dragon hack version 1.3

Upload: scrat14329422

Post on 07-Apr-2018

223 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/6/2019 Dragon Hack Version 1.3

    1/30

    Dragon Hack

    A Pathfinder Race and Class system for the

    Dragon Age Gameversion 1.3

  • 8/6/2019 Dragon Hack Version 1.3

    2/30

    This document uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizos Community

    Use Policy. I am expressly prohibited from charging you to use or access this content. This document is not published, endorsed,

    or specifically approved by Paizo Publishing. For more information about Paizos Community Use Policy, please visit paizo.com/

    communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.

    Also note, that some of the descriptions and game mechanics used in this document are copied here from the Pathfinder

    Reference Document, which is distributed under the Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

    System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip

    Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo

    Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder

    RPG Bestiary. 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, andSkip Williams. Advanced Players Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

    This document presents new, fan-created elements for the Adventure Game Engine, which is the copyright of Green Ronin

    Publishing. Green Ronin Publishing, Adventure Game Engine, Green Ronin, and their associate logos are the trademarks of

    Green Ronin Publishing. Dragon Age, the Dragon Age logo, BioWare, and the BioWare logo are either registered trademarks or

    trademarks of EA International (Studio and Publishing) Ltd. in the United States, Canada, and other countries. Nothing about

    their use here represent any challenge to those copyrights, nor is any of the work here published by, endorsed, consented to, or

    approved by Green Ronin Publishing, BioWare, or EA International Ltd.

    Dragon Hack

    2/30

    http://paizo.com/pathfinderRPG/prd/http://paizo.com/pathfinderRPG/prd/http://paizo.com/pathfinderRPG/prd/http://paizo.com/pathfinderRPG/prd/http://paizo.com/http://paizo.com/http://paizo.com/communityusehttp://paizo.com/communityusehttp://paizo.com/communityusehttp://paizo.com/communityuse
  • 8/6/2019 Dragon Hack Version 1.3

    3/30

    Dragon HackA Pathfinder Race and Class system

    for the Dragon Age Gameversion 1.3

    Dragon Hack

    3/30

  • 8/6/2019 Dragon Hack Version 1.3

    4/30

    Using this book: The following is a collection of new, home-brewed material for use with the

    Adventure Game Engine by Green Ronin Publishing. This book uses a new mechanic called

    traits to allow players to model their characters after the familiar race and class archetypes of

    more traditional fantasy role-playing games such as the Pathfinder Roleplaying Game from Paizo

    Publishing. In this way, a player builds their background from a combination of race traits andclass backgrounds to create a unique character.

    How to build a character: When using the traits method, the player first selects their race and

    writes down the special racial traits they receive on their character sheet. They should then use

    the points system in the Set 2 Players Guide to choose starting attributes, modifying their chosen

    scores by the attribute bonus they receive from their chosen race.

    Next the player picks a class background. This is similar to traditional game engine backgrounds

    in that it offers the player a choice of starting abilities and a table for additional beginning

    benefits. Players are encouraged to use the point-buy system from Set 2 to choose benefits for

    their character. Class backgrounds also grant a variety of special background traits available atodd levels. Players should write down the first-level class trait they receive for their choice of

    background.

    Finally, the choice of background also determines the characters class; either Mage, Rogue or

    Warrior. The player should then follow the guidelines in the Set 1 Players Guide to complete

    creating a first level character of their respective class. Thats it, the character is now ready for

    play using the Dragon Hack system.

    Derivative work: This document is a fan-written, derivative work using elements from both the

    Adventure Game Engine by Green Ronin Publishing and the Pathfinder Roleplaying Game by

    Paizo Publishing. It was created solely for the players in my home role-playing group to be ableto play Pathfinder characters using AGE system mechanics. In most cases, the race and class

    descriptions and their associated powers were taken directly from the Pathfinder Reference

    Document, which is distributed under the Open Gaming License. That does not make this

    product an open gaming product, however. This document also contains copyrighted artwork

    taken from the Paizo Blog, and Intellectual Property owned by the Green Ronin, Paizo and

    Bioware companies. Nothing included in this document should be taken as a challenge to those

    copyrights, and this work is created without the consent or even awareness of those companies. It

    is being distributed freely by me so that other players and game masters can create their own

    system of race and class traits to model the games they wish to play using the AGE system. Have

    fun with it!Note: The idea for the witch to use a Hex power instead of Arcane Lance is based on

    a similar concept developed by poster forbinprojecton the Open Design forums.

    Version 1.3 represents theBasic set, and includes information for character levels 1-3.

    Josh Jarman

    @JoJa_rpg

    joshjarman.net

    Dragon Hack

    4/30

  • 8/6/2019 Dragon Hack Version 1.3

    5/30

    Part 1:

    Race Traits

    Dragon Hack

    5/30

  • 8/6/2019 Dragon Hack Version 1.3

    6/30

    Drow

    Although related to the elves, the drow are a

    vile and evil cousin at best. Sometimes called

    dark elves, these cunning creatures prowl thecaves and tunnels of the world below, ruling

    vast subterranean cities through fear and

    might. Worshiping demons and enslaving

    most races they encounter, the drow are

    among the underworld's most feared and

    hated denizens. Some drow choose to leave

    their home, however, forsaking the evil ways

    of their kin for a life as an outsider on the

    surface world where they are feared and

    reviled. For these lonely outcasts, the hatred

    and prejudice they face on the surface is asmall price to pay for their freedom from the

    overwhelming evil of their people.

    Drow are shorter and a bit more slender than

    their surface-dwelling kin, but they are

    otherwise physically similar. Drow have dark

    skin, ranging from black to a hazy purple hue.

    Most drow have white or silver hair and

    white, red or purple eyes.

    In combat, drow are thoroughly ruthless, withlittle regard for fairness or mercy. They prefer

    to attack from ambush or to lure enemies into

    situations where they clearly have the upper

    hand.

    If you choose to play a drow, modify your

    character as follows:

    Add 1 to either your Communication or

    Dexterity attributes. Drow are nimble and

    manipulative.

    You can read and speak Elven and the Trade

    Tongue.

    You gain a number of unique racial traits at

    character creation.

    Elven Immunities: Drow gain a +1 to

    Willpower (Self Discipline) tests against

    magic effects that target the mind.

    Keen Senses: Elves gain a +1 to their

    Perception (Hearing) and Perception (Seeing)

    tests.

    Summon Darkness: Drow can summon a

    globe of impenetrable darkness a number of

    times per day equal to their Magic. The globe

    occupies a space four yards across within 10

    yards of the drow, and makes targeting with a

    ranged weapon impossible.

    Weapon Familiarity: All drow, regardless ofclass, can use Hand Crossbows and Rapiers

    as if they possessed the appropriate Weapon

    Group.

    Hand Crossbow: This drow weapon has a

    12/24 range, inflicts 1d6+2 damage and

    reloads as a minor action.

    Dragon Hack

    6/30

  • 8/6/2019 Dragon Hack Version 1.3

    7/30

    Dwarves

    Dwarves are a stoic but stern race, ensconced

    in cities carved from the hearts of mountains

    and fiercely determined to repel thedepredations of savage races like orcs and

    goblins. More than any other race, the

    dwarves have acquired a reputation as dour

    and humorless craftsmen of the earth. It could

    be said that dwarven history shapes the dark

    disposition of many dwarves, for they reside

    in high mountains and dangerous realms

    below the earth, constantly at war with giants,

    goblins, and other such horrors.

    Dwarves are a short and stocky race, andstand about a foot shorter than most humans,

    with wide, compact bodies that account for

    their burly appearance. Male and female

    dwarves pride themselves on the length of

    their hair, and men often decorate their beards

    with a variety of clasps and intricate braids.

    A clean-shaven male dwarf is a sure sign of

    madness, or worseno one familiar with

    their race trusts a beardless dwarf.

    If you choose to play a dwarf, modify yourcharacter as follows:

    Add 1 to either your Constitution or

    Willpower attributes. Dwarves are as strong

    as their mountain homes, and their

    stubbornness and ability to withstand magical

    enchantment are legendary.

    You can read and speak Dwarven and the

    Trade Tongue.

    You gain a number of unique racial traits at

    character creation.

    Cast Iron Stomach: Dwarves have a natural

    resistance to poison and strong drink. They

    gain a +1 bonus to ability tests to resist

    poison.

    Slow and Steady: Dwarves have a base

    speed of 8 yards, but their speed is never

    modified by armor.

    Stand your ground: Dwarves have both a

    low center of gravity and are well trained in

    combat. They can make an opposed Strength

    (Might) test against an opponents attack rollto resist a Skirmish stunt used against them. If

    successful, the dwarf resists a number of

    yards equal to the Dragon Die.

    Stonecunning: Dwarves receive a +1 bonus

    on Perception tests to potentially notice

    unusual stonework, such as traps and hidden

    doors located in stone walls or floors.

    ElvesThe long-lived elves are children of the

    natural world, similar in many superficial

    ways to fey creatures, yet different as well.

    Elves value their privacy and traditions, and

    while they are often slow to make friends, at

    both the personal and national levels, once an

    Dragon Hack

    7/30

  • 8/6/2019 Dragon Hack Version 1.3

    8/30

    outsider is accepted as a comrade, such

    alliances can last for generations. Elves have

    a curious attachment to their surroundings,

    perhaps as a result of their incredibly long

    lifespans or some deeper, more mystical

    reason. Elves who dwell in a region for longfind themselves physically adapting to match

    their surroundings, most noticeably taking on

    coloration reflecting the local environment.

    Those elves that spend their lives among the

    short-lived races, on the other hand, often

    develop a skewed perception of mortality and

    become morose, the result of watching wave

    after wave of companions age and die before

    their eyes.

    Although generally taller than humans, elves

    possess a graceful, fragile physique that isaccentuated by their long, pointed ears. Their

    eyes are wide and almond-shaped, and filled

    with large, vibrantly colored pupils.

    If you choose to play a elf, modify your

    character as follows:

    Add 1 to either your Dexterity or Cunning

    attributes. Elves are nimble, both in body and

    mind.

    You can read and speak Elven and the Trade

    Tongue.

    You gain a number of unique racial traits at

    character creation.

    Elven Immunities: Elves gain a +1 to

    Willpower (Self Discipline) tests against

    magic effects that target the mind.

    Keen Senses: Elves gain a +1 to their

    Perception (Hearing) and Perception (Seeing)tests.

    Weapon Familiarity: All elves, regardless of

    class, can use Long and Short Bows,

    Longswords, and Rapiers as if they possessed

    the appropriate Weapon Group.

    Half-elves

    Elves have long drawn the covetous gazes of

    other races. Their generous life spans,magical affinity, and inherent grace each

    contribute to the admiration or bitter envy of

    their neighbors. Of all their traits, however,

    none so entrance their human associates as

    their beauty. Since the two races first came

    into contact with each other, the humans have

    held up elves as models of physical

    Dragon Hack

    8/30

  • 8/6/2019 Dragon Hack Version 1.3

    9/30

    perfection, seeing in the fair folk idealized

    versions of themselves. For their part, many

    elves find humans attractive despite their

    comparatively barbaric ways, drawn to the

    passion and impetuosity with which members

    of the younger race play out their brief lives.

    Sometimes this mutual infatuation leads to

    romantic relationships. Though usually short-

    lived, even by human standards, these trysts

    commonly lead to the birth of half-elves, a

    race descended of two cultures yet inheritor

    of neither.

    Half-elves stand taller than humans but

    shorter than elves. They inherit the lean build

    and comely features of their elven lineage,but their skin color is dictated by their human

    side.

    A half-elf's human-like eyes tend to range a

    spectrum of exotic colors running from amber

    or violet to emerald green and deep blue.

    If you choose to play a half-elf, modify your

    character as follows:

    Add 1 to either your Constitution or

    Communication attributes. Half-elves are

    outgoing and enthusiastic and gain the

    hardiness of their human parent.

    You can read and speak Elven and the Trade

    Tongue.

    You gain a number of unique racial traits at

    character creation.

    Adaptability: Half-elves gain one additional

    focus of their choosing from either the

    Communication or Cunning attributes at firstlevel.

    Elven Immunities: Half-elves gain a +1 to

    Willpower (Self Discipline) tests against

    magic effects that target the mind.

    Keen Senses: Half-elves gain a +1 to their

    Perception (Hearing) and Perception (Seeing)

    tests.

    Half-orcs

    Half-orcs are monstrosities, their tragic births

    the result of perversion and violenceor at

    least, that's how other races see them. It's true

    that half-orcs are rarely the result of loving

    unions, and as such are usually forced to grow

    Dragon Hack

    9/30

  • 8/6/2019 Dragon Hack Version 1.3

    10/30

    up hard and fast, constantly fighting for

    protection or to make names for themselves.

    Feared, distrusted, and spat upon, half-orcs

    still consistently manage to surprise their

    detractors with great deeds and unexpected

    wisdomthough sometimes it's easier just tocrack a few skulls.

    Both genders of half-orc stand between 6 and

    7 feet tall, with powerful builds and greenish

    or grayish skin. Their canines often grow long

    enough to protrude from their mouths, and

    these tusks, combined with heavy brows

    and slightly pointed ears, give them their

    notoriously bestial appearance. While half-

    orcs may be impressive, few ever describe

    them as beautiful.

    If you choose to play a half-orc, modify your

    character as follows:

    Add 1 to either your Dexterity or Strength

    attributes. Half-orcs are big, strong and fast.

    You can read and speak the Trade Tongue.

    You gain a number of unique racial traits at

    character creation.

    Intimidating: Half-orcs receive a +1 bonus

    on their Strength (Intimidation) tests.

    Orc Ferocity: When a Half-orc is first

    reduced to 0 health or less, he can make one

    final, major action immediately before

    succumbing to his injuries.

    Weapon Familiarity: Half orcs gain the

    Axes Weapon Group regardless of class.

    Halflings

    Optimistic and cheerful by nature, blessed

    with uncanny luck and driven by a powerful

    wanderlust, halflings make up for their shortstature with an abundance of bravado and

    curiosity. At once excitable and easy-going,

    halflings like to keep an even temper and a

    steady eye on opportunity, and are not as

    prone as some of the more volatile races to

    violent or emotional outbursts. Even in the

    jaws of catastrophe, a halfling almost never

    loses his sense of humor.

    Halflings are inveterate opportunists. Unable

    to physically defend themselves from therigors of the world, they know when to bend

    with the wind and when to hide away. Yet a

    halfling's curiosity often overwhelms his good

    sense, leading to poor decisions and narrow

    escapes.

    Dragon Hack

    10/30

  • 8/6/2019 Dragon Hack Version 1.3

    11/30

    Though their curiosity drives them to travel

    and seek new places and experiences,

    halflings possess a strong sense of house and

    home, often spending above their means to

    enhance the comforts of home life.

    Halflings rise to a humble height of 3 feet.

    They prefer to walk barefoot, leading to the

    bottoms of their feet being roughly calloused.

    Tufts of thick, curly hair warm the tops of

    their broad, tanned feet. Their skin tends

    toward a rich almond color and their hair

    toward light shades of brown. A halfling's ears

    are pointed, but proportionately not much

    larger than those of a human.

    If you choose to play a halfling, modify yourcharacter as follows:

    Add 1 to either your Dexterity or

    Communication attributes. Halflings are

    nimble and strong-willed, but their small

    stature makes them weaker than other races.

    You can read and speak the Trade Tongue.

    You gain a number of unique racial traits at

    character creation.

    Fearless: Halflings get a +1 racial bonus to

    Willpower (Courage) and Willpower (Morale)

    tests.

    Halfling Size: Halflings gain a +1 to the

    attack rolls and Defense when fighting

    creatures larger than themselves. They also

    gain a +2 bonus to their Dexterity (Stealth)

    tests.

    Keen Senses: Halflings gain a +1 to theirPerception (Hearing) and Perception (Seeing)

    tests.

    Sure Footed: Halflings gain a +1 racial bonus

    on Dexterity (Acrobatics) and Strength

    (Climbing) tests.

    Humans

    Humans possess exceptional drive and a great

    capacity to endure and expand, and as such

    are currently the dominant race in the world.

    Their empires and nations are vast, sprawling

    things, and the citizens of these societies

    carve names for themselves with the strength

    of their sword arms and the power of theirspells. Humanity is best characterized by its

    tumultuousness and diversity, and human

    cultures run the gamut from savage but

    honorable tribes to decadent, devil-

    worshiping noble families in the most

    cosmopolitan cities. Human curiosity and

    ambition often triumph over their predilection

    Dragon Hack

    11/30

  • 8/6/2019 Dragon Hack Version 1.3

    12/30

    for a sedentary lifestyle, and many leave their

    homes to explore the innumerable forgotten

    corners of the world or lead mighty armies to

    conquer their neighbors, simply because they

    can.

    The physical characteristics of humans are as

    varied as the world's climes. From the dark-

    skinned tribesmen of the southern continents

    to the pale and barbaric raiders of the

    northern lands, humans possess a wide variety

    of skin colors, body types, and facial features.

    If you choose to play a human, modify your

    character as follows:

    Add 1 to any attribute of your choosing. Themost varied of the races, humans posses an

    adaptability unique among their peers.

    You can read and speak the Trade Tongue.

    You gain a number of unique racial traits at

    character creation.

    Adaptability: Humans gain an additional

    attribute focus of their choosing at character

    creation.

    Talented: Humans also gain Novice training

    in one talent of their choosing at first level.

    Kobolds

    Kobolds are creatures of the dark, found most

    commonly in enormous underground warrens

    or the dark corners of the forest where the sun

    is unable to reach. Due to their physical

    similarities, kobolds loudly proclaim

    themselves the scions of dragonkind, destined

    to rule the earth beneath the wings of theirgreat god-cousins, but most dragons have

    little use for the obnoxious pests.

    While they may speak loudly of divine right

    and manifest destiny, kobolds are keenly

    aware of their own weakness. Cowards and

    schemers, they never fight fair if they can

    help it, instead setting up ambushes and

    double-crosses, holing up in their warrens

    behind countless crude but ingenious traps, or

    rolling over the enemy in vast, yippinghordes.

    Kobold coloration varies even among siblings

    from the same egg clutch, ranging through the

    colors of the chromatic dragons, with red and

    black being the most common, but blue,

    green, and white kobolds are not unknown.

    If you choose to play a kobold, modify your

    character as follows:

    Add 1 to either your Cunning or Dexterity

    attributes. Kobolds are small and fast, and

    they possess a legendary capacity for

    craftiness and ruthless ingenuity.

    You can read and speak the Trade Tongue.

    Dragon Hack

    12/30

  • 8/6/2019 Dragon Hack Version 1.3

    13/30

    You gain a number of unique racial traits at

    character creation.

    Craftiness: Kobolds gain a +1 racial bonus to

    their Dexterity (Traps) tests.

    Kobold Size: Kobolds gain a +1 to the attack

    rolls and Defense when fighting creatures

    larger than themselves. They also gain a +2

    bonus to their Dexterity (Stealth) tests.

    Natural armor: Despite their small size,

    kobolds add 1 to the Armor Rating due to

    their tough, muscled hide.

    Variants: Kobolds gain unique abilities based

    on the coloring of their scales, which they

    claim reveals their draconic ancestry.

    Black: Black-scaled kobolds are the most

    widespread, and are typically found

    underground. Their keen senses give them a

    +1 bonus to Perception (Hearing) and

    Perception (Seeing) tests.

    Blue: Blue-scaled kobolds posses an innate

    bossiness and sense of superiority that often

    lands them in positions of power. They gain a+1 bonus to their Communication

    (Leadership) tests.

    Green: These crafty kobolds are most often

    found in deep forests, where their multi-hued

    green scales blend perfectly with their

    surroundings. They gain a +1 bonus on

    Dexterity (Stealth) tests in forests.

    Red: Fierce braggarts, red kobolds believe

    themselves scions of the mightiest of dragons.

    They gain a +1 on Willpower (Courage) tests.

    White: Rare, white-scaled kobolds are often

    believed to be born under an auspicious

    omen. They gain a +1 bonus to their

    Communication (Persuasion) tests.

    Dragon Hack

    13/30

  • 8/6/2019 Dragon Hack Version 1.3

    14/30

    Part 2:

    Class Backgrounds

    Dragon Hack

    14/30

  • 8/6/2019 Dragon Hack Version 1.3

    15/30

    Alchemist

    Dragon Hack

    15/30

    Whether secreted away in a smoky basement laboratory

    or gleefully experimenting in a well-respected school

    of magic, the alchemist is often regarded as being

    just as unstable, unpredictable, and dangerous as theconcoctions he brews. While some creators of

    alchemical items content themselves with sedentary

    lives as merchants, providing tindertwigs and

    smokesticks, the true alchemist answers a deeper

    calling. Rather than cast magic like a spellcaster, the

    alchemist uses his knowledge of herbs and minerals to

    infuse chemicals with virulent power, which grants him

    impressive skill with poisons, explosives, and all

    manner of self-transformative magic.

    Playing an Alchemist:

    If you choose to play a alchemist, you gain the

    following ability focus: Cunning (Poison

    Lore). Take the Rogue class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same result

    twice, re-roll until you get something different.

    As an alchemist, your character gains special abilities

    called traits at odd levels. Alchemist traits through third

    level are as follows:

    Level 1. Poison Master: Alchemists gain the

    Poison-Making (Novice) talent at first level. In

    addition to the two novice poisons the alchemist

    learns at first level, they also can learn to make one

    Journeyman grenade. They gain an additional

    grenade andpoison at the Journeyman level, and

    another Journeyman grenade and one master

    poison at the Master level.

    Level 3. Potion Maker: The alchemist

    automatically gains another advancement in their

    Poison-Making talent. Also, the alchemist has

    learned to make potions from the herbs and natural

    ingredients of his surroundings. The alchemist can

    make a number of Lesser Health Potions, or Lesser

    Lyrium Potions equal to his Cunning per day.

    These potions have a limited life, however, and

    lose potency after 24 hours.

    Alchemist

    2d6 Roll Benefit

    2 +1 Perception

    3-4 Communication (Investigation)

    5 Cunning (Research)

    6 Perception: (Searching)

    7-8 +1 Dexterity

    9 Dexterity (Grenades)

    10-11 Willpower (Self Discipline)

    12 +1 Cunning

  • 8/6/2019 Dragon Hack Version 1.3

    16/30

    Barbarian

    Dragon Hack

    16/30

    For some, there is only rage. In the ways of their people,in the fury of their passion, in the howl of battle, conflict

    is all these brutal souls know. Savages, hired muscle,

    masters of vicious martial techniques, they are notsoldiers or professional warriorsthey are the battle

    possessed, creatures of slaughter and spirits of war.

    Known as barbarians, these warmongers know little oftraining, preparation, or the rules of warfare; for them,

    only the moment exists, with the foes that stand before

    them and the knowledge that the next moment might

    hold their death. They possess a sixth sense in regard todanger and the endurance to weather all that might

    entail. These brutal warriors might rise from all walks of

    life, both civilized and savage, though whole societiesembracing such philosophies roam the wild places of the

    world. Within barbarians storms the primal spirit of

    battle, and woe to those who face their rage.

    Playing a Barbarian:

    If you choose to play a barbarian, pick one of

    the following ability focuses: Constitution

    (Stamina) or Dexterity (Initiative).Take theWarrior class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same result

    twice, re-roll until you get something different.

    As a barbarian, your character gains special abilities

    called traits at odd levels. Barbarian traits through thirdlevel are as follows:

    Barbarians start with 35 + Constitution + 1d6 Health.

    Level 1.Barbarian Rage: The barbarian can enter a

    rage as many times per day as her Constitution.

    While enraged, the barbarian gains a +1 to her attackrolls, and a +2 to her damage with melee weapons.

    She also gains a +2 to Willpower (Courage) and

    Willpower (Morale) tests. Enraged characters suffer a-2 to their Defense and Perception tests, though. The

    rage lasts for as many rounds as a barbarians

    Constitution, and she must pass a TN 13 Willpower(Self Discipline) test to end her rage early.

    Level 3.Battle Hardened: At third level the

    Barbarian can half her Constitution rounded down asa bonus to her Armor Rating as long as she doesnt

    wear metal armor. She also gains a +2 bonus to her

    Speed.

    Barbarian

    2d6 Roll Benefit

    2 +1 Dexterity

    3-4 Constitution (Drinking)

    5 Perception (Tracking)

    6 Cunning (Natural Lore)

    7-8 +1 Strength

    9 Strength (Might)

    10-11 Willpower (Courage)

    12 +1 Perception

  • 8/6/2019 Dragon Hack Version 1.3

    17/30

    Bard

    Dragon Hack

    17/30

    Untold wonders and secrets exist for those skillful

    enough to discover them. Through cleverness, talent, and

    magic, these cunning few unravel the wiles of the world,

    becoming adept in the arts of persuasion, manipulation,and inspiration. Typically masters of one or many forms

    of artistry, bards possess an uncanny ability to know

    more than they should and use what they learn to keep

    themselves and their allies ever one step ahead of danger.

    Bards are quick-witted and captivating, and their skills

    might lead them down many paths, be they gamblers or

    jacks-of-all-trades, scholars or performers, leaders or

    scoundrels, or even all of the above. For bards, every day

    brings its own opportunities, adventures, and challenges,

    and only by bucking the odds, knowing the most, and

    being the best might they claim the treasures of each.

    Playing a Bard:

    If you choose to play a bard, pick one of thefollowing ability focuses: Cunning (MusicalLore) or Communication (Performance). Takethe Rogue class.

    Roll twice on the accompanying table foradditional benefits. If you get the same resulttwice, re-roll until you get something different.

    As a bard, your character gains special abilities calledtraits at odd levels. Bard traits through third level are asfollows:

    Level 1. Performance: Bards gain the Music(Novice) talent at first level. The bard can use his

    bardic performance ability a number of times per

    day equal to 4+ his Communication. At first level

    the bard can perform Fascinate: Enemies within 16yards of the bard must pass a Willpower (Self

    Discipline) test against the bards Communication

    (Performance) or be affected as per the Daze spell.OrInspire Courage: The bards allies within

    hearing gain a +1 to attack rolls and Defense and a

    +2 to Willpower (Courage) and Willpower(Morale) tests for a number of rounds equal the

    bards Communication. The bard gains anadditional use of his bardic performance ability at

    each odd level.

    Level 3.Improved Performance: The bard gains

    theInspire Competence performance: An allywithin hearing gains a +2 bonus on an ability test

    of their choice.

    Bard

    2d6 Roll Benefit

    2 +1 Cunning

    3-4 Cunning (Historical Lore)

    5 Communication (Persuasion)

    6 Perception (Empathy)

    7-8 +1 Communication

    9 Communication (Bargaining)

    10-11 Dexterity (Light Blades)

    12 +1 Dexterity

  • 8/6/2019 Dragon Hack Version 1.3

    18/30

    Cleric

    Dragon Hack

    18/30

    In faith and the miracles of the divine, many find a

    greater purpose. Called to serve powers beyond most

    mortal understanding, all priests preach wonders and

    provide for the spiritual needs of their people. Clericsare more than mere priests, though; these emissaries of

    the divine work the will of their deities through

    strength of arms and the magic of their gods. Devoted

    to the tenets of the religions and philosophies that

    inspire them, these ecclesiastics quest to spread the

    knowledge and influence of their faith. Yet while they

    might share similar abilities, clerics prove as different

    from one another as the divinities they serve, with

    some offering healing and redemption, others judging

    law and truth, and still others spreading conflict and

    corruption.

    Playing a Cleric:

    If you choose to play a cleric, pick one of the

    following ability focuses: Cunning (Healing)

    or Willpower (Faith). Take the Mage class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same result

    twice, re-roll until you get something

    different.

    As a cleric, your character gains special abilities

    called traits at odd levels. Cleric traits through third

    level are as follows:

    Level 1.Divine Warrior:Unlike their arcane kin,clerics use divine magic and are at home in armor

    and on the battlefield. When casting spells from the

    Creation school, clerics suffer no penalties inarmor. Their penalty to cast spells from the Spirit

    school in armor is reduced by 2. Clerics can choose

    one additional weapon group at first level, theymust choose a weapon favored by their deity.

    Level 3. Channel Energy: Channeling energycauses a burst of power that affects all creatures in

    a 10-yard radius centered on the cleric. The energyheals allies or harms undead. The amount of

    damage dealt or healed is equal to 1d6 + Magic.

    The cleric can channel energy a number of timesper day equal her Willpower.

    Cleric

    2d6 Roll Benefit

    2 +1 Cunning

    3-4 Cunning (Religious Lore)

    5 Communication (Leadership)

    6 Strength (Bludgeons)

    7-8 +1 Magic

    9 Magic (Creation)

    10-11 Willpower (Self Discipline)

    12 +1 Willpower

  • 8/6/2019 Dragon Hack Version 1.3

    19/30

    Druid

    Dragon Hack

    19/30

    Within the purity of the elements and the order of thewilds lingers a power beyond the marvels of

    civilization. Furtive yet undeniable, these primal

    magics are guarded over by servants of philosophicalbalance known as druids. Allies to beasts and

    manipulators of nature, these often misunderstood

    protectors of the wild strive to shield their lands fromall who would threaten them and prove the might of the

    wilds to those who lock themselves behind city walls.

    Rewarded for their devotion with incredible powers,

    druids gain unparalleled shape-shifting abilities, thecompanionship of mighty beasts, and the power to call

    upon nature's wrath. The mightiest temper powers akin

    to storms, earthquakes, and volcanoes with primevalwisdom long abandoned and forgotten by civilization.

    Playing a Druid:If you choose to play a druid, pick one of thefollowing ability focuses: Cunning (NaturalLore) or Communication (Animal Handling).Take the Mage class.

    Roll twice on the accompanying table foradditional benefits. If you get the same resulttwice, re-roll until you get somethingdifferent.

    As a druid, your character gains special abilities calledtraits at odd levels. Druid traits through third level areas follows:

    Druids suffer no armor penalty when casting spellsfrom the Creation, Primal or Spirit schools in leatherarmor. They cannot wear metal armor.

    Level 1.Animal Companion: The druid can callupon on a wild animal to be a faithful companionand friend. She gains the Communication (AnimalHandling) focus if she doesnt have it, and theAnimal Training (Novice) talent. When workingwith her chosen animal companion, the animalsabilities are as if the druid had one higher degreethe Animal Training talent. Thus a druid with theNovice talent level would be able to train and givecommands to her animal companion as if she were

    a Journeyman. At the Master level the animalunderstands the unspoken mental commands of thedruid.

    Level 3. Wild Step: At third level the druid gainsthe ability to move through heavy underbrush andbrambles with ease. They gain a +2 to abilitytests to overcome these hazards with a successmeaning the take no damage. Enemies trying totrack a druid suffer a -2 to their Perception(Tracking) tests.

    Druid

    2d6 Roll Benefit

    2 +1 Cunning

    3-4 Perception (Tracking)

    5 Cunning (Healing)

    6 Dexterity (Stealth)

    7-8 +1 Magic

    9 Magic (Spirit)

    10-11 Constitution (Stamina)

    12 +1 Communication

  • 8/6/2019 Dragon Hack Version 1.3

    20/30

    Fighter

    Dragon Hack

    20/30

    Some take up arms for glory, wealth, or revenge.

    Others do battle to prove themselves, to protect others,

    or because they know nothing else. Still others learn

    the ways of weaponcraft to hone their bodies in battleand prove their mettle in the forge of war. Lords of the

    battlefield, fighters are a disparate lot, training with

    many weapons or just one, perfecting the uses of

    armor, learning the fighting techniques of exotic

    masters, and studying the art of combat, all to shape

    themselves into living weapons. Far more than mere

    thugs, these skilled warriors reveal the true deadliness

    of their weapons, turning hunks of metal into arms

    capable of taming kingdoms, slaughtering monsters,

    and rousing the hearts of armies. Soldiers, knights,

    hunters, and artists of war, fighters are unparalleled

    champions, and woe to those who dare stand against

    them.

    Playing a Fighter:

    If you choose to play a fighter, pick one of the

    following ability focuses: Strength (Might) or

    Constitution (Stamina). Take the Warrior

    class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same result

    twice, re-roll until you get something

    different.

    As a fighter, your character gains special abilities

    called traits at odd levels. Fighter traits through third

    level are as follows:

    Level 1. Weapon Training: Fighters are first andforemost weapon masters, training day and night to

    become unequaled martial combatants. Pick a

    weapon group, you gain a +1 to attack and damagerolls with weapons from that group. This bonus

    grows to +2 at fifth level, +3 at 10th, +4 at 15th and

    +5 at 20th. At each of these levels the fighter canpick a new, additional weapon group to master,

    which starts with a +1 bonus.

    Level 3.Armor Training: Fighters excel at the use

    of armor in combat, gaining greater freedom ofmovement than other warriors. Their armor penalty

    to speed is reduced by 2 at third level, by 3 at fifth

    level, by 4 at seventh level and by 5 at 10th level.

    Fighter

    2d6 Roll Benefit

    2 +1 Communication

    3-4 Communication (Leadership)

    5 Perception (Seeing)

    6 Cunning (Military Lore)

    7-8 +1 Strength

    9 Dexterity (Initiative)

    10-11 Willpower (Morale)

    12 +1 Perception

  • 8/6/2019 Dragon Hack Version 1.3

    21/30

    Monk

    Dragon Hack

    21/30

    For the truly exemplary, martial skill transcends thebattlefieldit is a lifestyle, a doctrine, a state of mind.

    These warrior-artists search out methods of battle

    beyond swords and shields, finding weapons withinthemselves just as capable of crippling or killing as any

    blade. These monks (so called since they adhere to

    ancient philosophies and strict martial disciplines)elevate their bodies to become weapons of war, from

    battle-minded ascetics to self-taught brawlers. Monks

    tread the path of discipline, and those with the will to

    endure that path discover within themselves not whatthey are, but what they are meant to be.

    Playing a Monk:

    If you choose to play a monk, pick one of the

    following ability focuses: Dexterity

    (Brawling) or Willpower (Self Discipline).Take the Rogue class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same result

    twice, re-roll until you get something

    different.

    As a monk, your character gains special abilities called

    traits at odd levels. Monk traits through third level areas follows:

    Monks start with 30 + Constitution + 1d6 Health.

    Level 1. Unarmed Combat: Monks gain the Unarmed

    Style (Novice) talent at first level. When fighting

    unarmed, monks can make two attacks as a singlemajor action. The number of unarmed attacks a monk

    can make in a single action increases to three at fifth

    level, and four at 10th level. Only the first of theseattacks gains the bonuses for a backstab. When

    fighting without armor, the monk gains a natural AR

    equal to his Cunning.

    Level 3. Combat Training: The monk continues to

    excel at unarmed combat as his experience

    increases. At third level and above he adds hisCunning to the damage he deals in unarmed

    combat. At third level the monk gains the ability to

    perform a special Stunning Fist stunt for 4 SP.Opponents struck by the stunt must pass a

    Constitution (Stamina) test against the monks

    attack roll or be affected as per the Daze spell. Healso gains a +2 bonus to his Speed.

    Monk

    2d6 Roll Benefit

    2 +1 Strength

    3-4 Strength (Climbing)

    5 Perception (Seeing)

    6 Cunning (Healing)

    7-8 +1 Dexterity

    9 Dexterity (Acrobatics)

    10-11 Communication (Investigation)

    12 +1 Cunning

  • 8/6/2019 Dragon Hack Version 1.3

    22/30

    Paladin

    Dragon Hack

    22/30

    Through a select, worthy few shines the power of the

    divine. Called paladins, these noble souls dedicate their

    swords and lives to the battle against evil. Knights,

    crusaders, and law-bringers, paladins seek not just tospread divine justice but to embody the teachings of

    the virtuous deities they serve. In pursuit of their lofty

    goals, they adhere to ironclad laws of morality and

    discipline. As reward for their righteousness, these

    holy champions are blessed with boons to aid them in

    their quests: powers to banish evil, heal the innocent,

    and inspire the faithful. Although their convictions

    might lead them into conflict with the very souls they

    would save, paladins weather endless challenges of

    faith and dark temptations, risking their lives to do

    right and fighting to bring about a brighter future.

    Playing a Paladin:

    If you choose to play a paladin, pick one of

    the following ability focuses: Constitution

    (Stamina) or Dexterity (Riding). Take the

    Warrior class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same result

    twice, re-roll until you get something

    different.

    As a paladin, your character gains special abilities

    called traits at odd levels. Paladin traits through third

    level are as follows:

    Level 1. Sense Evil: At first level, paladins gain the

    ability to sense the presence of evil beings or

    intentions. The paladin gains a +2 to her Perception

    (Empathy) tests to discern the motives or sense the

    presence of evil creatures.

    Level 3.Lay on Hands: While considered an

    instrument of war, paladins also know that the tideof battle can depend on the health of their allies. As

    a major action, paladins can heal themselves or

    their allies a number of times per day equal their

    Willpower. The amount healed is equal to 1d6 plus

    the paladins Willpower (Faith). This amount

    grows to 2d6 at seventh level and 3d6 at 11th.

    Paladin

    2d6 Roll Benefit

    2 +1 Willpower

    3-4 Willpower (Faith)

    5 Perception (Empathy)

    6 Cunning (Military Lore)

    7-8 +1 Strength

    9 Strength (Heavy Blades)

    10-11 Communication (Leadership)

    12 +1 Communication

  • 8/6/2019 Dragon Hack Version 1.3

    23/30

    Ranger

    Dragon Hack

    23/30

    For those who relish the thrill of the hunt, there are onlypredators and prey. Be they scouts, trackers, or bounty

    hunters, rangers share much in common: unique mastery

    of specialized weapons, skill at stalking even the mostelusive game, and the expertise to defeat a wide range of

    quarries. Knowledgeable, patient, and skilled hunters, these

    rangers hound man, beast, and monster alike, gaininginsight into the way of the predator, skill in varied

    environments, and ever more lethal martial prowess. While

    some track man-eating creatures to protect the frontier,

    others pursue more cunning gameeven fugitives amongtheir own people.

    Playing a Ranger:If you choose to play a ranger, pick one of thefollowing ability focuses: Constitution (Stamina)

    or Dexterity (Stealth). Take the Warrior class.

    Roll twice on the accompanying table for additionalbenefits. If you get the same result twice, re-roll untilyou get something different.

    As a ranger, your character gains special abilities calledtraits at odd levels. Ranger traits through third level are asfollows:

    Rangers must wear Light Mail or lighter armor.

    Level 1. Combat Style: Rangers can choose tospecialize in a weapon style at first level. The rangerchooses to specialize as either an archer or dual-

    weapon fighter. Rangers who choose archery gain theArchery Style (Novice) talent and Dexterity (Bows)focus. When targeting an opponent within half of theweapons short range, the ranger can add her Strengthto the damage instead of Perception, or the greater ofher Dexterity or Perception to the damage scored by acrossbow. Rangers suffer no penalty for firing at atarget in melee combat.

    The ranger who chooses the two-weapon path gains

    the Dual Weapon Style (Novice) talent. At the Novice

    level, the ranger gets to add +1 to both her Defenseand attack rolls when wielding two weapons, and

    rangers never suffer an increased Strength restriction

    on their off-hand weapon. At the Master level, therangers follow up attack with her offhand weaponadds her full Strength to damage.

    Level 3. Pathfinder: Few can hope to match thewoodcraft of a ranger in the wild. Rangers gain their

    choice of the Cunning (Natural Lore) or Perception

    (Tracking) focuses. They also gain the Scouting(Novice) talent, ignoring that talents class restriction.

    Ranger

    2d6 Roll Benefit

    2 +1 Perception

    3-4 Perception (Tracking)

    5 Communication (Animal Handling)

    6 Cunning (Nature Lore)

    7-8 +1 Strength

    9 Dexterity (Traps)

    10-11 Willpower (Self Discipline)

    12 +1 Cunning

  • 8/6/2019 Dragon Hack Version 1.3

    24/30

    Sorcerer

    Dragon Hack

    24/30

    Scions of innately magical bloodlines, the chosen of

    deities, the spawn of monsters, pawns of fate and

    destiny, or simply flukes of fickle magic, sorcerers look

    within themselves for arcane prowess and draw forthmight few mortals can imagine. Emboldened by lives

    ever threatening to be consumed by their innate

    powers, these magic-touched souls endlessly indulge in

    and refine their mysterious abilities, gradually learning

    how to harness their birthright and coax forth ever

    greater arcane feats. Just as varied as these innately

    powerful spellcasters' abilities and inspirations are the

    ways in which they choose to utilize their gifts. While

    some seek to control their abilities through meditation

    and discipline, becoming masters of their fantastic

    birthright, others give in to their magic, letting it rule

    their lives with often explosive results. Regardless,

    sorcerers live and breathe that which other spellcasters

    devote their lives to mastering, and for them magic is

    more than a boon or a field of study; it is life itself.

    Playing a Sorcerer:

    If you choose to play a sorcerer, pick one ofthe following ability focuses: Cunning

    (Arcane Lore) or Dexterity (Initiative). Take

    the Mage class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same resulttwice, re-roll until you get something

    different.

    As a sorcerer, your character gains special abilitiescalled traits at odd levels. Sorcerer traits through third

    level are as follows:

    Level 1.Bloodline: Sorcerers pick the bloodline that

    is the source of their power. They gain the Magic

    focus in the magic school associated with theirbloodline. Because the magic they cast flows in their

    veins, sorcerers can use the Fast Casting stunt for 3

    SP. Ask your GM about the bloodlines you canchoose from.

    Level 3.Amplify Magic: The sorcerer can empower

    their spells with the magical energy that flows in theirblood. They can add 1d6 to the damage of any spell

    by doubling the mana cost. They can increase the

    damage of their Arcane Lance by paying 3 Mana.

    Sorcerer

    2d6 Roll Benefit

    2 +1 Communication

    3-4 Communication (Persuasion)

    5 Willpower (Self Discipline)

    6Perception (Searching)

    7-8 +1 Magic

    9 Magic (Arcane Lance)

    10-11 Cunning (Cultural Lore)

    12 +1 Cunning

  • 8/6/2019 Dragon Hack Version 1.3

    25/30

    Summoner

    Dragon Hack

    25/30

    While many who dabble in the arcane become adept atbeckoning monsters from the farthest reaches of the

    planes, none are more skilled at it than the summoner.

    This practitioner of the arcane arts forms a close bondwith one particular outsider, known as an eidolon, who

    gains power as the summoner becomes more proficient

    at his summoning. Over time, the two become linked,eventually even sharing a shard of the same soul. But

    this power comes with a price: the summoner's spells

    and abilities are limited due to his time spent

    enhancing the power and exploring the nature of hiseidolon.

    Playing a Summoner:

    If you choose to play a summoner, pick one of

    the following ability focuses: Communication

    (Animal Handling) or Cunning (ArcaneLore). Take the Mage class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same result

    twice, re-roll until you get something

    different.

    As a summoner, your character gains special abilities

    called traits at odd levels. Summoner traits throughthird level are as follows:

    Level 1.Eidolon: A summoner gains the ability to

    call to his side a powerful outsider known as aneidolon. A summoner can summon his eidolon in a

    ritual that takes 1 minute to perform. The eidolon's

    physical appearance is up to the summoner, but italways appears as some sort of fantastical creature.

    Ask your GM about the eidolons combat abilities and

    how it advances as the summoner grows in power.Whenever an eidolon takes enough damage to send it

    back to its home plane, the summoner can, as a free

    action, sacrifice any number of his Health, whichreduces the damage taken by the eidolon by the same

    amount.

    Level 3. Summon Monster: The summoner gains theability to call other monsters to his side beyond his

    eidolon. At third level the summoner can call forth 1d3

    Blight Wolves to serve him as a Spirit, utility spell thatrequires a major action. The spell costs 7 Mana, has a

    TN of 13 and the wolves remain for as many rounds as

    the Summoners Communication. Any remainingwolves can be sustained by spending 3 Mana per wolf,

    per round. He cannot summon other creatures while his

    eidolon is present.

    Summoner

    2d6 Roll Benefit

    2 +1 Willpower

    3-4 Willpower (Self Discipline)

    5 Cunning (Natural Lore)

    6Constitution (Stamina)

    7-8 +1 Magic

    9 Magic (Spirit)

    10-11 Communication (Bargaining)

    12 +1 Communication

  • 8/6/2019 Dragon Hack Version 1.3

    26/30

    Thief

    Dragon Hack

    26/30

    Life is an endless adventure for those who live by their

    wits. Ever just one step ahead of danger, thieves bank

    on their cunning, skill, and charm to bend fate to their

    favor. Never knowing what to expect, they prepare foreverything, becoming masters of a wide variety of

    skills, training themselves to be adept manipulators,

    agile acrobats, shadowy stalkers, or masters of any of

    dozens of other professions or talents. Rogues and

    gamblers, fast talkers and diplomats, bandits and

    bounty hunters, and explorers and investigators all

    might be considered thieves, as well as countless other

    professions that rely upon wits, prowess, or luck.

    Although many thieves favor cities and the

    innumerable opportunities of civilization, some

    embrace lives on the road, journeying far, meeting

    exotic people, and facing fantastic danger in pursuit of

    equally fantastic riches. In the end, any who desire to

    shape their fates and live life on their own terms might

    come to be called thieves.

    Playing a Thief:

    If you choose to play a thief, pick one of the

    following ability focuses: Communication

    (Deception) or Dexterity (Stealth). Take the

    Rogue class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same result

    twice, re-roll until you get something

    different.

    As a thief, your character gains special abilities

    called traits at odd levels. Thief traits through third

    level are as follows:

    Level 1. Quick Blade: As a thief youve learned to

    make use of your natural finesse in combat. You

    can add your Dexterity instead of Strength to

    damage you deal with weapons from the Brawling,Light Blades or Staves groups.

    Level 3. Treasure Hunter: Thieves excel at getting

    into and out of sticky situations, as such their

    knowledge of traps is unparalleled. You gain the

    Dexterity (Traps) focus and the Trap Making

    (Novice) talent.

    Thief

    2d6 Roll Benefit

    2 +1 Communication

    3-4 Communication (Gambling)

    5 Cunning (Poison Lore)

    6 Strength (Jumping)

    7-8 +1 Dexterity

    9 Dexterity (Light Blades)

    10-11 Cunning (Evaluation)

    12 +1 Cunning

  • 8/6/2019 Dragon Hack Version 1.3

    27/30

    Witch

    Dragon Hack

    27/30

    Some gain power through study, some throughdevotion, others through blood, but the witch gains

    power from her communion with the unknown.

    Generally feared and misunderstood, the witch drawsher magic from a pact made with an otherworldly

    power. Communing with that source, using her familiar

    as a conduit, the witch gains not only a host of spells,but a number of strange abilities known as hexes. As a

    witch grows in power, she might learn about the source

    of her magic, but some remain blissfully unaware.

    Some are even afraid of that source, fearful of what itmight be or where its true purposes lie. While many

    witches are recluses, living on the edge of civilization,

    some live within society, openly or in hiding. Theblend of witches' spells makes them adept at filling a

    number of different roles, from seer to healer, and their

    hexes grant them a number of abilities that are usefulin a fight.

    Playing a Witch:

    If you choose to play a witch, pick one of the

    following ability focuses: Cunning (Natural

    Lore) or Magic (Hex). Take the Mage class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same resulttwice, re-roll until you get something

    different.

    As a witch, your character gains special abilitiescalled traits at odd levels. Witch traits through third

    level are as follows:

    Level 1.Black Magic: Instead of gaining the

    Arcane Lance power, witches gain hexes that can

    be used as a major action without expending mana.If a witch beats her target in an appropriate

    opposed Magic (Hex) test, she can choose to inflict

    one of her hexes on them, such asEvil Eye: Thevictim suffers a -2 to the witch's choice of Defense,

    attack rolls or ability tests for a number of rounds

    equal her Communication.Ask your GM for a list

    of hexes you can choose from. The witch also gainsa familiar as a magical pet who serves as a loyal

    companion and enhances the witchs skills and

    senses.

    Level 3. Succor: The witchs hex can heal as well

    as hurt. The witch can use the Succor hex to grantone ally within range of her or her familiar 1d6

    Health.

    Witch

    2d6 Roll Benefit

    2 +1 Perception

    3-4 Perception (Searching)

    5 Cunning (Poison Lore)

    6 Willpower (Courage)

    7-8 +1 Magic

    9 Magic (Spirit)

    10-11 Communication (Bargaining)

    12 +1 Communication

  • 8/6/2019 Dragon Hack Version 1.3

    28/30

    Wizard

    Dragon Hack

    28/30

    Beyond the veil of the mundane hide the secrets of

    absolute power. The works of beings beyond mortals,

    the legends of realms where gods and spirits tread, the

    lore of creations both wondrous and terriblesuchmysteries call to those with the ambition and the

    intellect to rise above the common folk to grasp true

    might. Such is the path of the wizard. These shrewd

    magic-users seek, collect, and covet esoteric

    knowledge, drawing on cultic arts to work wonders

    beyond the abilities of mere mortals. While some

    might choose a particular field of magical study and

    become masters of such powers, others embrace

    versatility, reveling in the unbounded wonders of all

    magic. In either case, wizards prove a cunning and

    potent lot, capable of smiting their foes, empowering

    their allies, and shaping the world to their every desire.

    Playing a Wizard:

    If you choose to play a wizard, pick one of thefollowing ability focuses: Cunning (Arcane

    Lore) or Magic (Arcane Lance). Take the

    Mage class.

    Roll twice on the accompanying table for

    additional benefits. If you get the same resulttwice, re-roll until you get something

    different.

    As a wizard, your character gains special abilitiescalled traits at odd levels. Wizard traits through third

    level are as follows:

    Level 1. Spellbook: Wizards learn a number of

    spells equal to 3 plus their Cunning at first level,

    and an additional spell at each level thereafter.They can only memorize a number of spells per

    day equal to the amount gained through their

    classs Magic Training ability and level increases,

    though. Wizards choose which spells to memorizeeach morning. Wizards pick a spell school to

    specialize in as well, gaining the magic (Novice)

    talent for the school of their choice.

    Level 3.Arcane Bond: The Wizard gains a familiar,

    a magical pet who serves as a loyal companion andenhances the wizard's skills and senses and can aid

    him in magic.Ask your GM about possible choices

    of familiars and the bonuses they bestow.

    Wizard

    2d6 Roll Benefit

    2 +1 Cunning

    3-4 Cunning (Research)

    5 Communication (Investigation)

    6 Perception (Searching)

    7-8 +1 Magic

    9 Weapon Group: Bows

    10-11 Willpower (Self Discipline)

    12 +1 Willpower

  • 8/6/2019 Dragon Hack Version 1.3

    29/30

    Dragon Hack

    29/30

    Game Masters Reference Sheet

    Sorcerer Bloodlines: Sorcerers can choose from the

    following bloodlines at creation. In addition to the bonus

    received for their bloodline choice, sorcerers gain the

    Magic focus for the magic school associated with their

    bloodline.

    Aberrant:Entropy. There is a taint in your blood, one

    that is alien and bizarre. You gain the Communication

    (Deception) focus.

    Celestial: Creation. Your bloodline is blessed by a

    celestial power, either from a celestial ancestor or

    through divine intervention. You gain the Cunning(Healing) focus.

    Elemental: Primal.The power of the elements resides inyou, and at times you can hardly control its fury. You

    gain the Strength (Intimidation) focus.

    Fey: Spirit. The capricious nature of the fey runs in yourfamily due to some intermingling of fey blood or magic.

    You gain the Cunning (Natural Lore) focus.

    Summoner Eidolon: A summoners eidolon startswith Health equal to 10 + the summoners Magic +1d6.It gains Health each level equal to the summonersMagic + 1d6. The creature can act on the summonersturn and gains its own major and minor action each

    round. At first level the creature has the following scores:

    0 Communication -2 Cunning1 Constitution 3 Dexterity

    0 Magic 2 Perception

    2 Strength (Claw) 1 Willpower

    13 Defense 12 Speed 3 Armor Rating

    Bite +3 1d6+2 Claw +4 1d6+2

    Every level the eidolon gains advancement points that

    the summoner can can choose to spend right away or

    save for more expensive bonuses. Some sample

    advancement bonuses: 1 Point:Armor: Gain 1 ArmorRating.Bite: Gain a +1 to hit +1 to damage on bite

    attack. Claw: Gain a +1 to hit +1 to damage on clawattack.Mount: Gain training to serve as suitable combat

    mount for summoner. Skill: Gain 1 focus. 2 Points:

    Attribute: Gain 1 attribute advancement.Magic Attack:

    Treat one attack as magical for the purposes of harmingcreatures immune to non-magic weapons. 3 Points:

    Quick Bite: Allow a bite attack against an adjacent

    enemy as a special stunt costing 3 SP.

    Witch and Wizard Familiars:A familiar is an

    animal chosen by a spellcaster to aid him in the study

    of magic. The animal gains 1 Defense for every two

    levels of the casters experience, and gains Health

    equal to the casters Constitution at each level. If the

    master is third level or higher, a familiar can deliver

    spell with a range of touch for him. Familiars

    impart special bonuses to their masters as follows:

    Cat: Master gains a +1 bonus on Dexterity (Stealth)

    tests.

    Fox or Weasel: Master gains a +1 bonus on Dexterity(Acrobatics) tests.

    Hawk or Owl: Master gains a +1 bonus on Perception

    (Seeing) tests.

    Rat: Master gains a +1 bonus Constitution (Stamina)

    tests.

    Raven: Master gains a +1 bonus on Cunning

    (Evaluation) tests.

    Spider: Master gains a +1 bonus on Strength

    (Climbing)

    Witch Hexes:Witches gain hexes to use in place of

    the Arcane Lance power. The witch chooses one hex

    she knows at first level and can learn an additional one

    at every odd level thereafter.

    Charm: The witch gains a +2 to her Communication

    (Bargaining), Communication (Persuasion), and

    Communication (Seduction) tests against the target for

    a number of rounds equal her Communication. Test:

    Magic (Hex) vs. Willpower (Self Discipline).

    Evil Eye: The victim suffers a -2 to the witch's

    choice of Defense, attack rolls or ability tests for anumber of rounds equal her Communication. Test:

    Magic (Hex) vs. Willpower (Courage).

    Fortune: The witch can grant an ally a boon of luck,bestowing a +2 bonus to her choice of attack rolls or

    ability tests for a number of rounds equal to her

    Communication.

    Ward: The witch can weave a spell of protection magic

    over an ally, granting them a +2 bonus to her choice of

    Defense or Armor Rating for a number of rounds equal

    her Communication.

  • 8/6/2019 Dragon Hack Version 1.3

    30/30

    Dragon Hack

    A Pathfinder Race and Class system for the

    Dragon Age Gameversion 1.3

    Dragon Hack