gods and heroes core rules

Upload: john-lynch

Post on 04-Jun-2018

220 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/13/2019 Gods and Heroes Core Rules

    1/67

  • 8/13/2019 Gods and Heroes Core Rules

    2/67

    Introduction ....................... 1

    Character Creation ......... 1

    Levelling Up .................... 2

    Races .................................. 3

    Age ................................. 3

    Height and Weight ......... 3

    Dragonmen .................... 4

    Dwarves ......................... 5

    Elf ................................... 6

    Gnomes .......................... 6

    Half-Elf ............................ 7

    Halflings .......................... 7

    Half-Orcs ........................ 7

    Humans .......................... 8

    Infernal Tieflings............. 9

    Ironforged ...................... 8

    Reborn ............................ 9

    Wildmen ......................... 9

    Classes .............................. 11

    Barbarians .................... 12

    Bard .............................. 13

    Cleric ............................ 15

    Druid ............................ 17

    Fighter .......................... 18

    Monk ............................ 20

    Paladin.......................... 22Ranger .......................... 24

    Rogue ........................... 26

    Sorcerer ........................ 27

    Tactician ....................... 29

    Warlock ........................ 30

    Wizard .......................... 32

    Powers ............................. 34

    Learning Powers ........... 34

    Racial Powers ............... 35

    Level 1 Powers.............. 36

    Level 3 Powers.............. 39

    Level 5 Powers.............. 40

    Level 7 Powers.............. 41

    Level 9 Powers.............. 42

    Level 13 Powers............ 43

    Level 15 Powers............ 44

    Level 17 Powers............ 44

    Level 19 Powers............ 45

    Level 23 Powers............ 46

    Level 25 Powers............ 46

    Level 27 Powers............ 46

    Level 29 Powers............ 47

    Utility Powers ............... 48

    Feats ................................. 49

    General Feats ............... 49

    Racial Feats ................... 50

    Multiclass Feats ............ 51

    Equipment ........................ 52

    Magic Items ...................... 54

    Effects on Characters ... 54

    Classic EnhancementBonuses ........................ 54

    Shield Special Abilities .. 55

    Weapons ...................... 56

    Gamemastering ................ 59

    Skill Based Encounters . 60

    Make It Your Own ............ 61

    Material from OtherGames........................... 62

    Class Ability Scores ....... 62

    Healing ......................... 62

    Remove Ability Scores .. 63

    Remove Scaling Bonuses63

    Open Game License ......... 65

  • 8/13/2019 Gods and Heroes Core Rules

    3/67

    Introduction

    Character CreationCreating a character can seem rather dauntingto begin with. However this chapter isdesigned to give you a step by step process inone easy to reference area. The differentsteps are:

    1. Choose a race2. Choose a class and archetype3. Select trained skills

    4. Select a feat5. Select your powers6. Choose your ability scores

    RaceThe first step is to select your race fromChapter 2. This will help determine yourcharacters appearance, height, weight andage. Whats provided are the range that yourcharacters height and weight will be inside.

    Although with a GMs permission you caneasily go outside of this range.

    Youll receive a list of standard traits. Writethese onto your character sheet. Dont worrytoo much about the ability score modifier.Note it down somewhere and that will beused later.

    Most races will have a subrace. These offer

    additional benefits and help determine theculture of your character. Select a subrace,write down the traits you receive and make anote of the ability score modifier somewhere.

    ClassYour other biggest choice will be your class.This will determine the various abilities youreceive. In this book there 12 classes, below isa summary of each one:

    Barbarian: A savage warrior who lives

    in the wilderness, the barbarian is afairly simple class that worries abouthitting hard and dealing the mostdamage.

    Bard: More than a mere minstrel, thebard combines the arcane arts alongwith the power of story and song in away that not only delights audiences,but helps its comrades inside andoutside of battle.

    The bard also provides healing for itscomrades along with other bonuses.

    Cleric: Dedicated to a particular deity,the cleric has trained with bothweapon and armour as well as in therequired prayers to receive powersfrom its deity.

    Most clerics concentrate on healingand supporting their allies. Some dothis by hanging back and attackingtheir enemies from afar. Others do itby grabbing a mace and charging intothe middle of the fray. A rare few tryto use both options depending on thesituation.

    Druid: Where clerics and paladinsworship deities, druids come dedicate

    their lives to a spirit of the land. Thesespirits do not hold the same sway thatthe deities do, instead serving thearea within which they reside andworking solely through druids ratherthan angels and other such creatures.

    In return for carrying out the work ofthe spirit of the land, the druidreceives special powers. Some druidsuse these powers to transform into

  • 8/13/2019 Gods and Heroes Core Rules

    4/67

    beasts while others concentrate onaffecting the weather.

    Levelling UpBelow is the table used for leveling up your character.

    Level XP Feats Features1 0 1 Select race, class, background, feat

    Gain 2 Level 1 At-Will PowersGain 1 Level 1 Once per Battle PowerGain 1 Level 1 Daily Power

    2 1,000 23 2,250 2 Gain 1 Level 3 Power

    4 3,750 35 5,500 4 Gain 1 Level 5 Power6 7,500 57 10,000 5 Gain 1 Level 7 Power8 13,000 69 16,500 6 Gain 1 Level 9 Power10 20,500 711 26,000 7 Select champion class*12 32,000 813 39,000 8 Upgrade or retrain a Level 1 power.^14 47,000 9

    15 57,000 10 Upgrade or retrain a Level 1 power.16 69,000 1117 83,000 11 Upgrade or retrain a Level 3 power.18 99,000 1219 119,000 12 Upgrade or retrain a Level 5 power.20 143,000 1321 175,000 13 Select epic class.

    Upgrade all Level 1 At-Will powers.22 210,000 1423 255,000 14 Upgrade or retrain a Level 7 power.24 310,000 1525 375,000 16 Upgrade or retrain a Level 9 power.26 450,000 1727 550,000 17 Upgrade or retrain a Level 13 power.28 675,000 1829 825,000 18 Upgrade or retrain a Level 15 power.30 1,000,000 19*Your champion class may grant you additional powers beyond what's in this table.^ Not all powers have a more powerful form. This is also in addition to the standard 1 retrain perlevel restriction.

  • 8/13/2019 Gods and Heroes Core Rules

    5/67

    Races

    Gods & Heroes offers a diverse choice of races that you can use to create your cast of characters,

    granting you opportunities in selecting different abilities as well as cultures and and mindsets. Racehelps determine not only your characters appearance or physical traits, but also their mindset,culture and beliefs which will have a long lasting impact on your character.

    Although a wide variety of races are available to choose from, not all races will be suitable for acampaign or even a setting. When choosing your race it is best to speak with the group to see how itwill fit in with the group as well as the campaign.

    AgeYou are able to choose your age, or determine it randomly.

    Race* Adulthood Middle Age Old Age Venerable Maximum Random AgeDragonmen 13 51 70 100 150 14+1d4Dwarf 40 125 165 250 450 40+5d6Elf 25 45 60 90 130 20+1d4Gnome 60 100 135 200 500 60+3d12Half-Elf 15 60 85 125 185 15+1d6Halfling 20 50 65 100 200 20+3d4Half-Orc 14 42 55 84 120 14+1d4Human 15 45 60 90 130 15+1d4Reborn 13 50 70 100 150 13+1d4Tiefling 17 50 70 100 1,000 17+2d4Wildmen 15 45 60 100 150 15+1d4* Ironforged do not age as other races do. They are considered adults upon first being created.

    Height and WeightYou are able to choose your height and weight. To determine it randomly add the modifier to theminimum height.

    Race Minimum

    Height

    Maximum

    Height

    Minimum

    Weight

    Maximum

    Weight

    Height

    Modifier

    Weight

    ModifierDragonmen 5'8" 7'2" 220 lbs 320 lbs +2d8" +5d20 lbsDwarf 3'5" 4'5" 105 lbs 170 lbs +1d10" +4d10 lbsElf 4'2" 5'5" 70 lbs 120 lbs +1d10" +3d10 lbsGnome 3' 3'7" 68 lbs 92 lbs +1d6" +5d4 lbsHalf-Elf 4'10" 6' 85 lbs 146 lbs +2d6" +3d12 lbsHalfling 2'6" 4' 48 lbs 72 lbs +2d8" +5d4 lbsHalf-Orc 5' 7' 100 lbs 210 lbs +2d10" +6d10 lbsHuman 5' 6'8" 100 lbs 200 lbs +2d10" +6d10 lbsIronforged 6'5 7' 300 lbs 300 lbs +2d20" +2d100 lbsReborn 5' 6'8" 100 lbs 200 lbs +2d10" +6d10 lbs

    Tiefling 5' 6'8" 100 lbs 200 lbs +2d10" +6d10 lbsWildmen 5'2" 6'10" 105 lbs 205 lbs +2d10" +6d10 lbs

  • 8/13/2019 Gods and Heroes Core Rules

    6/67

    DragonmenWhen humans first encountered dragonmen they assumed the entire race was composed entirely ofmales due to the lack of obvious differentiation between genders. Although humanity (mostly)learned otherwise, the name stuck and so this race suffers the name in silence when dealing with

    other races.

    Standing 6 ft in height, dragonmen are a cold blooded race and so primarily live in warmer climessuch as jungles and deserts. Unlike other races, dragonmen have a squat snout and scaly hidecovering their entire body, otherwise they are fairly similar to other races in that they have twoarms, two legs and one head. They are quite bulky when compared with other races and so their tailhelps them balance, but limits their maneuverability.

    Dragonmen TraitsAbility Score Adjustments: +2 Charisma, +2 Strength or +2 ConstitutionSpeed: 30 ftDraconic Bloodline: Dragonmen have a bloodline that is either acid, cold, electricity or fire.Dragon Resistance: Dragonmen have resist 2+level to the element from your draconic bloodline.Fearlessness: Dragonmen have a +5 racial bonus to saving throws against fear.Racial Powers: Dragonmen start with either the Dragon's Aura racial power or the Dragonbreathracial power.Languages: Dragonmen begin play speaking draconic and common.

  • 8/13/2019 Gods and Heroes Core Rules

    7/67

    DwarvesDwarves are a stout race and often given a surly demeanour. Their cities located underground wereonce barren places with no colour and very little beauty. However when the dwarves were given thegift of light a whole new world opened up before them. Modern dwarven cities are now places of

    colour and excitement as dwarves discover new arts and decorate their once dour homes.

    Standard Dwarven TraitsAbility Score Adjustment: Constitution +2Speed: 25 ft. A dwarf's movement is never below 10 ft due to encumberance.Darkvision 60 ft: You can see in black and white up to 60 ft in complete darkness. Hardy: Dwarves have poison resistance equal to 5 + 1/2 level.Stand Your Ground: Dwarves move 5 ft less from forced movement and gain a saving throw to resistan effect that would knock them prone.

    Hill DwarvesHill dwarves are a recent subrace among dwarves, having only been noticed in the most recentgeneration. They aren't as strong as mountain dwarves and so are considered inferior by elders andtraditionalists who see the dwarven bloodline weakening thanks to their arrival to the surface.Furthermore in an act of youthful rebellion, hill dwarves favour axes over hammers as their weaponof choice.

    Ability Score Adjustment: +2 wisdomSkill Training: You are trained in healing.Hill Dwarven Weapon Training: You have a bonus to weapon damage with hammers equal to 2 +

    1/2 level.Last Minute Defense: Once per battle you can add your wisdom modifier to your AC as animmediate interrupt when you would otherwise be hit.

    Mountain DwarvesThe dwarves of old, mountain dwarves have existed since time immemorial. They embody thetraditional views, worshipping a single deity, and preferring well constructed buildings over exoticworks of art. The oldest of the mountain dwarves see the exodus to the surface world as a terriblemistake that is destroying the true dwarven heritage.

    Ability Score Adjustment: +2 strengthSkill Training: You are trained in dungeoneering (engineering?).Mountain Dwarven Weapon Training: You have a bonus to weapon damage with axes equal to 2 +1/2 level.Hack the Legs: Once a battle you can knock an opponent that's taller than you (such as a human, elfor giant) prone after successfully hitting them with a weapon attack.

  • 8/13/2019 Gods and Heroes Core Rules

    8/67

    ElfOriginating from a mysterious world known only as the Faerie Realm, elves have a long and storiedhistory with the other races. Since time immemorial elves have come to the world to give birth tohumanity, for in their own realm they do not age. For the first 22 years of their life, elves are raised

    by humans before their true parents come for them to return them to their own realm. This is atradition that continues to this day, although only the nobility foster such elves.

    Things have not always gone smoothly with this arrangement though. In the past there was an entiregeneration that were not collected by their parents. For the next 60 years they continued to live onthe human world, have their own children and grow old. When their parents did finally return, theywere horrified to see the state of their children and refused to recognise them as their offspring.Since then the descendants of this generation have become known as Wild Elves and they livenomadic lives in the forests, while those who continue to live in the Faerie Realm are known asFaerie Elves.

    Elf TraitsAbility Score Adjustment: +2 Dexterity, +2 Intelligence or +2 WisdomSpeed: 30 ftVision: Low-light visionKeen Senses: Elves and all allies within 25 ft gain a +1 racial bonus to perception.Skill Training: Elves are trained in history or perception.Long Lived: Elves gain training in a second skill.Otherworldly Mind: Elves gain a +5 bonus to saving throws against charm effects.Racial Power: Elves start with either the faerie jump racial power or the second chance racial power.

    Languages: Elven and Common

    GnomesTheir inquisitive nature and innate curiousity make gnomes perfectly suited to exploring themysteries and secrets of the arcane arts. No other race are able to match their mastery over magicexcept for exceptionally gifted humans.

    Gnome TraitsAbility Score Adjustment: +2 Intelligence, +2 Dexterity or +2 Charisma

    Speed: 25 ft.Vision: Low-light visionSkill Training: Gnomes are trained in either stealth or perception.Master of Illusions: Gnomes gain a +5 racial bonus to saving throws against illusions.Nimbleness: Gnomes have a +2 bonus to AC against attacks of opportunity. Racial Power: Gnomes start with either the quick fade racial power or the alchemical concoctionracial power.Languages: Gnomes begin play speaking gnome and common.

  • 8/13/2019 Gods and Heroes Core Rules

    9/67

    Half-ElfThe offspring of elves and humans, half-elves are often rejected from the societies of both theirparents, instead forced to live life as an outcast. This leads to bitterness and resentment within half-elves and forces them to take jobs that rely on manual labour.

    Physically half-elves can appear to either be obviously a half-breed or to be a full blooded memberof one of their parent races. Regardless the half-elf will still have physical aspects that under closescrutiny would reveal their mixed blood.

    Half-Elf TraitsAbility Score Adjustment: +2 Dexterity, +2 Intelligence or +2 WisdomSpeed: 30 ft Vision: Low-light.Skill Training: Half-elves are trained in either diplomacy or insight. Racial Power: As a racial power, half-elves gain a bonus level 1 power that can be used once perbattle. This power may come from any class and can be upgraded or replaced at level 13 and level27.Cosmopolitan: Half-elves know one bonus language.Languages: Half-elves begin play speaking either elven or common.

    HalflingsOne of the smaller races, halflings have lived alongside humanity for all of recorded time.

    Halfling TraitsAbility Score Adjustment: Dexterity +1 Strength -1Speed: 40 ftHardy: Halflings add their constitution modifier to saving throws against arcane spells and poison.Halfling Weapon Training: +1 attack rolls with slings and thrown weapons.Extraodinary Stealth: When a halfling is 90 ft away from any non-elven or halfling allies and he andhis elven and halfling allies aren't wearing metal armour enemies receive a -4 penalty to theirsurprise rolls. This is reduced to -2 if a door must be opened.Languages: Halflings begin play speaking halfling and common.

    Half-Orcs

  • 8/13/2019 Gods and Heroes Core Rules

    10/67

    HumansThe most prolific of the major races, humans can be found anywhere in the world, constructing citiesand farming the surrounding land.

    Human TraitsAbility Score Adjustment: +2 to any ability score.Speed: 30 ftTrained Skills: Humans gain training in 1 bonus skill.Bonus Feat: Humans gain 1 bonus feat of their choice.Human Defenses: Humans gain a +1 racial bonus to Fortitude, Reflex and Will.Racial Power: As a racial power, humans gain a bonus level 1 power from their class that can beused once per battle. This power can be upgraded or replaced at level 13 and level 27.Cosmopolitan: Humans know one bonus language of their choice.Languages: Humans begin play speaking common.

    IronforgedCreated by gnomes, the ironforged were created as traditional golems were unsuited to masscombat. The ironforged were created so they could learn receive complex commands and learn inthe midst of battle how to better defeat their foe. Unwittingly the gnomes gave the ironforgedsentiency. Capable of emotions, the ironforged sought to gain their freedom to live their own livesoutside of the battlefield.

    Mostly humanoid in shape, they have a head, two arms and two legs. The most unique aspect is

    their facial structure which was intended to inspire fear in their enemies and they range from 4 ft to6 ft in height. Not born as ordinary people are, ironforged are infused with arcane energies thatgrant them not only intelligence, but also an innate familiarity with combat.

    Ironforged TraitsAbility Score Adjustment: +1 Intelligence; -1 CharismaSpeed: 60 ftDarkvision 60 ft: Ironforged can see in black and white up to 60 ft when in complete darkness.Ironforged Immunities: Ironforged are immune to poisons and diseases.Programmed Knowledge: Ironforged may suffer a -1 AC to gain a +1 bonus to attack rolls.

    Languages: Ironforged begin play speaking gnome and common.

  • 8/13/2019 Gods and Heroes Core Rules

    11/67

    RebornThe Reborn are people whom have pleased the gods but who has unfinished business. The godreturns the soul into the body of a newborn baby where it lives. There aren't any outward signs ofthe baby's specialness to begin with except for a couple of small aspects such as golden flecks in

    their irises or a slight glow about their person. Even without such overt signs, their extrasensorysenses or knowledge of the celestial tongue will quickly reveal them to be more than human.

    Rarely do the reborn remember their previous life, although they can find themselves receivingdreams, visions and even sometimes clergy who've found themselves in town for unexplainedreasons. The baby will sooner or later discover their purpose in life, typically while a child but almostalways before they reach thirty. They'll have a sense of purpose in their life and feel like the fatesthemselves are trying to push them into a particular direction. Although worshippers of a deity whoopposes a reborn's purpose for living may find themselves placed in the path of the reborn at crosspurposes.

    Reborn TraitsAbility Score Adjustment: Wisdom +1Speed: 60 ft.Darkvision 60 ft: You can see in black and white up to 60 ft in complete darkness. Past Life: Reborn can make a DC 17 chance to know something about a particular topic as theysuddenly receive a vision or the knowledge instantly springs to mind. Once they successfully use thisability, it cannot be used for the rest of the day.Languages: Reborn begin play speaking celestial and common.

    TieflingsWith pact magic being as old as humanity, there have always been those who have had a muchcloser relationship with their summoned creatures then others. Tieflings are often the result of suchunions with infernal tieflings the result of humans and devils interbreeding.

    Rarely thought well of, those tieflings who aren't immediately disowned by their human parentoften find themselves born into a rather well to do family. With enough coin behind them, tieflingsare able to buy their way into upper society. Although the slums are filled with those who weren't sofortunate.

    Infernal Tiefling TraitsAbility Score Adjustment: Charisma +1; Strength -1Speed: 60 ft.Darkvision 60 ft: You can see in black and white up to 60 ft in complete darkness.Fighting Style: Tieflings reduce the penalty for two-weapon fighting by +1. Infernal Resistance: Tieflings are resistant to cold damage.Infernal Familiarity: When meeting a disguised devil, tieflings may make a check against DC 17 torecognise the target as a devil.Languages: Infernal tieflings begin play speaking infernal and common.

  • 8/13/2019 Gods and Heroes Core Rules

    12/67

    WildmenIn times of antiquity humans were the first to associate with the spirits of the land, learning secretsfrom them and gaining a strong relationship. Where the wildmen differ from the rest of humanity isthat they had a much stronger relationship with the spirits of the land then other tribes and it has

    changed them on a fundamental level with them taking on more animalistic traits.

    Wildmen TraitsAbility Score Adjustment: Dexterity +1; Charisma -1Speed: 60 ft Low light vision: Wildmen halve attack penalties due to low light.Scent: Wildmen have a heightened sense of smell, allowing them to detect other creatures that arewithin 60 feet (doubled if down wind, halved if up wind). Natural Weapons: Wildmen have claws which they are automatically proficient in. They deal d6damage and can be considered a light weapon.

    Extroadinary Stealth: When a wildmen is 90 ft away from any allies who don't have the extroadinarystealth trait and they aren't wearing metal armour, enemies must make their surprise check at DC 15instead of DC 7.Languages: Wildmen begin play speaking primal and common.

  • 8/13/2019 Gods and Heroes Core Rules

    13/67

    Classes

    Classes define your character in the following

    ways: HP Weapon Proficiencies Armour Proficiencies Class Features Powers

    You can multiclass into other classes whichgives you an additional class feature as well asaccess to that classs powers. However your

    initial class will always have the most impact.

  • 8/13/2019 Gods and Heroes Core Rules

    14/67

    BarbariansSavages, hired muscle, masters of viciousmartial techniques, they are not soldiers orprofessional warriors they are the battle

    possessed, creatures of slaughter and spiritsof war. Where some warriors have formaltraining, barbarians rely purely on instinct andphysical might.

    Standard Barbarian Class FeaturesHit Points: A barbarian starts with 15 +constitution score HP at first level and gains 7HP every additional level.Heroic surges : Barbarians have 8 +

    constitution modifier heroic surges.Armour Proficiencies: Barbarians areproficient in the use of leather and hidearmour.Weapon Proficiencies : Barbarians areproficient with all simple and martial meleeweapons.Defences Bonus : Barbarians gain a +2 bonusto Fortitude.Trained Skills : Barbarians start with training in

    3 skills from the following list: XXX.Martial Training : Barbarians gain training inmaneuvres. They start with 22 points at level1, and gain an additional +2 points at level 3,level 5, level 7 and level 9.Rage: When initiative is rolled or when youbecome wounded you can enter a rage as afree action. While raging, you can only userage augment abilities.Archetype: Barbarians choose 1 archetype.

    ArchetypeBarbarian archetypes represent differentprimal abilities. These abilities rely on theirsheer strength and force of personality. Thesedo not represent a style of training, butinstead an instinctual manner of fighting.

    StrongheartRole: While Barbarians tend to be hearty,you're the heartiest of them all. You're able to

    soak up inordinate amounts of damage andcontinue fighting through sheer force of will.Class Talents: You gain Raging Vitality.

    StrongarmRole: When you enter a rage, there are veryfew who can equal you in strength. Youconcentrate on hitting your enemies andhitting them hard.Class Talents: You gain Raging Strength.

    Fearsome MightRole: When you enter a rage you strike fearinto the hearts of the enemy.Class Talents: You gain Raging Brutality.

    Class TalentsHere are the class talents that the cleric cangain access to.

    Raging VitalityBenefit: When an enemy hits you while you'reraging, you gain 4 temporary hit points. Thesetemporary hit points do not stack with each

    other.Level 11: You gain 8 temporary hit points.Level 21: You gain 12 temporary hit points.Traits: Rage, Augment Ability

    Raging StrengthBenefit: When you strike with a two-handedweapon you gain a +5 bonus to damage.Level 11: The damage bonus increases to +9.Level 21: The damage bonus increases to +16.

    Traits: Rage, Augment Ability

    Raging BrutalityBenefit: When you strike an enemy whileraging, they take a -2 penalty to theirdefenses for 1 round as you strike fear intotheir hearts. Some creatures may be immuneto this.Traits: Rage, Augment Ability

  • 8/13/2019 Gods and Heroes Core Rules

    15/67

    BardKnowledgable of arcane matters, bards weavespells and story or song in a unique manner.Some use this for the entertainment, othersuse it to inspire or guide their allies in battleor attack their enemies.

    Standard Bard Class FeaturesHit Points: A bard starts with 12 + constitutionscore HP at first level and gain 5 HP everyadditional level.Heroic surges : Bards have 7 + constitutionmodifier heroic surges.

    Armour Proficiencies: Bards are proficient inthe use of leather, hide, chainmail and lightshields.Weapon Proficiencies : Bards are proficientwith all simple weapons, all ranged militaryweapons, longswords, scimitar and shortsword.Implement Proficiencies: Wand, InstrumentDefences Bonus : Bards gain a +1 bonus toReflex and Will.

    Trained Skills : Bards start with training inArcana and 3 other skills from the followinglist: XXX.Forceful Arcana: The attack bonus for meleeand ranged spells is charisma.Archetype: Bards choose 1 archetype.

    ArchetypesDifferent academies teach different bardicabilities, the archetypes represent thedifferent academies that bards can attend.

    Courageous BardRole: While some bards use their musicalabilities for little more than entertainment,courageous bards use their ability to bolstertheir allies to use against the bard's ownenemies.Class Talents: You gain Cure Wounds, InspireCourage, Peaceful Melody and VersatileKnowledge.

    Spiteful BardRole: There are few whom it is unwise toanger as much as it is a bard. With the ear ofthe nobility or common people, a bard is ableto use their station to spread word on thefailings of the one who angered the bard.Class Talents: You gain Cure Wounds, CuttingRemark, Peaceful Melody and VersatileKnowledge.

    Class TalentsHere are the class talents that a bard can gain

    access to.

    Cure WoundsBenefit: Twice per battle you can use a swiftaction to allow someone within 25 ft to spenda heroic surge to regain half their woundedvalue + 1d6 HP.Level 6: Bonus increases to +2d6 HP.Level 11: Bonus increases to +3d6 HP. You cantarget someone within 50 ft.

    Level 16: Bonus increases to +4d6 HP. You canuse this three times per battle.Level 21: Bonus increases to +5d6 HP. You cantarget someone within 75 ft.Level 26: Bonus increases to +6d6 HP.

    Cutting RemarkBenefit: As an immediate action you can grantan enemy a -4 penalty to their attack roll thatthey just made. If you use this ability you

    cannot use an Augment Ability on your nextturn.

    Inspire CourageBenefit: Once per round you can place anarcane mark on an enemy after yousuccessfully hit them with an attack. A singleally of yours gains a +4 bonus to their nextattack roll against that enemy.Traits: Augment Ability

  • 8/13/2019 Gods and Heroes Core Rules

    16/67

    Peaceful MelodyBenefit: During a short rest you entertain yourallies with a soothing tune or an entertainingstory. This helps them unwind from the battle,almost to a supernatural degree, grantingyour allies a bonus to the HP they regain whenthey spend a healing surge.

    Versatile KnowledgeBenefit: You are able to learn a single powerfrom a different class. At later levels you canretrain this for a different power.

  • 8/13/2019 Gods and Heroes Core Rules

    17/67

    ClericHearing a higher calling in their life, there arepeople who seek out a temple or churchwhere they dedicate their lives to their

    community. By spreading the teachings oftheir deity through both word and deed,clerics are able to serve not only their god, butalso their community.

    In a dangerous world, clerics are often lookedto in dire times and so they learn somethingof how to defend themselves when the timecalls for it.

    Standard Cleric Class FeaturesHit Points: A cleric starts with 12 +constitution score HP at first level and gains 5HP every additional level.Heroic surges : Clerics have 7 + constitutionmodifier heroic surges.Armour Proficiencies: Clerics are proficient inthe use of leather, hide and chainmail.Weapon Proficiencies : Clerics are proficientwith all simple weapons.

    Defences Bonus : Clerics gain a +2 bonus toWill.Trained Skills : Clerics start with training inReligion and 3 additional skills from thefollowing list: XXX.Divine Invocation : All clerics start with thedivine invocation called divine guidance. Theirarchetype and feats may grant themadditional divine invocations, however theymay only use one per battle.

    Religious Training : Clerics can gain training inprayers. They start with 22 points at level 1,and gain an additional +2 points at level 3,level 5, level 7 and level 9.Archetype: Clerics choose 1 archetype.

    ArchetypeCleric archetypes dedication to a particulardeity and the gifts they receive from thatdeity for knowing the correct prayers to utter.Although the archetypes presented here treat

    each archetype as belonging to a differentdeity, a single deity may in fact berepresented by multiple archetypes. In this

    scenario each archetype represents adifferent facet of the deity and a differentorder within the church dedicated to thatdeity.

    Clerics do not have to worship a particulardeity. Instead they can worship an ideal orcause that they dedicate themselves to. Thepowers and class talents they gain is a resultof their dedication and receiving spiritual

    inspiration.

    God of DeathRole: The God of Death sees that spirits moveon from the material world at their appointedtime and move on to whatever fate awaitsthem after death. The God of Death opposeundeath and see it as an abomination, withtheir clerics responsible for scouring theworld, seeking to destroy these abominations

    wherever they might find them.Class Talents: You gain Healers Lore, CureWounds and Turn Undead.

    God of HealingRole: The God of Healing seeks to nurture lifewherever it blossoms, giving it a chance to notonly survive but thrive. Clerics of the God ofHealing do not oppose death, they simply donot embrace it and seek alternative means of

    dealing with conflict whenever possible.Class Talents: You gain Healers Lore, CureWounds and Divine Grace.

    God of UndeathRole: The God of Undeath seeks to allow itsfollowers to cheat death and continue existingeven after they should have died. Clerics ofthe god of undeath see those fools whoallowed themselves to die as tools to be used,

    relishing in the opportunity to raise theircorpses and use them as expendable

  • 8/13/2019 Gods and Heroes Core Rules

    18/67

    resources in their plots.Class Talents: You gain Death Lore, UnnaturalVitality and Control Undead.

    Class TalentsHere are the class talents that the cleric cangain access to.

    Control Undead (Divine Invocation)Pre-requisite: Cleric (God of Undeath)Cost: 0 pointsAction Type: Attack vs WillEffect: You gain control of the undead for 1round. On its turn you decide what actions ittakes.

    Death LoreBenefit: You are able to use curing spells onundead to heal them HP. When a power callsfor a healing surge to be spent you can spendone of your own in place of the undead.

    Divine Grace (Divine Invocation)Pre-requisite: ClericCost: 0 points

    Action Type: ImmediateEffect: An ally you can see has fallen below 0HP. You grant them healing equal to yourwisdom modifier.

    Divine Guidance (Divine Invocation)Pre-requisite: ClericCost: 0 pointsAction Type: ImmediateEffect: An ally you can see rerolls a failed skill

    check or attack roll and takes the secondresult.

    Healers Lore Benefit: When you use a power to allowsomeone to spend a healing surge to regainHP, they regain bonus HP equal to yourwisdom modifier.

    Cure WoundsBenefit: Twice per battle you can use a swiftaction to allow someone within 25 ft to spend

    a heroic surge to regain half their woundedvalue + 1d6 HP.Level 6: Bonus increases to +2d6 HP.Level 11: Bonus increases to +3d6 HP. You cantarget someone within 50 ft.Level 16: Bonus increases to +4d6 HP. You canuse this three times per battle.Level 21: Bonus increases to +5d6 HP. You cantarget someone within 75 ft.Level 26: Bonus increases to +6d6 HP.

    Turn Undead (Divine Invocation)Pre-requisite: Cleric (God of Death)Cost: 0 pointsAction Type: StandardTo Hit: Attack Bonus vs Will for all undeadwithin 10 ft.Damage: 1d10+attack bonus and theyrepushed 5 squares and immobilised until theend of your next turn.Level 5 (0): Damage increases to 2d10+attackbonus.Level 11 (0): Target all undead within 25 ftand deal 3d10+attack bonus damage.

    Level 15 (0): Deal 4d10+attack bonus damage.Level 21 (0): Target all undead within 40 ftand deal 5d10+attack bonus damage.Level 25 (0): Deal 6d10+attack bonus damage.

    Unnatural VitalityBenefit: Twice per battle you can use a swiftaction to allow a creature within 20 ft to gaintemporary hit points equal to half theirwounded value.

  • 8/13/2019 Gods and Heroes Core Rules

    19/67

    DruidWardens of nature, druids are granted theirsupernatural abilities from the spirits of the

    land. In dedicating themselves to a naturespirit they come to adopt the ethos of thatspirit. Many spirits are benevolent, althoughthere exist those who are malign in nature.

    Standard Druid Class FeaturesHit Points: A druid starts with 12 +constitution score HP at first level and gain 5HP every additional level.Heroic surges : Druids have 7 + constitutionmodifier heroic surges.Armour Proficiencies: Druids are proficient inthe use of leather and hide armour.Weapon Proficiencies : Druids are proficientwith all simple weapons.Defences Bonus : Druids gain a +1 bonus toReflex and Will.Trained Skills : Druids are trained in naturealong with 3 other skills from the following

    list: XXX.Primeval Blessing : Druids gain training inblessings. They start with 22 points at level 1,and gain an additional +2 points at level 3,level 5, level 7 and level 9.Archetype: Druids choose 1 archetype.

    ArchetypesDruid archetype represent dedication to aparticular nature spirit, which determines the

    blessings they receive.

    ShapemasterRole: A shapemaster is a druid who hasmastered the art of transforming themselvesinto animals.Class Talents: You gain Wildshape.

    Weather DruidRole: Druids manipulate the elements ofnature and weather. They can have gained

    their abilities from either a benevolent orbenign spirit of the land, using their abilities

    for either good or evil. Class Talents: You gain Control Weather.

    Class TalentsHere are the class talents that the fighter cangain access to.

    Wild ShapeBenefit: As a swift action you transform into anatural animal that is either medium or small.

    Your equipment melds into your new form,although you lose any benefits you had gainedfrom it. While in your animal form you have+2 natural armour and are able to use powerswith the wildshape trait.

    Control WeatherBenefit: You select one of the followingabilities that you can use once a round whenyou successfully hit a target with a power:

    Sleet: Within a 5 ft radius of thecreature the ground becomes difficultterrain.

    You can retrain this choice when you level up.

    Traits: Augment Ability

  • 8/13/2019 Gods and Heroes Core Rules

    20/67

    FighterSome take up arms for glory, wealth, orrevenge. Others do battle to provethemselves, to protect others, or because

    they know nothing else. Masters with theirweapon, a fighters power comes in the formof the maneuvres it performs with its weapon.Some will learn to master the use of a singleweapon while others will keep a versatilearray of weapons that they can use when thesituation calls for it.

    Standard Fighter Class FeaturesHit Points: A fighter starts with 15 +

    constitution score HP at first level and gain 6HP every additional level.Heroic surges : Fighters have 9 + constitutionmodifier heroic surges.Armour Proficiencies: Fighters are proficientin the use of leather, hide, chainmail, scale,light shields and heavy shields.Weapon Proficiencies : Fighters are proficientwith all simple and martial weapons.Defences Bonus : Fighters gain a +2 bonus to

    Fortitude.Trained Skills : Fighters start with 4 trainedskills from the following list: XXX.Martial Training : Fighters can gain training inmaneuvre powers. They start with 22 pointsat level 1, and gain an additional +2 points atlevel 3, level 5, level 7 and level 9.Archetype: Fighters choose 1 archetype.

    ArchetypesFighter archetype are different styles offighting that they can specialise in, grantingthem special abilities.

    ArcherRole: An archer is focused on offeringcovering fire and attacking those whom theircompanions cannot reach.Class Talents: You gain the Deadeye andWeapon Focus class talents.

    Dual Weapon FighterRole: A dual wielder is able to gain a greaterdegree of control over the battlefield. They

    can focus their attacks against a single enemyand concentrate on bringing that enemydown, or attack multiple foes to keep themoccupied and away from the fighter's allies. Class Talents: You gain: Warrior's Challenge,Stand Still and Dual Weapon Specialist.

    MyrmidonRole: The Myrmidon is a career soldier.Although they typically favour one weaponover others, it isn't to such a single purposedegree that they feel crippled when requiredto use a different type of weapon. They arealso able to place themselves in front of theirallies and attack those who attempt to getaround them with debilitating strikes.Class Talents: You gain Warrior's Challenge,Stand Still and Weapon Focus.

    WarriorRole: The Warrior is a simple fighter whospecialises in a single weapon and knows howto hit and hit hard with this weapon.Class Talents: You gain Improved WeaponFocus.

    Class TalentsHere are the class talents that the fighter cangain access to.

    Dual Weapon SpecialistBenefit: You gain an additional +4 bonus toattack rolls with weapons that have the lightproperty.

    Improved Weapon FocusBenefit: You gain a +5 bonus to attack rolls.Traits: Augment Ability

    Stand Still (Level 1)Pre-requisite: Fighter

    Cost: 2 pointsTrigger: Attack of Opportunity.

  • 8/13/2019 Gods and Heroes Core Rules

    21/67

  • 8/13/2019 Gods and Heroes Core Rules

    22/67

  • 8/13/2019 Gods and Heroes Core Rules

    23/67

    Powerful FistBenefit : When you attack someone with anunarmed strike you get a +5 bonus to thedamage roll.

    Repositioning StrikeBenefit : Once per round as an immediateaction you can make an attack roll vs ACagainst a creature within reach when theywould attack an ally. On a successful hit youmove them to any 5 ft space adjacent to youand you knock them prone. If they can stillreach your ally they can make their attack,otherwise they can choose to attack you. Ifyou use this ability you are unable to use anaugment ability on your next turn.

    Religious TrainingBenefit : Monks gain training in prayers. Theystart with 22 points at level 1, and gain anadditional +2 points at level 3, level 5, level 7and level 9. They use wisdom for their attackbonus.

  • 8/13/2019 Gods and Heroes Core Rules

    24/67

    PaladinDedicated to a cause, Paladins become themilitary wing of the churches, fighting fortheir deity and church wherever they might

    be needed. While clerics will often preach tothe public, Paladins make their deity knownonly through their deeds and provide anexample for all.

    Standard Paladin Class FeaturesHit Points: A paladin starts with 15 +constitution score HP at first level and gain 6HP every additional level.Heroic surges : Paladins have 10 + constitution

    modifier heroic surges.Armour Proficiencies: Paladins are proficientin the use of leather, hide, chainmail, fullplate, scale, light shields and heavy shields.Weapon Proficiencies : Fighters are proficientwith all simple weapons and all martial meleeweapons.Defences Bonus : Paladins gain a +1 bonus toFortitude, Reflex and Will.Divine Invocation : All paladin start with the

    divine invocation called smite foe. Theirarchetype and feats may grant themadditional divine invocations, however theymay only use one per battle.Lay on Hands: Three times per day you canspend a healing surge as a minor action andthen touch someone, allowing them to regainhit points equal to half their wounded value.Trained Skills : Paladins start with training inReligion and 3 other skills from the followinglist: XXX.Religious Training : Paladins gain training inprayers. They start with 22 points at level 1,and gain an additional +2 points at level 3,level 5, level 7 and level 9.Archetype: Paladins choose 1 archetype.

    ArchetypesPaladin archetypes represent dedication to a

    particular deity and the gifts they receive fromthat deity for knowing the correct prayers to

    utter. Although the archetypes presentedhere treat each archetype as belonging to adifferent deity, a single deity may in fact be

    represented by multiple archetypes. In thisscenario each archetype represents adifferent facet of the deity and a differentorder within the church dedicated to thatdeity.

    Paladins do not have to worship a particulardeity. Instead they can worship an ideal orcause that they dedicate themselves to. Thepowers and class talents they gain is a result

    of their dedication and receiving spiritualinspiration.

    God of DeathRole: The God of Death sees that spirits moveon from the material world at their appointedtime and move on to whatever fate awaitsthem after death. The God of Death opposeundeath and see it as an abomination, withtheir paladins responsible for scouring the

    world, seeking to destroy these abominationswherever they might find them.Class Talents: You gain Divine Challenge andSaved from Death.

    God of HealingRole: The God of Healing seeks to nurture lifewherever it blossoms, giving it a chance to notonly survive but thrive. Paladins of the God ofHealing do not oppose death, they simply do

    not embrace it and seek alternative means ofdealing with conflict whenever possible.Class Talents: You gain Divine Challenge andSelfless Sacrifice.

    God of UndeathRole: The God of Undeath seeks to allow itsfollowers to cheat death and continue existingeven after they should have died. Clerics ofthe god of undeath see those fools who

    allowed themselves to die as tools to be used,relishing in the opportunity to raise their

  • 8/13/2019 Gods and Heroes Core Rules

    25/67

    corpses and use them as expendableresources in their plots.Class Talents: You gain Divine Challenge andBorrowed Life Force.

    Class TalentsHere are the class talents that the cleric cangain access to.

    Borrowed Life Force (Divine Invocation)Pre-requisite: Paladin (God of Undeath)Cost: 0 pointsAction Type: ImmediateEffect: When a creature is reduced to 0 HPyou can spend one of its heroic surges and

    gain temporary hit points equal to a quarterof your wounded value.

    Divine ChallengeBenefit: As a swift action you challenge anenemy within 25 ft of you. As long as youattack the target or end your turn within 5 ftof it, the challenge remains. Otherwise it goesaway at the end of your turn. It also goesaway if you challenge someone else.

    If an enemy challenged by you doesnt attackssomeone without attacking you, they receive3+attack bonus radiant damage.Level 6 (0): The radiant damage they receiveincreases to 4+attack bonus.Level 11 (0): The radiant damage they receiveincreases to 5+attack bonus.Level 16 (0): The radiant damage they receiveincreases to 6+attack bonus.

    Level 21 (0): The radiant damage they receiveincreases to 10+attack bonus.Level 26 (0): The radiant damage they receiveincreases to 11+attack bonus.Traits: Augment Ability

    Selfless Sacrifice (Divine Invocation)Pre-requisite: Paladin (God of Healing)Cost: 0 points

    Action Type: ImmediateEffect: When an ally would fail a saving throw,you can instead allow them to pass it and gainthe negative effect yourself.

    Smite Foe (Divine Invocation)Pre-requisite: Paladin (God of Healing)Cost: 0 pointsAction Type: SwiftEffect: You gain a +4 bonus damage against anenemy for 1 round.

    Saved from Death (Divine Invocation)Pre-requisite: Paladin (God of Death)Cost: 0 points

    Action Type: ImmediateEffect: When an ally would fail a death savingthrow, you can spend a healing surge andallow them to regain HP equal to half theirwounded value.

  • 8/13/2019 Gods and Heroes Core Rules

    26/67

    RangerWarriors in the wilderness, Rangers are wellknown for their ability to survive in climatesthat others would be hopelessly lost in.

    Standard Ranger Class FeaturesHit Points: A ranger starts with 12 +constitution score HP at first level and gain 5HP every additional level.Heroic surges : Rangers have 6 + constitutionmodifier heroic surges.Armour Proficiencies: Rangers are proficientin the use of leather and hide.Weapon Proficiencies : Rangers are proficient

    with all simple and martial weapons.Hardy: Rangers gain a +1 bonus to Fortitudeand Reflex.Trained Skills : Rangers start with training ineither Dungeoneering or Nature along with 3other skills from the following list: XXX.Martial Training : Rangers gain training inmaneuvre powers. They start with 22 pointsat level 1, and gain an additional +2 points atlevel 3, level 5, level 7 and level 9.

    Archetype: Rangers choose 1 archetype.

    ArchetypesRanger archetypes represent training in aparticular fighting style. Rangers do not havethe precision of fighters, but are careful toknow where to land their strike to maximisethe damage.

    Archer

    Role: The archer concentrates on damaginghis enemies from afar. They can hit enemiesthat others cant reach, hiding behind coverafter they shoot their enemy.Class Talents: You gain Point Blank Shot andDeadly Attack.

    BeastmasterRole: The beastmaster has gained aconnection with an animal. Together they

    fight as a team, moving in unison.Class Talents: You gain Animal Companion.

    Two-Weapon SpecialistRole: The two-weapon specialist has aversatility to damage his enemies with

    multiple attacks. They are also able toClass Talents: You gain Two-WeaponSpecialisation and Deadly Attack.

    Class TalentsHere are the class talents that the ranger cangain access to.

    Animal CompanionBenefit: You gain an animal companion. Yourclose connection grants you an additional 2heroic recoveries and can use yours to restoreyour animal companion's HP. As a moveaction you and your animal companion canmove at the same time. When you use astandard action to attack an enemy, youranimal companion can also make a meleebasic attack.

    The animal companion you gain is from thefollowing list along with their statistics (addlevel to defenses and attack roll):

    Bear: HP 16 (+10 per level); AC 12 Fort14 Reflex 10 Will 12; Melee attack: +3;1d6+2 damage (level 11: +6; 1d6+4;Level 21: +7; 1d6+7). Grab: In place ofdealing damage you can instead graban enemy. Trained Skills: Athletics,Endurance

    Boar: HP 14 (+8 per level); AC 14 Fort12 Reflex 10 Will 12; Melee attack: +7;1d4 damage (level 11: +7; 1d4+3;Level 21: +7; 1d4+7). Gore: +2damage on a charge. Trained Skills:Endurance

    Feline: HP 14 (+8 per level); AC 14Fort 11 Reflex 13 Will 12; Meleeattack: +7; 1d4 damage (level 11: +7;1d4+3; Level 21: +7; 1d4+7). Gore: +2

    damage on a charge. Trained Skills:Athletics, Stealth

  • 8/13/2019 Gods and Heroes Core Rules

    27/67

    Reptile: HP 14 (+8 per level); AC 15Fort 12 Reflex 12 Will 10; Meleeattack: +7; 1d4 damage (level 11: +7;1d4+3; Level 21: +7; 1d4+7).Opportunist: Can make attacks ofopportunity. Trained Skills: Athletics,Endurance

    Bird: HP 14 (+8 per level); AC 14 Fort10 Reflex 14 Will 12; Melee attack: +7;1d4 damage (level 11: +7; 1d4+3;Level 21: +7; 1d4+7). Fly: You are ableto fly your speed. Trained Skills:Perception

    Serpent: HP 14 (+8 per level); AC 14

    Fort 12 Reflex 13 Will 12; Meleeattack: +7; 1d4 damage (level 11: +7;1d4+3; Level 21: +7; 1d4+7). Constrict:In place of dealing damage you areable to immobilise an enemy. TrainedSkills: Stealth

    Wolf: HP 14 (+8 per level); AC 14 Fort12 Reflex 12 Will 13; Melee attack: +7;1d4 damage (level 11: +7; 1d4+3;Level 21: +7; 1d4+7). Trip: In place ofdealing damage you are able trip anenemy. Trained Skills: Endurance,Perception

    All of the animals above have a move speed of30 ft and have low-light vision. The labels forthe animals above are mere suggestions. Thephysical shape of the animal can instead takea different form.

    When your animal companion makes anattack, you are unable to use any augmentabilities.

    Deadly AttackBenefit: Once per round you deal +1d6 bonusdamage. At level 11 this increases to +2d6bonus damage. At level 21 this increases to+3d6 bonus damage.Traits: Augment Ability.

    Point Blank ShotBenefit: When making a ranged attack yougain +1 to the attack roll if none of your alliesare closer to the creature.

    Two-Weapon SpecialisationBenefit: When dual wielding you are notlimited to only light weapons with youroffhand, but can wield any one-handed meleeweapon that you are proficient with.

  • 8/13/2019 Gods and Heroes Core Rules

    28/67

    RogueThieves, scoundrels, pickpockets. These alongwith other terms have all been used todescribe a rogue. More often than not they

    rely on guile and quick reflexes over brutestrength in order to get themselves out of orinto trouble.

    Standard Rogue Class FeaturesHit Points: A Rogue starts with 12 +constitution score HP at first level and gain 5HP every additional level.Heroic surges : Rogues have 6 + constitutionmodifier heroic surges.

    Armour Proficiencies: Rogues are proficient inthe use of leather armour.Weapon Proficiencies : Rogues are proficientwith club, daggers, hand crossbows, mace,shurikens, slings and short swords.Defences Bonus: Rogues gain a +2 bonus toReflex.Trained Skills : Rogues start with training inStealth and Thievery along with 4 other skillsfrom the following list: XXX.

    Martial Training : Rogues gain training inmaneuvre powers. They start with 22 pointsat level 1, and gain an additional +2 points atlevel 3, level 5, level 7 and level 9.Weapon Finesse: Rogues are able to usedexterity for their attack bonus with meleeand ranged weapons.Archetype: Rogues choose 1 archetype.

    ArchetypesRogue archetypes represent a preference inhow they fight, whether its relying on guile orbrute strength.

    Artful DodgerRole: A liar and deceiver, the artful dodgerhas a silver tongue and can almost always talkhimself out of trouble. Even in the midst ofbattle he is able to use his mastery of

    deceiving through feints.Class Talents: You gain Deceitful Disengage,Quick Reflexes, Rogue Weapon Specialisation

    and Sneak Attack.

    ThugRole: Clever plays with words isnt your style.Whenever you need to fight you hit hard andhit quickly, ensuring the fight ends as soon aspossible.Class Talents: You gain Brutal Strike, QuickReflexes, Rogue Weapon Specialisation andSneak Attack.

    Class TalentsHere are the class talents that the rogue cangain access to.

    Brutal StrikeBenefit: You add your strength bonus yoursneak attack dice when determining howmuch bonus damage you deal.

    Deceitful Disengage

    Benefit: When you move away from someoneyou feint first, giving you your charismamodifier as a bonus to AC against attacks ofopportunity.

    Quick ReflexesBenefit: You have combat advantage againstanyone who hasnt acted in combat yet.

    Rogue Weapon SpecialisationBenefit: When attacking with a shuriken ordagger you gain a +1 bonus to damage.

    Sneak AttackBenefit: Once per round when you havecombat advantage against someone, you deal+2d6 bonus damage. At level 11 this increasesto +3d6 bonus damage. At level 21 thisincreases to +5d6 bonus damage.Traits: Augment Ability

  • 8/13/2019 Gods and Heroes Core Rules

    29/67

    SorcererBorn with an innate ability to manipulatearcane magic, sorcerers learn to gain somecontrol over their abilities. Often feared or

    revered, few sorcerers' lives are unaffected bythe realisation that they can cast spells. Howit came to be that you were born with thisability is often unknown. Sometimes it is theresult of a wizard's experiments gone wrong.Other times it is the result of a powerfulcreature manipulating the bloodlines of yourfamily.

    Standard Sorcerer Class Features

    Hit Points: A Sorcerer starts with 12 +constitution score HP at first level and gain 5HP every additional level.Heroic surges : Sorcerers have 6 + constitutionmodifier heroic surges.Armour Proficiencies: Sorcerers are notproficient in armour.Weapon Proficiencies : Sorcerers areproficient with all simple weapons.Implement Proficiencies: Sorcerers are

    proficient with dagger and staff implements.Defences Bonus: Sorcerers gain a +2 bonus toWill.Trained Skills : Sorcerersstart with training inArcana along with 3 other skills from thefollowing list: XXX.Arcane Knowledge : Sorcerers gain training inpowers that take the form of spells. They startwith 22 points at level 1, and gain anadditional +2 points at level 3, level 5, level 7and level 9.Forceful Arcana: The attack bonus for meleeand ranged spells is charisma. Warlocks canmake an arcane ranged basic attack with arange of 50 ft dealing 1d10+attack bonus aciddamage on a hit (2d10+attack bonus aciddamage at level 21).Archetype: Sorcerers choose 1 archetype.

    ArchetypesSorcerer archetypes represent the way inwhich their innate magic manifests itself.

    BloodmageRole: As a bloodmage you can channel yourown health and vitality through your spells toempower them. There are few sorcerers whomeet the amount of damage that abloodmage can deal out.Class Talents: You gain Blood Magic.

    WildmageRole: Your magic is wild and uncontrolled.Where some sorcerers learn how to channeltheir natural talents in order to deal the mostdamage, you learn how to inhibit the actionsand movement of your enemies.Class Talents: You gain Wild Magic.

    Class TalentsHere are the class talents that the rogue cangain access to.

    Blood MagicBenefit: You channel the power coursingthrough your body to fuel your magic. Whenyou successfully hit an enemy you can take1d6 damage and then deal +2d6 bonusdamage against one creature. You can use thisability once per round.Level 11: You take 2d6 damage and you deal+3d6 damage.Level 21: You take 3d6 damage and you deal+4d6 damage.Traits: Augment Ability

    Wild MagicBenefit: When you hit an enemy with a spell,you can apply a single effect to the enemy for1 round. You can choose from the followinglist which effect you use if you meet the levelpre-requisite:

    Toppling Spell (Level 1): The creaturefalls prone.

  • 8/13/2019 Gods and Heroes Core Rules

    30/67

  • 8/13/2019 Gods and Heroes Core Rules

    31/67

  • 8/13/2019 Gods and Heroes Core Rules

    32/67

    WarlockPact magic is one of the oldest forms ofmanipulating arcane energies. Rather than

    spend years of study, warlocks are peoplewhove taken a shortcut to greater power,participating in a dark ritual to summon acreature who bequeaths it with the requiredknowledge to manipulate arcane spells.

    Standard Rogue Class FeaturesHit Points: A Warlock starts with 12 +constitution score HP at first level and gain 5HP every additional level.Heroic surges : Warlocks have 6 + constitutionmodifier heroic surges.Armour Proficiencies: Warlocks are proficientin the use of leather armour.Weapon Proficiencies : Warlocks areproficient with simple melee and rangedweapons. Melee attacks use strength as theattack bonus while ranged attacks usedexterity.

    Implements: Warlocks are proficient withwands and rods.Defences Bonus: Warlocks gain a +1 bonus toReflex and Will.Trained Skills : Warlocks start with training 4skills from the following list: XXX.Arcane Knowledge : Warlocks gain training inpowers that take the form of spells. They startwith 22 points at level 1, and gain anadditional +2 points at level 3, level 5, level 7

    and level 9.Forceful Arcana: The attack bonus for meleeand ranged spells is charisma. Warlocks canmake an arcane ranged basic attack with arange of 50 ft dealing 1d10+attack bonus on ahit (2d10+attack bonus at level 21).Archetype: Warlocks choose 1 archetype.

    ArchetypesWarlock archetypes represent the type ofpact theyve made. Sometimes theyll ask for

    pure power, other times theyll ask for theability to protect their allies. Regardless of thetype of pact made or which entity its madewith, there is always a cost.

    Dread WarlockRole: Out for naught but blood, youve madea pact with an otherworldly force to gainmastery over the arcane so that you maybring down your enemies.Class Talents: You gain a Patron, Point BlankShot, Shadow Step and Dread Curse.

    HexmasterRole: You make those who earn your iretremble in fear. You do not kill them outright.No. You leave them with a much worse fate.Cursed. As an example for all who would turnon you. With this reputation, you are able tocontrol those who fight you.Class Talents: You gain a Patron, Point BlankShot, Shadow Step and Hex.

    Class TalentsHere are the class talents that the warlock cangain access to.

    CantripsBenefit: You gain one of the followingdepending on who or what youve made apact with:

    Infernal Patron : Youve made a dealwith a devil. When a cursed creaturedies you gain temporary hit pointsequal to your level. These temporaryhit points do not stack.

    Faerie Patron : Youve made a pactwith one of those enigmatic faycreatures. When a cursed enemy diesyou can teleport 3 squares as a freeaction.

    Aberrant Patron : Youve made a dealwith creatures that have no purpose

  • 8/13/2019 Gods and Heroes Core Rules

    33/67

    existing in any mortal world. When acursed creature dies you gain a +1bonus to a d20 roll on your next turn.This bonus stacks with itself ifmultiple cursed creatures die.

    Point Blank ShotBenefit: When making a ranged attack yougain +1 to the attack roll if none of your alliesare closer to the creature.

    Shadow StepBenefit: When you move at least 15 ft on yourturn, you gain a +2 bonus to AC as youbecome concealed in otherworldly shadows.

    Dread CurseBenefit: Once per round when you attacksomeone you have cursed, you deal +1d6bonus damage.Level 11: Bonus damage increases to +2d6.Level 21: Bonus damage increases to +3d6. Traits: Augment Ability

    Hex

    Benefit: When you gain this ability you chooseone hex from the following options:

    Evil Eye: The cursed enemy takes a -2penalty to a single defence for oneround.

    Pugwampys Grace: The cursedenemy takes a -2 penalty to attackrolls for one round.

    Disfigurement: The cursed enemy is

    disfigured permanently, grantingthem a -5 on bluff, diplomacy andintimidate checks. This can only becured with something that can fixcurses.

    Crafters Misfortune: The cursedenemy takes a -5 penalty to all skillchecks for 1 week.

    Once per round when you attack a cursed

    enemy you grant them one of the abovehexes. Alternatively you can spend a standard

    action and make an attack roll, using yourattack bonus vs will. On a successful hit theytake the curse, but receive no damage.Traits: Augment Ability

  • 8/13/2019 Gods and Heroes Core Rules

    34/67

    WizardWizards understand magic like no-one else.After years of study they have mastered theelements and now keep dominion over thearcane arts.

    Standard Rogue Class FeaturesHit Points: A Wizard starts with 10 +constitution score HP at first level and gain 4HP every additional level.Heroic surges : Wizards have 6 + constitutionmodifier heroic surges.Armour Proficiencies: Wizards are not

    proficient in armour.Weapon Proficiencies : Wizards are proficientwith daggers and quarterstaffs. Melee attacksuse strength as the attack bonus while rangedattacks use dexterity.Implements: Wizards are proficient with orbs,staffs and wands.Defences Bonus: Wizards gain a +2 bonus toWill.Trained Skills : Wizards start with training

    Arcana and 3 skills from the following list:XXX.Arcane Knowledge : Wizards gain training inpowers that take the form of spells. They startwith 22 points at level 1, and gain anadditional +2 points at level 3, level 5, level 7and level 9. They use intelligence as theirattack bonus and have a ranged basic attackof 50 ft 1d4+attack bonus damageArchetype: Wizards choose 1 archetype.

    ArchetypesWizard archetypes represent differenttraditions of magic. These traditionssometimes represent specialising in aparticular type of magic, such as protectivemagics, other times they represent a style ofmagic such as specialising in controlling thebattle field.

    MageRole: Mages do not specialise in a particularschool of magic such as evocation spells oradbjuration spells. Instead you specialise incontrolling the battlefield. Where othersconcentrate on dealing the most damage, youconcentrate on debilitating effects that cantake enemies out of the fight until your alliescan deal with them.Class Talents: You gain Cantrips, ImplementSpecialisation and Spellbook.

    EvokerRole: You specialise in dealing as muchdamage as possible. You take spells thatmanipulate the elements themselves to strikedown at your enemies.Class Talents: You gain Cantrips, EmpowerSpell and Spellbook.

    Class TalentsHere are the class talents that the wizard can

    gain access to.

    CantripsBenefit: You learn 4 cantrips, which are minorpowers that you can use at-will. They are:

    Drench: As a standard action youconjure a sudden downpour within 25ft that has a radius of 5 foot. Ifmundane fire is alight in this area it isimmediately extinguished.

    Ghost Sound: As a standard actionyou cause a sound to emanate within50 ft. It can be as quiet as a whisperor as loud as a lion's roar. The soundscan either be words or noises such asswords clanging, boots stomping or adoor opening.

    Light: As a standard action you touchan item and cause it to shed light. For

    up to 20 ft of the object it shedsbright light, with dim light 40 ft away

  • 8/13/2019 Gods and Heroes Core Rules

    35/67

  • 8/13/2019 Gods and Heroes Core Rules

    36/67

    Powers Whether they're called maneuvres, tricks,prayers, spells or incantations, powers are

    abilities that each character has and is able touse in combat.

    Each power has the following format:

    Power Name (Power level): This is thename and then the initial level thatthe power can be taken at.

    Pre-requisite: Certain powers requirecertain conditions be met before youtake this power. This is in addition tothe level pre-requisite.

    Cost: This is how many points buyingthis manevure uses. Some powers canbe upgraded with more points.

    Action Type: This determines whattype of action you need to use inorder to use this ability.

    To Hit: This determines what defenseyou target and what your bonus is.

    Damage: This determines how muchdamage is dealt and any effects thatoccur.

    Damage for weapons is shown as # weapondie damage. Weapon die is the damage dieassociated with the weapon your wielding. #is the number of weapon die that you roll.Weapon damage is the type of damage (e.g.bludgeoning, piercing or slashing) damage

    that your weapon deals.

    Some levels gain powers but your classdoesn't grant any points. At these levels youcan swap out existing powers for higher levelpowers.

    The powers are split into chapters:

    Beast Attacks: These are the powersgained by Druids who have thewildshape ability.

    Maneuvres: These are the powersgained by Fighters, Rangers, Rogues

    and Tacticians as well as certainmonks.

    Prayers: These are the powers gainedby Clerics and Paladins.

    Spells: These are the powers gainedby Bards, Sorcerers and Wizards.

    Utility Powers: These are powers thatare gained through the Utility Powersfeat. Unlike other powers they do notmake the character stronger, butinstead give them more options bothin and out of combat.

    Learning PowersEach class gives you a set number of powersyou can learn at each level and of a particulartype. The different types are:

    At-will

    Once per battle Daily

    In place of learning a daily power you are ableto learn 2 once per battle powers of a lowerlevel in its place.

    UP TO LEVEL 19

  • 8/13/2019 Gods and Heroes Core Rules

    37/67

    Racial PowersDetailed here are the racial powers that eachrace grants access to. Additional powers maybe granted by feats, although only one racial

    power can be used each battle.

    Dragon's Aura (Once per Battle)Race: DragonmenAction Type: StandardTo Hit: Attack Bonus vs Will, Close Burst 15Damage: The target takes a -2 penalty toattack rolls for 1 round.Traits: Augmentable, Racial

    Dragonbreath (Once per Battle)Race: DragonmenAction Type: StandardTo Hit: Attack Bonus vs Reflex, Close Blast 15Damage: 2d6+attack bonus damage. The typeof damage is the same type as your draconicbloodline.Level 13: You deal 4d6+attack bonus damage.Level 27: You deal 6d6+attack bonus damage.Traits: Augmentable, Racial

    Faerie Jump (Once Per Battle)Race: ElfAction Type: MoveEffect: You teleport up to 25 ft to a space youcan see.Traits: Racial

    Second Chance (Once Per Battle)Race: ElfAction Type: FreeEffect: You can reroll an attack roll thatmissed.Traits: Racial

  • 8/13/2019 Gods and Heroes Core Rules

    38/67

    Level 1 Powers

    Bull Rush (At-Will)Class: FighterPre-requisite: 2 pointsAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus weapon damage.If wielding a shield you push the target 5 ftand move into the space they just left.Level 21: You deal 2dW+attack bonusdamage.

    Careful Attack (At-Will)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus + 2 vs ACDamage: 1dW damage.Level 21: You deal 2dW damage.Traits: Augmentable, Melee, Ranged

    Cleave (At-Will)Classes: FighterPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus and 1 adjacenttarget receives your attack bonus in damage.Level 21: You deal 2dW+attack bonus damageto the first creature.Traits: Augmentable, Melee

    Double Attack (At-Will)Class: Fighter, RangerPre-requisite: Martial training Action Type: StandardTo Hit: Attack Bonus vs AC, two attacks.Damage: 1dW damage.Level 21: You deal 2dW damage.Traits: Augmentable, Melee, Ranged

    Glancing Blow (At-Will)Class: FighterPre-requisite: Martial training

    Action Type: StandardTo Hit: Attack Bonus vs AC

    Damage: 1dW+attack bonus. If you fail to hitwith a two-handed weapon but you at leasthit AC 10 + defense mod then you dealdamage equal to your attack bonus.Level 21: You deal 2dW+attack bonus damageon a hit.Traits: Augmentable, Melee

    Hit and Run (At-Will)Class: Fighter, Ranger, RoguePre-requisite: 2 pointsAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus damage.Regardless of whether you hit or not, whenyou move on this turn you do not provokeattacks of opportunity for the first 10 ft ofmovement.Level 21: You deal 2dW+attack bonusdamage.Traits: Augmentable, Melee, Ranged

    Rattling Attack (At-Will)Class: Fighter, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus damage and theytake -2 to attack rolls until the end of yournext turn.Level 21: You deal 2dW+attack bonusdamage.Traits: Augmentable, Melee, Ranged

    Dazing Assault (Once per Battle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus weapon damageand the creature is dazed until the end of yournext turn.Traits: Augmentable, Melee

  • 8/13/2019 Gods and Heroes Core Rules

    39/67

    Hack and Slash (Once per Battle)Class: Fighter, RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus weapon damageand you can move 5 ft before making a meleebasic attack against a different creature with+2 bonus to the attack roll.Level 13: You gain 2 free bonus attacks,moving 5 ft after each one.Level 27: The initial attack targets everyonewithin 5 ft, you then move 10 ft withoutprovoking any AoO before targetting

    everyone within 5 ft again. All attacks deal2dW+attack bonus damage on a hit.Traits: Augmentable, Melee

    Improved Double Attack (Once perBattle)Class: Fighter, RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC, two attacks.

    Damage: 1dW+attack bonus damage.Level 21: You deal 2dW damage.Traits: Augmentable, Melee, Ranged

    Maneuvering Strike (Once per Battle)Class: Fighter, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus and you move

    the creature 5 ft.Level 13: You deal 2dW+attack bonus damageand move the creature 15 ft. Regardless ofwhether you hit, you can move 15 ft after theattack.Traits: Augmentable, Melee

    Nimble Shot (Once per Battle)Class: Ranger, RoguePre-requisite: Martial training

    Action Type: Immediate, after an enemyattacks you, once per battle

    To Hit: Attack Bonus + Wisdom modifier vs ACDamage: 1dW+attack bonus. Regardless youmove 5 ft before making the attack. Thismovement does not provoke an attack ofopportunity.Traits: Augmentable, Ranged

    Swap Places (Once per Battle)Class: Ranger, RoguePre-requisite: Martial trainingAction Type: Standard.To Hit: Attack Bonus vs ACDamage: 2dW+attack bonus damage.Regardless of whether you hit, you and an allywithin 5 ft swap places without provoking anattack of opportunity.Traits: Augmentable, Melee, Ranged

    Stay Back (Once per Battle)Class: FighterPre-requisite: Martial trainingAction Type: Standard.To Hit: Attack Bonus vs ACDamage: 2dW+attack bonus and an adjacentcreature can move 10 ft without provoking anAoO.Traits: Augmentable, Melee

    Tripping Attack (Once per Battle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus weapon damageand the target falls prone.Level 13: Damage increases to 2dW+attackbonus.Traits: Augmentable, Melee, Ranged

    Hamstring (Once per Battle)Class: Fighter, RangerPre-requisite: 6 pointsAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 2dW+attack bonus weapon damageand the target is slowed and cannot take a 5 ft

  • 8/13/2019 Gods and Heroes Core Rules

    40/67

    step.Level 13: You deal 3dW+attack bonusdamage.Traits: Augmentable, Melee

    Blinding Assault (Daily)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC, all creatures in a15 ft blast.Damage: 2dW+attack bonus damage and thecreature is blinded until the end of your nextturn.Traits: Augmentable, Melee, Ranged

    Concentrated Strikes (Daily)Class: FighterPre-requisite: 12 pointsAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 2dW+attack bonus damage and yougain a +2 bonus to attack rolls and a +4 bonusto damage rolls against this target until theend of the battle.Traits: Augmentable, Melee, Ranged

    Greater Double Attack (Daily)Class: Fighter, RangerPre-requisite: 12 pointsAction Type: StandardTo Hit: Attack Bonus vs AC, two attacksDamage: 2dW+attack bonus weapon damage.Traits: Augmentable, Two-Weapon Melee,Ranged

    Improved Hack and Slash (Daily)Class: Fighter, RangerPre-requisite: 12 pointsAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus weapon damage.Regardless you can move 5 ft withoutprovoking an attack of opportunity beforemaking am extra attack with an offhandweapon vs AC. On a hit you deal 2dW+attack

    bonus damage and the target is weakened for1 round.Traits: Augmentable, Melee

    Improved Hamstring (Daily)

    Class: RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus damage and thetarget is slowed and you have combatadvantage against this target (save ends).Traits: Augmentable, Melee, Ranged

    Improved Maneuvering Strike (Daily)

    Class: Fighter, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus damage and youmove the target 5 ft. Regardless of whether ornot you hit, until the end of the encounterevery time you hit the target you can move it5 ft.Traits: Augmentable, Melee, Ranged

    Revitalising Strike (Daily)Class: FighterPre-requisite: 12 pointsAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 2dW+attack bonus weapon damageand you can spend a healing surge.Traits: Augmentable, Melee, Ranged

    Vital Strike (Daily)Class: FighterPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 3dW+attack bonus damage.Level 15: You can use this two times per day.You can make both attacks with 1 standardaction.Level 29: You can use this once a day and deal

  • 8/13/2019 Gods and Heroes Core Rules

    41/67

    7dW+attack bonus damage on a hit.Traits: Augmentable, Melee, Ranged

    Level 3 Powers

    Advantageous Strike (Once per Battle)Class: RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus + 2 vs ACDamage: 1dW+attack bonus damage and youhave combat advantage against the creatureuntil the end of your next turn.Traits: Augmentable, Melee

    Careful Trip (Once per Battle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus + 2 vs ACDamage: 1dW+attack bonus damage and youknock the target prone.Traits: Augmentable, Melee

    Defensive Strike (Once per Battle)Class: Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus damage and youget a +2 bonus to AC for 1 round.Traits: Augmentable, Melee, Ranged

    Distracting Attack (Once per Battle)

    Class: RangerPre-requisite: Martial trainingAction Type: Interrupt when you or anadjacent creature is attackedTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus damage and thetarget takes a penalty to the attack roll equalto 3+wisdom modifier.Traits: Augmentable

    Twin Attack (Once per Battle)Class: Fighter, RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus damage and youcan make a second attack.Level 17: You deal 2dW+attack bonus damageon the first attack and can move up to 10 ftwithout provoking an attack of opportunitybefore making the second attack. On a hit thesecond attack deals 1dW+attack bonusdamage.Traits: Augmentable, Melee

    Improved Careful Attack (Once perBattle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus + 4 vs ACDamage: 1dW+attack bonus damage.Level 17: The attack bonus equals +6 and youdeal 2dW+attack bonus damage on a hit.

    Traits: Augmentable, Melee, Ranged

    Stumbling Strike (Once per Battle)Class: Fighter, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 2dW+attack bonus weapon damageand the target is slowed until the end of yournext turn.

    Traits: Augmentable

    Pushing Assault (Once per Battle)Class: Fighter, RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus damage and thecreature is pushed 5 ft. Regardless of whetheryou hit you gain a second attack that deals

    1dW+attack bonus damage and they'repushed 5 ft. If both attacks hit the same target

  • 8/13/2019 Gods and Heroes Core Rules

    42/67

  • 8/13/2019 Gods and Heroes Core Rules

    43/67

    battle.Traits: Augmentable, Melee, Ranged

    Weakening Assault (Daily)Class: Fighter, Ranger, Rogue

    Pre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 3dW+attack bonus damage and thetarget is weakened (save ends).Traits: Augmentable, Melee, Ranged

    Wounding Assault (Daily)Class: Fighter, RangerPre-requisite: Martial training

    Action Type: StandardTo Hit: Attack Bonus vs ACDamage: 3dW+attack bonus damage and thetarget has a -2 peanlty to attack rolls for therest of the battle.Traits: Augmentable, Melee, Ranged

    Level 7 Powers

    Improved Hit and Run (Once per Battle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 2dW+attack bonus damage and youcan move 10 ft without provoking an attack ofopportunity.Traits: Augmentable, Melee, Ranged

    Improved Sweeping Blow (Once perBattle)Class: Fighter, RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC; all enemies within5 ftDamage: 1dW+attack bonus and they arepushed back 10 ft and knocked prone.Traits: Augmentable, Melee

    Improved Twin Attack (Once per Battle)Class: Fighter, RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC; two attacksDamage: 2dW+attack bonus on the mainattack, 1dW+attack bonus on the offhandattack.Traits: Augmentable, Two-Weapon, Ranged

    Lucky Assault (Once per Battle)Class: RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC;Damage: 2dW+attack bonus damage. If thisattack misses make a second one with +2 tothe attack roll but only deal 1dW+attackbonus damage.Traits: Augmentable, Melee, Ranged

    Parrying Strike (Once per Battle)Class: FighterPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 2dW+attack bonud damage and yougain a +1 bonus to AC (+2 if using a shield).Traits: Augmentable, Melee, Ranged

    Rapid Fire (Once per Battle)Class: RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC against allcreatures in a 25 ft blastDamage: 1dW+attack bonus damage.Traits: Augmentable, Melee, Ranged

    Power Attack (Once per Battle)Class: FighterPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus -2 vs ACDamage: 3dW+attack bonus damage.Traits: Augmentable, Melee, Ranged

  • 8/13/2019 Gods and Heroes Core Rules

    44/67

    Precise Attack (Once per Battle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus + 2 vs AC (ignorepenalties due to half cover)Damage: 2dW+attack bonus damage.Traits: Augmentable, Melee, Ranged

    Strike and Blind (Once per Battle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus damage and thetarget is blinded until the end of your nextturn.Traits: Augmentable, Melee, Ranged

    Unsteadying Strike (Once per Battle)Class: FighterPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 2dW+attack bonus damage and thetarget takes a -2 penalty to AC until the end ofyour next turn.Traits: Augmentable, Melee, Ranged

    Level 9 Powers

    Barrage of Blows (Daily)Class: Fighter, RangerPre-requisite: Martial training

    Action Type: StandardTo Hit: Attack Bonus vs AC for each enemywithin 5 ft.Damage: 2dW+attack bonus damage and thetarget is slowed (save ends).Traits: Augmentable, Melee

    Deadly Aim (Daily)Class: RangerPre-requisite: Martial training

    Action Type: StandardTo Hit: Attack Bonus vs AC one enemy within

    5 ft (does not provoke an attack ofopportunity)Damage: 4dW+attack bonus.Traits: Augmentable, Ranged

    Disorienting Assault (Daily)Class: Fighter, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC all enemies within5 ftDamage: 2dW+attack bonus and you movethe target 5 ft.Traits: Augmentable, Melee

    Improved Rapid Fire (Daily)Class: Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC all enemies within15 ft blastDamage: 2dW+attack bonus damage.Level 25: Increase the range to 25 ft blast anddeal 3dW+attack bonus damage to eachenemy.Traits: Augmentable, Ranged

    Positioning StrikeClass: Fighter, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC, but first move thetarget to a space within 5 ft of you.Damage: 3dW+attack bonus damage.Regardless of whether you hit or not you canalways move the creature 5 ft if it is withinreach of you before making your attack.Traits: Augmentable, Melee

    Running AttackClass: Fighter, RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC; Two attacksduring your movementDamage: You move your normal speed

  • 8/13/2019 Gods and Heroes Core Rules

    45/67

    making two attacks during this movement,dealing 3dW+attack bonus.Traits: Augmentable, Melee, Ranged

    Sap Master

    Class: RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs FortitudeDamage: 3dW+attack bonus and the creaturefalls unconscious (save ends). If they takedamage while unconscious they immediatelyregain consciousness.Traits: Augmentable, Melee

    Level 13 Powers

    Armour Piercing Thrust (Once perBattle)Class: Fighter, RangerPre-requisite: Martial trainingAction: StandardTo Hit: Attack Bonus vs AC; two attacksDamage: 1dW+attack bonus per hit. If a target

    is hit once they take -2 penalty to AC. Iftheyre attacked twice they take a -4 penaltyto AC. Level 27: Increase the damage per attack to2dW+attack bonus damage.Traits: Augmentable, Melee

    Disabling Strike (Once per Battle)Class: Fighter, RangerPre-requisite: Martial training

    Action Type: StandardTo Hit: Attack vs AC; Two attacksDamage: 1dW+attack bonus damage and thetarget is immobilised for 1 round.Traits: Augmentable, Two-Weapon, Ranged

    Great Cleave (Once per Battle)Class: Fighter, RangerPre-requisite: Martial trainingAction Type: Standard.

    To Hit: Attack vs ACDamage: 2dW+attack bonus damage and gain

    a free attack against all targets adjacent to theoriginal creature that you can reach, dealing1dW+attack bonus damage on a successfulhit.Traits: Augmentable, Melee

    Improved Bull Rush (Once per Battle)Class: Fighter, RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 1dW+attack bonus weapon damageand you push the creature 10 ft. Regardless ofwhether you hit, you move 10 ft withoutprovoking an AoO.Traits: Augmentable, Melee, Ranged

    Thrust and Parry (Once per Battle)Class: RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC; two attacksDamage: 1dW+attack bonus damage perattack and you gain a +4 bonus to AC until theend of your next turn.Traits: Augmentable, Two-Weapon

    Stunning Strike (Once per Battle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 2dW+attack bonus damage and thetarget is stunned until the end of your nextturn.Level 27: You make two attacks. If bothattacks hit the same target it takes 1d10bonus damage and is stunned until the end ofyour next turn.Traits: Augmentable, Melee

    Unbalancing Strike (Once per Battle)Class: Fighter, RoguePre-requisite: Martial trainingAction Type: Standard.To Hit: Attack Bonus vs AC

  • 8/13/2019 Gods and Heroes Core Rules

    46/67

  • 8/13/2019 Gods and Heroes Core Rules

    47/67

    drops its weapon. If you have a free hand youcan catch the weapon, otherwise it falls atyour feet.Traits: Augmentable, Melee

    Improved Warrior's Challenge (Once PerBattle)Class: FighterPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 3dW+attack bonus damage and thetarget is pushed 2 squares. All enemies within2 squares of the target are challenged untilthe end of your next turn.Traits: Augmentable, Melee

    Mighty Bull Rush (Once per Battle)Class: FighterPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 3dW+attack bonus damage and youpush the target 15 ft, moving with the targetwithout provoking any AoOs.Traits: Augmentable, Melee

    Rapid Shot (Once per Battle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC, three attacks.Damage: 1dW+attack bonus per attack.Traits: Augmentable, Ranged

    Stabbing Grab (Once per Battle)Class: Fighter, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 3dW+attack bonus and you grab thetarget unless the target was already grabbedin which case you restrain it. The creatureremains grabbed until it successfully escapesor you let go of the creature as a free action.Traits: Augmentable, Ranged

    Whirlwind Attack (Once per Battle)Class: Fighter, Ranger, RoguePre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC for every enemywithin 5 ftDamage: 1dW+attack bonus damage and thecreature is pushed 5 ft and knocked prone.Traits: Augmentable, Melee

    Level 19 Powers

    Double Shot (Daily)Class: Ranger

    Pre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs AC; two attacks. +5 tohit on the second one if the first one hits.Damage: 2dW+attack bonus damage.Traits: Augmentable, Melee

    Improved Retribution (Daily)Class: FighterPre-requisite: Martial training

    Action Type: StandardTo Hit: Attack Bonus vs ACDamage: 4dW+attack bonus damage and yougain the benefit of warrior's retributionagainst this target for the remainder of thebattle, regardless of whether or not the targetis challenged.Traits: Augmentable, Melee

    Powerful Blow (Daily)

    Class: Fighter, RangerPre-requisite: Martial trainingAction Type: StandardTo Hit: Attack Bonus vs ACDamage: 5dW+attack bonus damage and youpush the target 1 square.Traits: Augmentable, Melee

    Whirl of Blades (Daily)Class: Fighter, Ranger

    Pre-requisite: Martial trainingAction Type: Standard

  • 8/13/2019 Gods and Heroes Core Rules

    48/67

  • 8/13/2019 Gods and Heroes Core Rules

    49/67

    Damage: 4dW+attack bonus. Whether you hitor not, all creatures within 50 ft arechallenged.Traits: Augmentable, Melee

    Dance of Parries (Once per Battle)Class: Fighter, RangerPre-requisite: Martial trainingAction: StandardTo Hit: Attack Bonus vs ACDamage: 4dW+attack bonus and you onlytake half damage from the enemy until theend of your next turn. In addition you gain a+2 bonus to AC regardless of whether or notyou hit.Traits: Augmentable, Melee

    Improved Rapid Shot (Once per Battle)Class: Fighter, RangerPre-requisite: Martial trainingAction: StandardTo Hit: Attack Bonus vs AC, all creatures youcan see and are in rangeDamage: 1dW+attack bonus damage perattack.Traits: Augmentable, R