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Character Creation

Base Recoveries
Your starting base number of recoveries is equal to your base
hit point factor.
Barbarian: 9 base recoveries
Fighter, Paladin: 8 base recoveries
Bard, Cleric, Ranger: 7 base recoveries
Rogue, Sorcerer, Wizard: 6 base recoveries
Race
Additional Traits
Dark elf, Dwarf, Half-orc: Deepsight
Deepsight: You can see nearby as if you had a light source in
total darkness.
Wood Elf
Elven Grace (Racial Power): Once per battle, if the escalation die
is 2+, you get an extra standard action that turn.
Champion Feat: Once per battle, when the escalation die is 4+,
if you make a hard save 16+ at the start of your turn, you gain
an additional use of elven grace this battle.
Gnome
Befuddling (Racial Power): Once per battle, if the escalation die
is 2+, you can daze a nearby target until the end of your next
turn.
Champion Feat: Instead of being dazed, if the escalation die is
3+, the target of your befuddling ability is weakened until the end
of your next turn.
Half-elf
Cunning (Racial Power): Once per battle, subtract one from the
natural result of one of your own d20 rolls. If the escalation die is
3+, you may adjust the natural result up or down by one.
Champion Feat: You gain an additional use of cunning each
battle, but you can only use it to affect a nearby allys d20 roll.
Class Features
Barbarian
The barbarian gains Barbarian Rage, Brutal Warrior, and
Strongheart as class features.
Brutal Warrior: Your attacks with heavy, one-handed melee
weapons now deal d10 damage per level, and your attacks with
heavy, two-handed melee weapons now deal 2d6 damage per
level.
Strongheart: Your recovery dice are d12s. Your hit point factor is 9
when calculating hit points and recoveries.
Adventurer Feat: Add one recovery to your total number of
recoveries.
Champion Feat: You gain +1 PD. When you heal using a
recovery, you can roll a save against a save ends effect.
Epic Feat: Add another recovery to your total number of
recoveries (making a total of +2 from this talent).
Paladin
The paladin gains Smite Evil as a class feature.
Smite Evil: You can use this talent once per battle, plus an
additional number of times per day equal to your Charisma
modifier.
As a free action before you make a paladin melee attack roll,
you can declare that youre using a Smite Evil attack. Add +1d12
to the damage roll AND deal half damage with the attack if it
misses.
Adventurer Feat: The target of your Smite Evil attack grants
advantage to you.

Champion Feat: Smite Evil increases to +3d12 to the damage


roll.
Epic Feat: Smite Evil increases to +7d12 to the damage roll.
Rogue
The rogue gains Momentum, Sneak Attack, and Trap Sense as
class features.
Sneak Attack: Your attacks with simple, one- handed melee
weapons deal 2d4 damage per level. Your attacks with light,
one-handed melee weapons now deal d8 damage per level.
New Talents
General: General talents may be chosen by any class as if it
was on their class talent list.
Implement Master: Choose one of the traits below. In your
hands, implements gain that trait on spell attacks.
Imperious: on a natural even attack roll, you add one when
you roll to determine the number of targets affected.
Reaving: you reroll (once per die) any spell damage die that
rolls max damage, and add it to the damage total.
Precise: on a natural odd attack roll, you may subtract one
from the natural result.
Far-reaching: you may target one enemy that you can see as if
it was one range category closer (Far becomes nearby, and
nearby becomes close-quarters).
Champion Feat: You choose a second trait. You can only use a
single trait on any spell attack you make.
Epic Feat: You may have two traits on any spell attack you
make. For example, you can have a precise far-reaching attack, or
have an imperious reaving attack.
Weaponmaster: Choose one of the traits below. In your hands,
weapons gain that trait on melee attacks.
Brutal: on a natural even attack roll, the base weapon damage
die increases by one size (d4 to d6, d6 to d8, etc.)
Deadly: you reroll (once per die) any weapon damage die that
rolls max damage, and add it to the damage total.
Precise: on a natural odd attack roll, you may subtract one
from the natural result.
Reach: you may use a heavy two-handed melee weapon to make
reach attacks.
Champion Feat: You choose a second trait. You can only use a
single trait on any melee attack you make.
Epic Feat: You may have two traits on any melee attack you
make. For example, you can have a precise reach attack, or have a
deadly brutal attack.
Sorcerer
Warlock: You blend the arcane and martial arts, using your
weapon as a focus for your arcane power.
Once per battle, you can use your gathered power on a melee
attack. If the attack hits, you deal double attack damage and
you deal 1d4 additional damage per level if you are using a
one-handed weapon. If you are using a two-handed weapon,
you deal 1d6 additional damage per level. All damage from this
attack is a random energy.
You can use heavy, one-handed and heavy, two-handed weapons
without penalty, and you can use a magic weapon as an
implement when casting spells.
You use your Charisma modifier instead of your Strength
modifier when you roll an attack with your melee basic attack.
Adventurer Feat: Your empowered melee attack deals the
additional damage even if the attack misses.
Champion Feat: Once per battle, you can use a sorcerer spell
against an enemy engaged with you as a close-quarters chain spell.

Any additional attacks gained from the chain spell must also be
against enemies engaged with you.
Epic Feat: Once per day when you cast an empowered spell,
you may make a melee basic attack against each enemy engaged
with you if its already targeted by the spell.
Combat and Movement
Normal size or less: engagement area 10 ft. (2 Sq.), move 20 ft. (4
Sq.), run 40 ft. (8 sq.)
Large size: engagement area 20 ft. (4 Sq.), move 30 ft. (6 Sq.), run
50 ft. (10 sq.)
Huge size or larger: engagement area 30 ft. (6 Sq.), move 40 ft. (8
Sq.), run 60 ft. (12 sq.)
Engagement Area: When attacking, an unengaged (free) creature
may move adjacent to another creature that is in the attacking
creatures engagement area without having to use a move action.
The attacking creature is then engaged, and may attack normally.
Intercept: If you are unengaged, as an interrupt action you can
engage an enemy by moving to the enemy who is moving into or
through your engagement area to attack one of your nearby allies.
Range:
Close-quarters targets are within the attackers
engagement area. Nearby targets are within double the attackers
engagement area, and far away targets are beyond that range.
Reach: When making a melee attack with the reach trait, an
unengaged (free) creature may attack another creature that is in
the attacking creatures engagement area without having to
engage the target. Reach attacks may also be done while the
attacker is engaged, but doing so provokes opportunity attacks
from engaged enemies.
Run: As a move action, you may run. You gain the running
condition until the start of your next turn, and can move the run
distance based on your size.
Conditions
Confused: You cant make opportunity attacks or use your limited
powers. Your next attack action will be a basic or at-will attack
against at least one of your nearby allies, usually determined
randomly. Any beneficial effects from this attack affects nearby
enemies, also determined randomly. If you dont have any
nearby allies, you either do nothing much, move in a randomly
determined direction or, at the GMs option, act in a strange
confused manner that suits the story.
Dazed: You gain disadvantage.
Fear: Fear dazes you and prevents you from using the escalation
die.
Grabbed: You grant advantage to the enemy grabbing you.
Helpless: If youre unconscious or asleep, youre helpless and a
lot easier to hit. While helpless, you grant advantage and you can
be the target of a coup de grace.
Running: You gain disadvantage.
Stunned: You grant advantage and cant take any actions.
Vulnerable: Attacks against you have their crit range expanded
by 2 (normally 18+).
Weakened: You gain disadvantage and you grant advantage.
Disadvantage: When you make an attack or skill roll, roll 2d20
and use the lower roll. If you gain disadvantage from multiple
sources, such as being dazed and weakened, you take an
additional -2 to attacks and skill rolls.
Advantage: When an enemy attacks you, it rolls 2d20 and uses
the higher roll. If you grant advantage from multiple sources,
such as being stunned and weakened, you take an additional -2 to
defenses.

If you have advantage and disadvantage on an attack, you only


roll 1d20. However, any penalties from the target granting
advantage or from you gaining disadvantage still apply.
Heroic Effort
Once a battle (and sometimes more often), every PC can use a
heroic effort to either rally or surge.
Rally: You can use a standard action to rally, spending one of
your recoveries and regaining hit points youve lost in combat.
Surge: You can use a quick action to surge, spending one of your
recoveries and gaining an additional standard action to be used
this turn.
If you want to heroic effort again later in the same battle, make
a normal save (11+). If you succeed, you can heroic effort again
that battle. If you fail the save, you can take your turn normally
(without burning the action you would have used to heroic
effort), but you cant heroic effort that round.
Melee Weapon Categories
The class write-ups use a few categories for weapons. See the
individual classes for the attack penalty if the class isnt
proficient with the weapon.
Simple, one-handed (1d4 damage): club (baton, cudgel, rod),
dagger (knife), sickle
Simple, two-handed (1d6 damage): staff (bo stick,
quarterstaff), war club
Light, one-handed (1d6 damage): hammer, hand axe (cleaver,
hatchet, kukri), mace, shortsword (rapier, wicked big knife),
shortspear (javelin).
Light, two-handed (1d8 damage): scythe, spear, spiked club
Heavy, one-handed (1d8 damage): battleaxe (khopesh,
woodsmans axe), horsemans flail, longsword (broadsword,
falchion), scimitar (cutlass, saber), warhammer
Heavy, two-handed (1d10 damage): morningstar (footmans
flail), greataxe, greatsword (bastard sword), longspear (pike),
maul (mattock), polearm (glaive, halberd, lucerne hammer)
Ranged Weapon Categories
Use these ranged weapon categories as a guideline for the great
number of things that can be thrown or shot.
Nearby Targets Only
Simple, ranged (1d4 damage): club (baton, rod), dagger
(knife), sickle
Light, ranged (1d6 damage): hammer, hand axe (cleaver,
hatchet)
Nearby Targets Okay; Far Away Targets 2 Atk
Simple, ranged (1d4 damage): sling
Light, ranged (1d6 damage): shortspear (javelin)
Nearby and Far Away Targets Okay
Simple, ranged (1d4 damage): hand crossbow
Light, ranged (1d6 damage): light crossbow, shortbow
Heavy, ranged (1d8 damage): heavy crossbow, longbow

Example Weapon Traits (if you want to add some limitation to


the Weaponmaster talent)
Brutal: on a natural even attack roll, the base weapon damage
die increases by one size (d4 to d6, d6 to d8, etc.)
Simple, one-handed (1d4 damage): club (baton, rod)
Simple, two-handed (1d6 damage): war club
Light, one-handed (1d6 damage): hammer, mace
Light, two-handed (1d8 damage): spiked club
Heavy, one-handed (1d8 damage): horsemans flail,
warhammer

Heavy, two-handed (1d10 damage): morningstar (footmans


flail), maul (mattock)
Deadly: you reroll (once per die) any weapon damage die that
rolls max damage, and add it to the damage total.
Simple, one-handed (1d4 damage): sickle
Light, one-handed (1d6 damage): hand axe (cleaver, hatchet,
kukri)
Heavy, one-handed (1d8 damage): battleaxe (khopesh,
woodsmans axe)
Heavy, two-handed (1d10 damage): greataxe
Precise: on a natural odd attack roll, you may subtract one from
the natural result.
Simple, one-handed (1d4 damage): dagger (knife)
Light, one-handed (1d6 damage): shortsword (rapier, wicked
big knife), shortspear (javelin).
Light, two-handed (1d8 damage): spear
Heavy, one-handed (1d8 damage): longsword (broadsword,
falchion), scimitar (cutlass, saber)
Heavy, two-handed (1d10 damage): greatsword (bastard
sword)
Reach: you may use a heavy two-handed melee weapon to make
reach attacks.
Heavy, two-handed (1d10 damage): longspear (pike), polearm
(glaive, halberd, lucerne hammer)
Heirloom Items
Heirlooms are non-magical items, often crafted by master
artisans, and handed down generation to generation.
Adventurer tier heirloom items are mastercrafted or worked and
have a starting default bonus of +1. Grandmastercrafted or
worked heirloom items are champion tier items that have a +2
starting default bonus. Heirloom items increase in power as you
gain levels, gaining an addition +1 bonus for every tier reached
past its default tier. Heirloom items are normally limited to
weapons (both melee and ranged), wands, symbols, staffs, and
armor, and possibly may be purchased at ten times the cost of
an appropriate tier oil (GMs decision).
True Magic Items
True magic items that grant bonuses to attack and damage,
such as weapons and implements, deal extra weapon or spell
damage dice on a critical hit. The type of die rolled is
dependant on the base weapon or spell die. The number of
extra dice is equal to the items default bonus, and is added to
the damage total before any doubling (or more) of the total
damage is done.

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