dragon hack version 1.3
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Dragon Hack
A Pathfinder Race and Class system for the
Dragon Age Gameversion 1.3
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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.
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Dragon HackA Pathfinder Race and Class system
for the Dragon Age Gameversion 1.3
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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
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Part 1:
Race Traits
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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.
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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
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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
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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
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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.
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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
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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.
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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.
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Part 2:
Class Backgrounds
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Alchemist
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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
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Barbarian
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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
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Bard
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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
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Cleric
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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
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Druid
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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
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Fighter
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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
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Monk
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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
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Paladin
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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
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Ranger
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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
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Sorcerer
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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
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Summoner
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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
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Thief
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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
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Witch
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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
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Wizard
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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
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Dragon Hack
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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.
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Dragon Hack
A Pathfinder Race and Class system for the
Dragon Age Gameversion 1.3
Dragon Hack