetic "bubble" around the wearer, such that all ranged attacks with metallic weapons against the
wearer suffer a -2 penalty to hit. Skill Requirements: Craft (Armorer) 8 ranks, Knowledge (Physics)
8 ranks. Improve: Ranged attacks suffer an additional -1 penalty to hit/+20 pts., +5 ranks

Muffled
Cost: 11 pts. Benefit: This armor modification disperses sound waves generated by the wearer, giving
them a +5 bonus to Move Silently checks. Skill Requirements: Craft (Armorer) 7 ranks. Improve: +1
check/+3 pts., +3 ranks

Non-Flammable
Cost: 21 pts. Benefit: The armor is coated in heat-resistant chemicals. This gives the wearer fire
resistance 5 and a +4 bonus to Reflex saves to avoid catching fire. Skill Requirements: Craft
(Alchemy) 8 ranks, Craft (Armorer) 11 ranks. Improve: +1 fire resistance/+11 pts., +4 ranks

Refined Materials I
Cost: 6 pts. Benefit: Lighter materials lessen Armor Check Penalties by 1 (does not drop lower than
0). Skill Requirements: Craft (Armorer) 4 ranks

Refined Materials II
Cost: 6 pts. Benefit: Lighter materials improve the Maximum Dex Bonus by 1. Requires refined
materials I. Skill Requirements: Craft (Armorer) 6 ranks

Refined Materials III


Cost: 6 pts. Benefit: Lighter materials treat Armor Speed as one category lighter for purposes of speed
(thus heavy armor counts as medium, medium as light, light as none). Requires refined materials II.
Skill Requirements: Craft (Armorer) 9 ranks

Refined Materials IV
Cost: 40 pts. Benefit: Increase the armor bonus of the armor by 1. Requires refined materials III.
Skill Requirements: Craft (Armorer) 12 ranks, Knowledge (Physics) 6 ranks

Reflective
Cost: 28 pts. Benefit: Applied to a shield, this modification uses naturally reflective compounds to
give a shield a mirror-like sheen. On a sunny day (DM's discretion), the reflective properties can be
used as a ranged touch attack to temporarily blind a target who is looking at the shield bearer and
who fails a Ref save (DC 10 + 1/2 Mechanist level + Dex mod). Upon a failed save the target is
blinded per the DMG rules for 1d4 rounds. Using this feature is a move-equivalent action.
On a successful save vs. a gaze attack, the shield can be used (as a free action) to reflect the gaze
upon the originator. Skill Requirements: Craft (Alchemy) 9 ranks. Improve: +1 DC/+12 pts., +3 ranks

Reinforced Spikes
Cost: 25 pts. Benefit: Spikes set to armor or shields now deal 1d8 (20/x3) damage and require
martial weapon proficiency to use. Skill Requirements: Craft (Armorer) 8 ranks

Second Skin
Cost: 150 pts. Benefit: A character can wear the armor as if they were proficient in it. The armor
can then only be worn by that character. Requires refined materials III. Skill Requirements: Craft
(Armorer) 18 ranks, Knowledge (Physics) 18 ranks

Shield Chamber
Cost: 10 pts. Benefit: Creates a tiny compartment in the handle grip area of a large or tower shield.
Large enough to store a small vial (2") or anything else of that size (such as thin sheets of paper).
Requires a Search check (DC 25) to notice the hollow chamber. Skill Requirements: Craft (Armorer)
5 ranks

Slick
Cost: 10 pts. Benefit: This greased modification gives the wearer a +5 bonus to Escape Artist checks.
The wearer deals double damage vs. napkin golems. Skill Requirements: Craft (Alchemy) 7 ranks.
Improve: +1 check, +1 AC vs. napkin golems/+4 pts., +3 ranks

Tower Shield Stand


Cost: 25 pts. Benefit: Tripod 'legs' extend as a free action from the base of the tower shield, allowing
for it to be firmly planted in the ground and thus freeing the wielder for other activities (like firing a
bow from behind the shield). Requires a move equivalent action to retract the legs. Skill
Requirements: Craft (Armorer) 8 ranks

Construct Modifications

Create Construct
Cost: 10 gp Benefit: Creates a tiny construct, similar to the companion. Skill Requirements: Craft
(Mechanics) 1 rank

Adamantine Plating
Cost: 35 pts. + 2000 gp worth of Adamantine Benefit: Coats the arms/appendages of a construct in
adamantine, allowing it to bypass damage reduction (adamantine). Skill Requirements: Craft
(Mechanics) 13 ranks, Knowledge (Physics) 13 ranks

*Additional Arm
Cost: 7 pts. Benefit: The construct gains an additional arm. It cannot be used to wield a weapon, but it
can be used with another arm to wield a two-handed weapon. It can also hold items or a shield. The
construct gains a +2 bonus to grapple checks. Skill Requirements: Craft (Mechanics) 6 ranks.
Improve: +2 grapple checks/+5 pts, +2 ranks

*Additional Attack
Cost: 120 pts. Benefit: Construct gains an additional attack (slam or weapon) at it's highest attack
bonus. Skill Requirements: Craft (Mechanics) 10 ranks

*Additional Leg
Cost: 7 pts. Benefit: The construct base land speed increases by 5 feet. It also gains a +2 stability bonus
to resist bull-rush attempts. Skil Requirements: Craft (Mechanics) 8 ranks. Improve: +2 stability
bonus/+5 pts., +2 ranks

*Attack Modification
Cost: 4 pts. Benefit: Instead of bludgeoning damage, the Mechanist chooses to have one of the
construct's attacks be either piercing or slashing damage. Skill Requirements: Craft (Mechanics) 6
ranks

Augmented Attacks
Cost: 75 pts. Benefit: The construct's slam attack threat range for criticals increases by 1. Thus a slam
attack threatens a critical on a roll of 19-20 instead of the normal 20. Skill Requirements: Craft
(Mechanics) 12 ranks, Knowledge (Physics) 12 ranks. Improve: +1 threat range/+50 pts., +5 ranks

Auto-Adjust
Cost: 405 pts. Benefit: The construct can, as a standard action, change its size to any it has previously
held. Thus a large construct could change into a medium, small, or tiny size. If the construct also had
size decrease, it could change into a diminutive construct. Reach changes accordingly, but physical
stats remain the same. Skill Requirements: Craft (Mechanics) 19 ranks, Knowledge (Physics) 19
ranks, Profession (Engineer) 19 ranks.

Brachiation
Cost: 10 pts. Benefit: Construct gains a climb speed equal to its land speed. Skill Requirements: Craft
(Mechanics) 5 ranks. Improve: +5 ft. to climb speed/+10 pts., +3 ranks

Buff I
Cost: 4 pts. Benefit: The construct gains an extra 5 hit points. Skill Requirements: Craft (Mechanics) 4
ranks

Buff II
Cost: 8 pts. Benefit: The construct gains an extra 15 hit points. Requires buff I. Skill Requirements:
Craft (Mechanics) 7 ranks

Buff III
Cost: 15 pts. Benefit: The construct gains an extra 30 hit points. Requires buff II. Skill Requirements:
Craft (Mechanics) 10 ranks. Improve: +7 hp/+4 pts., +3 ranks

Charge
Cost: 20 pts. Benefit: If the construct charges a foe during the first round of combat, it can make a
full attack even it if has already taken a move action. This can be used in conjunction with the
squeeze ability. Skill Requirements: Craft (Mechanics) 13 ranks

Cold Iron Plating


Cost: 15 pts. + 1500 gp worth of cold iron Benefit: Coats the arms/appendages of a construct in cold
iron, allowing it to bypass damage reduction (cold iron). plating. Skill Requirements: Craft
(Mechanics) 10 ranks

Disrupters
Cost: 10 pts. Benefit: Energy-field generators located on the appendages of the construct allows slam
attacks to bypass damage reduction (magic). Requires an energy source to power the ability (but no
other game mechanics involved such as duration). Skill Requirements: Craft (Mechanics) 7 ranks

Earthmover
Cost: 200 pts. Benefit: Construct gains a burrow speed equal to its land speed. Requirements: Craft
(Mechanics) 10 ranks. Improve: +5 ft burrow speed/+10 pts., +3 ranks

Extenders
Cost: 20 pts. Benefit: The construct has longer reach than normal. Reach increases by 5 feet. Skill
Requirements: Craft (Mechanics) 11 ranks. Improve: +5 ft./+30 pts., +6 ranks

*Hardness
Cost: 30 pts. Benefit: The construct's hardness increases by 1. Each additional use after the first costs
ten more Invention Points than the previous one. So a second use would cost 10 points and the third
use would cost an additional 20 points. Skill Requirements: Craft (Mechanics) 8 ranks

Improved Auto-Adjust
Cost: 75 pts. Benefit: As auto-adjust, however changing size is a move-equivalent action. Skill
Requirements: Craft (Mechanics) 21 ranks, Knowledge (Physics) 21 ranks, Profession (Engineer) 21
ranks.

Improved Blast Radius I


Cost: 5 pts. Benefit: The radius for self-destruct is increased to 20 feet. Requires self-destruct.
Skill Requirements: Craft (Alchemy) 5 ranks, Craft (Mechanics) 5 ranks

Improved Blast Radius II


Cost: 5 pts. Benefit: The radius for self-destruct is increased to 25 feet. Requires improved blast
radius I. Skill Requirements: Craft (Alchemy) 7 ranks, Craft (Mechanics) 7 ranks

Improved Blast Radius III


Cost: 5 pts. Benefit: The radius for self-destruct is increased to 30 feet. Requires improved blast
radius II. Skill Requirements: Craft (Alchemy) 9 ranks, Craft (Mechanics) 9 ranks

Improved Blast Radius IV


Cost: 5 pts. Benefit: The radius for self-destruct is increased to 35 feet. Requires improved blast
radius III. Skill Requirements: Craft (Alchemy) 11 ranks, Craft (Mechanics) 11 ranks

Improved Blast Radius V


Cost: 5 pts. Benefit: The radius for self-destruct/[i] is increased to 40 feet. Requires [i]improved blast
radius IV. Skill Requirements: Craft (Alchemy) 13 ranks, Craft (Mechanics) 13 ranks, Knowledge
(Physics) 7 ranks

*Increased Density
Cost: 50 pt. Benefit: Increases the natural armor of the construct by +1. Each additional use after the
first costs ten more Invention Points than the previous one. So a second use would cost 10 points and
the third use would cost an additional 20 points. Skill Requirements: Craft (Mechanics) 4 ranks

*Increased Dexterity
Cost: 50 pts. Benefit: Increases the Dexterity of the construct by 1. Each additional use after the first
costs ten more Invention Points than the previous one. So a second use would cost 10 points and the
third use would cost an additional 20 points. Skill Requirements: Craft (Mechanics) 4 ranks

Improved Grab
Cost: 6 pts. Benefit: If the construct succesfully hits the target, it deals normal damage and can
attempt to start a grapple as a free action with provoking an attack of opportunity. (See Improved
Grab description in the PHB). Requires slam attack I. Skill Requirements: Craft (Mechanics) 6 ranks

*Increased Hit Die


Cost: 200pts. Benefit: Increases the HD of the construct by 1 HD. Also modifies the appropriate d10
hit points, and the appropriate "attack bonus" and "saving throws" (and skill points and such if
necessary). A construct cannot have more HD than the Mechanist has levels. A 1st level Mechanist
can have a 2 HD construct. Skill Requirements: Craft (Mechanics) 6 ranks

*Increased Strength
Cost: 50 pts. Benefit: Increases the Strength of the construct by 1. Each additional use after the first
costs ten more Invention Points than the previous one. So a second use would cost 10 points and the
third use would cost an additional 20 points. Skill Requirements: Craft (Mechanics) 5 ranks

Neural Network I
Cost: 10 pts. Benefit: The construct gains a rudimentary Intelligence of 2 and a Wisdom of 2. It now
regards the Mechanist as a friend in addition to a 'creator'. It gains 2 skill points/HD and 1 feat/4 HD.
Skill Requirements: Craft (Mechanics) 10 ranks, Knowledge (Physics) 10 ranks

Neural Network II
Cost: 15 pts. Benefit: The construct now has a low Intelligence of 4, a Wisdom of 5, and a Charisma
of 3. It is able to evaluate situations to a limited degree and make decisions accordingly. It can speak
1 language as a simple child. Requires neural network I. Skill Requirements: Craft (Mechanics)14
ranks, Knowledge (Physics) 14 ranks

Neural Network III


Cost: 20 pts. Benefit: The construct now has an Intelligence of 9, a Wisdom of 10, and a Charisma of
5. It is able to operate independently and can carry out complicated tasks with a degree of success.
Requires neural network II. Skill Requirements: Craft (Mechanics) 18 ranks, Knowledge (Physics) 18
ranks, Profession (Engineer) 9 ranks. Improve: +2 Int, +2 Wis, +2 Cha/+25 pts., +4 ranks
Programmed Feat
Cost: 20 pts. Benefit: The construct gains one feat that the Mechanist knows. The construct must still
meet any prerequisites. Skill Requirements: Craft (Mechanics) 9 ranks

Programmed Skill
Cost: 10 pts. Benefit: The Mechanist may program one skill that he or she knows into the construct.
The construct gains as many ranks as the Mechanist has in the skill or HD+2 of the construct,
whichever is less. Skill Requirements: Craft (Mechanics) 6 ranks

Rust-Proofing
Cost: 1 pt. Benefit: The construct is immune to rusting, and all rusting spells and abilities. Skill
Requirements: Craft (Alchemy) 4 ranks

Self-Destruct: The damage listed for the self-destruct chain is for a medium-size construct. An
increase or decrease in size changes the damage die accordingly. Thus a small construct self-
destruct I would deal 1d4 damage, a tiny construct 1d3, a large 1d8, and a huge 2d6

Self-Destruct I
Cost: 50 pts. Benefit: The construct self-destructs upon a given command or ordered action. Deals
1d6 pts of damage to everything within a 10-ft radius. Reflex save (DC 10) for half damage. Skill
Requirements: Craft (Alchemy) 5 ranks, Craft (Mechanics) 5 ranks

Self-Destruct II
Cost: 50 pts. Benefit: Self-destruct damage is 2d6 to everything within a 10-ft. radius. Reflex save
(DC 12) for half damage. Requires self-destruct I. Skill Requirements: Craft (Alchemy) 7 ranks, Craft
(Mechanics) 7 ranks

Self-Destruct III
Cost: 50 pts. Benefit: Self-destruct damage is 3d6 to everything within a 10-ft. radius. Reflex save
(DC 14) for half damage. Requires self-destruct II. Skill Requirements: Craft (Alchemy) 9 ranks, Craft
(Mechanics) 9 ranks

Self-Destruct IV
Cost: 50 pts. Benefit: Self-destruct damage is 4d6 to everything within a 10-ft. radius. Reflex save
(DC 16) for half damage. Requires self-destruct III. Skill Requirements: Craft (Alchemy) 11 ranks,
Craft (Mechanics) 11 ranks

Self-Destruct V
Cost: 50 pts. Benefit: Self-destruct damage is 5d6 to everything within a 10-ft. radius. Reflex save
(DC 18) for half damage. Requires self-destruct IV. Skill Requirements: Craft (Alchemy) 13 ranks,
Craft (Mechanics) 13 ranks, Knowledge (Physics) 7 ranks

Self-Destruct VI
Cost: 50 pts. Benefit: Self-destruct damage is 6d6 to everything within a 10-ft. radius. Reflex save
(DC 20) for half damage. Requires self-destruct V. Skill Requirements: Craft (Alchemy) 15 ranks,
Craft (Mechanics) 15 ranks, Knowledge (Physics) 8 ranks

Self-Destruct VII
Cost: 50 pts. Benefit: Self-destruct damage is 7d6 to everything within a 10-ft. radius. Reflex save
(DC 22) for half damage. Requires self-destruct VI. Skill Requirements: Craft (Alchemy) 17 ranks,
Craft (Mechanics) 17 ranks, Knowledge (Physics) 9 ranks

Self-Destruct VIII
Cost: 50 pts. Benefit: Self-destruct damage is 8d6 to everything within a 10-ft. radius. Reflex save
(DC 24) for half damage. Requires self-destruct VII. Skill Requirements: Craft (Alchemy) 19 ranks,
Craft (Mechanics) 19 ranks, Knowledge (Physics) 10 ranks

Self-Destruct IX
Cost: 50 pts. Benefit: Self-destruct damage is 9d6 to everything within a 10-ft. radius. Reflex save
(DC 26) for half damage. Requires self-destruct VIII. Skill Requirements: Craft (Alchemy) 21 ranks,
Craft (Mechanics) 21 ranks, Knowledge (Physics) 11 ranks

Self-Destruct X
Cost: 50 pts. Benefit: Self-destruct damage is 10d6 to everything within a 10-ft. radius. Reflex save
(DC 28) for half damage. Requires self-destruct IX. Skill Requirements: Craft (Alchemy) 23 ranks,
Craft (Mechanics) 23 ranks, Knowledge (Physics) 12 ranks

Silent Running I
Cost: 6 pts. Benefit: Due to the sound dampeners placed in the construct, it has a +5 circumstance
bonus to Move Silently and Hide checks. Skill Requirements: Craft (Mechanics) 5 ranks
Silent Running II
Cost: 6 pts. Benefit: Virtually silent in it's movements, the construct has an additional +5
circumstance bonus to Move Silently and Hide checks. Skill Requirements: Craft (Mechanics) 8 ranks

Silver Plating
Cost: 10 pts. + 500 gp worth of silver Benefit: Coats the arms/appendages of a construct in silver,
allowing it to bypass damage reduction (silver). Skill Requirements: Craft (Alchemy) 8 ranks, Craft
(Mechanics) 8 ranks

Size Decrease
Cost: 5 pts. Benefit: The construct's size is decreased one step, from Tiny to Diminuitive. All changes
based on size decrease apply except for base damage. Skill Requirements: Craft (Mechanics) 7 ranks

Size Increase I
Cost: 15 pts. Benefit: The construct's size is increased one step, from Tiny to Small. All changes based
on size increase apply except for base damage. Skill Requirements: Craft (Mechanics) 4 ranks

Size Increase II
Cost: 50 pts. Benefit: The construct's size is increased one step, from Small to Medium. All changes
based on size increase apply except for base damage. Requires size increase I. Skill Requirements:
Craft (Mechanics) 8 ranks

Size Increase III


Cost: 100 pts. Benefit: The construct's size is increased one step, from Medium to Large. All changes
based on size increase apply except for base damage. Requires size increase II. Skill Requirements:
Craft (Mechanics) 13 ranks

Size Increase IV
Cost: 200 pts. Benefit: The construct's size is increased one step, from Large to Huge. All changes
based on size increase apply except for base damage. Requires size increase III. Skill Requirements:
Craft (Mechanics) 18 ranks, Knowledge (Physics) 8 ranks

Slam Attacks: Regardless of the number of limbs, a construct with the slam attack ability has only 1
such attack, unless additional attacks are also purchased.

Slam Attack I
Cost: 5 pts. Benefit: The construct is able to make a slam attack for 1d2 damage. Skill Requirements:
Craft (Mechanics) 2 ranks

Slam Attack II
Cost: 8 pts. Benefit: The construct is able to make a slam attack for 1d3 damage. Requires slam attack
I. Skill Requirements: Craft (Mechanics) 4 ranks

Slam Attack III


Cost: 10 pts. Benefit: The construct is able to make a slam attack for 1d4 damage. Requires slam
attack II. Skill Requirements: Craft (Mechanics) 6 ranks

Slam Attack IV
Cost: 12 pts. Benefit: The construct is able to make a slam attack for 1d6 damage. Requires slam
attack III. Skill Requirements: Craft (Mechanics) 8 ranks

Slam Attack V
Cost: 15 pts. Benefit: The construct is able to make a slam attack for 1d8 damage. Requires slam
attack IV. Skill Requirements: Craft (Mechanics) 10 ranks

Slam Attack VI
Cost: 18 pts. Benefit: The construct is able to make a slam attack for 2d6 damage. Requires slam
attack V. Skill Requirements: Craft (Mechanics) 12 ranks

Slam Attack VII


Cost: 20 pts. Benefit: The construct is able to make a slam attack for 3d6 damage. Requires slam
attack VI. Skill Requirements: Craft (Mechanics) 14 ranks

Slam Attack VIII


Cost: 24 pts. Benefit: The construct is able to make a slam attack for 4d6 damage. Requires slam
attack VII. Skill Requirements: Craft (Mechanics) 16 ranks

Slam Attack IX
Cost: 29 pts. Benefit: The construct is able to make a slam attack for 5d6 damage. Requires slam
attack VIII. Skill Requirements: Craft (Mechanics) 18 ranks

Slam Attack X
Cost: 37 pts. Benefit: The construct is able to make a slam attack for 6d6 damage. Requires slam
attack IX. Skill Requirements: Craft (Mechanics) 20 ranks

Smack Down
Cost: 9 pts. Benefit: 1/day the construct can make a normal attack deal additional damage equal to its
HD. Skill Requirements: Craft (Mechanics) 10 ranks. Improve: 1 additional time per day/+9 pts., + 4
ranks

Speed Increase I
Cost: 3 pts. Benefit: Base land speed increases by 5 ft. Skill Requirements: Craft (Mechanics) 5

Speed Increase II
Cost: 6 pts. Benefit: Base land speed increases by an additional 5 ft. Requires speed increase I. Skill
Requirements: Craft (Mechanics) 7 ranks

Speed Increase III


Cost: 12 pts. Benefit: Base land speed increases by an additional 10 ft. Requires speed increase II. Skill
Requirements: Craft (Mechanics) 9 ranks. Improve: +5 ft. base land speed/+10 pts., +3 ranks

Sprint
Cost: 2 pts. Benefit: 1/hour the construct can take a charge action to move 10 times normal speed.
Skill Requirements: Craft (Mechanics) 6 ranks. Improve: +1 charge per hour/+5 pts., +3 ranks

Squeeze
Cost: 50 pts. Benefit: A construct that gets a hold (through the improved grab ability) can make a
squeeze attack to deal damage equal to 2d6 + Str modifier in addition to normal grapple damage.
Can be used in conjunction with charge. Requires improved grab. Skill Requirements: Craft
(Mechanics) 10 ranks. Improve: +4 additional squeeze damage/+8 pts., +4 ranks

Sub-harmonic fields
Cost: 550 pts. Benefit: Subharmonic emanations from the construct serve to disrupt magical energies
in the area of effect. In effect an anti-magic field emanates from the construct in a 30-ft. radius.
Requires an energy source and uses 2 charges per round of use. Skill Requirements: Craft
(Mechanics) 12 ranks, Knowledge (Physics) 12 ranks

Swim
Cost: 10 pts. Benefit: The construct gains a swim speed equal to its land speed. Requirements: Craft
(Mechanics) 5 ranks. Improve: +5 ft. swim speed/+10 pts., +3 ranks

Trample
Cost: 4 pts. Benefit: As a standard action during its turn each round, the construct can literally run
over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal
bludgeoning damage equal to 1d4+Str modifier. Skill Requirements: Craft (Mechanics) 7 ranks.
Improve: As a move action instead of a standard action/+15 pts., +6 ranks

Trip
Cost: 8 pts. Benefit: If the construct hits with a slam attack it can attempt to trip the opponent as a
free action without making a touch attack or provoking an attack of opportunity. If the attempt fails,
the opponent cannot react to trip the construct. Skill Requirements: Craft (Mechanics) 6 ranks

Wield Weapon
Cost: 30 pts. Benefit: The construct is capable of wielding a Simple weapon. Regardless of HD it can
only make 1 attack per round unless the Additional Attack ability is added. Skill Requirements: Craft
(Mechanics) 5 ranks, Knowledge (Physics) 2 ranks. Improve: Can wield a Martial weapon/+15 pts.,
+8 ranks

Wings I
Cost: 30 pts. Benefit: The construct has mechanical wings that give it a fly speed 10 ft with a
maneuverability of clumsy. Skill Requirements: Craft (Mechanics) 6 ranks, Knowledge (Physics) 3
ranks

Wings II
Cost: 70 pts. Benefit: The construct's mechanical wings give it a fly speed 20 ft with a
maneuverability of poor. Requires wings I. Skill Requirements: Craft (Mechanics) 9 ranks, Knowledge
(Physics) 5 ranks

Wings III
Cost: 100 pts. Benefit: The construct's mechanical wings give it a fly speed 30 ft with a
maneuverability of average. Requires wings II. Skill Requirements: Craft (Mechanics) 12 ranks,
Knowledge (Physics) 8 ranks

Wings IV
Cost: 220 pts. Benefit: The construct's mechanical wings give it a fly speed 40 ft with a
maneuverability of good. Requires wings III. Skill Requirements: Craft (Mechanics) 15 ranks,
Knowledge (Physics) 11 ranks

Wings V
Cost: 250 pts. Benefit: The construct's mechanical wings give it a fly speed 50 ft with a
maneuverability of perfect. Requires wings IV. Skill Requirements: Craft (Mechanics) 18, Knowledge
(Physics) 14 ranks

*May be applied to the construct multiple times.

Vehicles

What follows is the point cost plus materials cost and skill requirements for each vehicle.

Air

Dirigible
Cost: 400 pts. +17,500gp. Skill Requirements: Craft (Shipmaking) 13 ranks, Craft (Alchemy) 7 ranks,
Knowledge (Physics) 13 ranks

Hang Glider
Cost: 70 pts. + 150gp. Skill Requirements: Craft (Mechanics) 8 ranks, Knowledge (Physics) 4 ranks

Zeppelin
Cost: 1500 pts. + 30,000gp. Skill Requirements: Craft (Shipmaking) 15 ranks, Craft (Alchemy) 8
ranks, Knowledge (Physics) 15 ranks

Land

Carriage
Cost: 110 pts. + 250gp. Skill Requirements: Craft (Mechanics) 6 ranks
Cart
Cost: 20 pts. + 20gp. Skill Requirements: Craft (Mechanics) 4 ranks

Chariot
Cost: 100 pts. + 50gp. Skill Requirements: Craft (Mechanics) 5 ranks

Chariot, Double
Cost: 250 pts. + 200gp. Skill Requirements: Craft (Mechanics) 9 ranks

Mobile Redoubt
Cost: 170 pts. + 750gp. Skill Requirements: Craft (Shipmaking) 7 ranks

Siege Tower, Large


Cost: 274 pts. + 2,000gp. Skill Requirements: Craft (Shipmaking) 11 ranks, Knowledge (Physics) 6
ranks

Siege Tower, Small


Cost: 110 pts. + 500gp. Skill Requirements: Craft (Shipmaking) 5 ranks

Sled
Cost: 2 pts. + 10gp. Skill Requirements: Craft (Mechanics) 2 ranks

Stagecoach
Cost: 20 pts. + 400gp. Skill Requirements: Craft (Mechanics) 5 ranks

Water

Barge
Cost: 170 pts. + 3,000gp. Skill Requirements: Craft (Shipmaking) 6 ranks

Catamaran
Cost: 250 pts. + 1,000gp. Skill Requirements: Craft (Shipmaking) 7 ranks

Galley
Cost: 1080 pts. + 15,000gp. Skill Requirements: Craft (Shipmaking) 13 ranks
Keelboat
Cost: 350 pts. +1,500gp. Skill Requirements: Craft (Shipmaking) 8 ranks

Launch
Cost: 170 pts. +750gp. Skill Requirements: Craft (Shipmaking) 6 ranks

Longship
Cost: 800 pts. +5,000gp. Skill Requirements: Craft (Shipmaking) 12 ranks

Sailing Ship
Cost: 900 pts. + 5,000gp. Skill Requirements: Craft (Shipmaking) 12 ranks

Warship
Cost: 1280 pts. + 12,500gp. Skill Requirements: Craft (Shipmaking) 14 rank, Knowledge (Physics) 7
ranks

Yacht
Cost: 600 pts. + 15,000gp. Skill Requirements: Craft (Shipmaking) 10 ranks

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