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Mythical

Heroes
Generic multiverse D20 system

Underwater

Fantasy

Superhero

Sci-f

By Creations REVE
TABLE OF CONTENTS
Chapter 1: Getting Started
Introduction
The RPG Experience
Navigating the Book
Common Terms
Example Game Flow
Generating a Character
Ability Scores
Chapter 2: Racial Types
Races creations
Racial traits List
Racial traits Descriptions
Racial type exemples
Chapter 3: Background types
Background List
Background Descriptions
Chapter 4: Advantages and
Complications
Advantages list
Advantages details
Complications list
Complications details
Chapter 5: Career Path
Artisan
Athlete
Businessman
Driver/Pilot
Entertainer
Fighter
Hunter
Investigator
Politician
Rogue
Scholar
Technician
Chapter 6: Power Path
Mundane abilities
Cyber ware
Druidism
Miracles
Mythic powers
Powered armor mastery
Primordial abilities
Psychic powers
Sorcery
Soulknife mastery
Wielder artefacts
Chapter 7: Life Path
Life path list
Life path description
Chapter 8: Skills
Acquiring Skills
Skill Descriptions
Chapter 9: Feats
Prerequisites
Types of Feats
Feat Descriptions

Chapter 10: Equipment


Resources
Armor
Weapons
Gimmicks & Grenades
Gadgets
Chemicals
Augmentations
Robotics
Vehicles
Special Materials
Mundane Gear
Chapter 11: Additional Rules
Destiny Points
Alignment
Vital Statistics
Movement
Exploration
Chapter 12: Combat
How Combat Works
Combat Statistics
Actions in Combat
Injury and Death
Movement, Position, and Distance
Big and Little Creatures In Combat
Combat Modifiers
Special Attacks
Special Initiative Actions
Chapter 13: Vehicles
Vehicle Basics
Vehicles In Combat
The Chase
Chapter 14: Mythics & Magic
Using Mythic Abilities and Casting Spells
Spell Descriptions
Arcane Spells
Divine Spells
Chapter 15: Mythic Abilities
Mythic Abilities
Body Armor
Bone Mastery
Copy Self
Dark Mastery
Elemental Control (Varies)
Energy Absorption
Energy Projection (Varies)
Extraordinary Sense
Flight
Force Manipulation
Gravity Control
Growth
Increase Body Density
Intangibility
Invisibility
Kinetic Energy Absorption
Life Force Transference
Magnetism
Near Invulnerability
Plant Mastery

Regeneration
Shrink
Stretching
Super Speed
Superhuman Charisma
Superhuman Constitution
Superhuman Dexterity
Superhuman Intelligence
Superhuman Strength
Superhuman Wisdom
Telekinesis
Telepathy
Teleportation
Time Manipulation
Transformation(Varies)
Vibration
Chapter 16: Spells
Druidism Spell List
Sorcery Spell List
Miracles Spell List
Spell Descriptions
Chapter 17: Psychic powers
Psychic talents List
Psychic skills List
Psychic powers Descriptions
Chapter 18: Powered Armor
Cyber armor details
Cyber armor upgrades
Chapter 19: Soulknife Abilities
Soulknife Abilities List
Abilities Description
Chapter 21: Wielder Artifacts
Wielder mythical weapons
Wielder mythical armors
Wielder mythical Items
Chapter 22: Cyber Ware
Cyber ware List
Cyber ware Descriptions
Chapter 23: Game Mastering
Starting a Campaign
Published Story Arcs
Creating Your Own Stories
Tips to Remember
Chapter 24: Environment
Urban Sprawl
Lairs
Wilderness
Weather
Other Dimensions and the Planes
Environmental Rules
Chapter 25: NPCs & Villains
Civilian Class
Quick-Gen Villain System
NPC Villains
Creatures
Animals

Animated Objects
Giant Vermin
Outsiders
Swarms
The Undead

Appendix
Index
Character Sheet

Chapter 1: Getting Started


INTRODUCTION
When we first set out to create a super heroic role-playing game,
we like most, focused purely on the one outstanding characteristic
in the brilliant array of possibilities presented in the comic book
medium: superhuman abilities. A few things were clear as we
began to envision the manifestation of powers in our game. We
wanted to create a game free of the static character archetypes
prevalent in so many others, instead encouraging players to
naturally transition their characters from mere concepts to
sophisticated, multi-dimensional heroes. We also wanted to
capture on our pages the dynamism of the battles between these
larger-than-life characters. We wanted to harness the same pulsequickening excitement which propels us through our favorite
books, and deliver it with each round of combat.
To call our game a comic book RPG, we realized that
these qualitiesa focus on superhuman abilities, complexity and
elegance in characterization, and compelling actionwere not
enough. The vastness of the stories and characters alive on the
pages could not be summed up by mere superhuman abilities. To
experience the vital nature and complexity of a comic book
universe, players must be given freedom. Not only the characters,
but the game world itself, must be built upon a framework of
evolution. Thus, the scope of our world broadened to include the
concepts of advanced technology, ancient races, other-worldly
beings, and mystic arts. Through these ancillary story points and
avenues of character development, we will continue to provide
new and exciting future supplements.
The decision to use the Open Gaming License (OGL) was
an easy one. Created at the turn of the millennium, the OGL has
been popularized in both fantasy and modern game settings. The
associated game-play rules provide structured customization for
player characters, as well as ease of resolution to a wide variety of
in game circumstances. While no game system can satisfy all
gamers, we feel that the OGL provides a comfortable learning
curve for those new to the genre, as well familiarity for those who
are not. We are proud to contribute to an industry from which we
have derived so many years of enjoyment, and are excited by the
level of compatibility the OGL provides.
THE RPG EXPERIENCE
Guardian Angels is what is referred to as a table-top or pen and
paper role playing game. The events of the game take place
largely in the players imaginations, structured by the associated
rules herein, and visually represented by the use of miniatures and
grid mats. Players will assume the roles of a variety of heroes (or
villains) inspired by the comic book genre, and navigate these
characters through a series of stories and adventures told by the
Game Master (or GM).
The GM is responsible for creating the world in which the
players exist. Whether the players must defeat a giant worm
attacking the city, or infiltrate a shadowy corporate entity to
uncover an evil plot, the GM is the narrator, guiding them along
the path. Since the players ultimately decide the path they wish to
take, the GM will often be challenged to shape and adapt his vision
around the actions of the players. GMs should be careful to not
diminish the fun or flow of an adventure by rigidly forcing players
into a precise narrative. Part of the enjoyment and excitement of

playing an adaptive RPG is the players (and thus, the characters)


abilities to make choices and defy prediction.
For the players, the experience is much akin to a chooseyour own- adventure book. The GM may present players with any
number of opportunities to make decisions leading them down the
wrong path, causing the untimely death of civilians or the
destruction of the world as you know it.
It is up to the players to navigate the literary landscape
laid before them. Because this is a role playing game, the players
ultimate goal is complete immersion in the essence of their
characters. The GM crafts the events, but the players actions (and
reactions) shape the characters and define their individual
principles.
Tools of the Trade
There is a standard kit, of sorts, that you will need to
accompany this book. The first, and most frequently used of these,
will be a set of dice made specifically for the table-top gaming
genre. These dice are generally sold in packs including a selection
of four-, six-, eight-, ten-, twelve-, and twenty-sided die, all of
which serve unique purposes throughout game-play. Currently, we
do not offer these through our website, instead we recommend
stopping by your local comic or gaming shop to acquire a set.
The character sheet is another of your gaming tools,
allowing you to keep track of all information pertinent to your
character. Whether cataloging your arsenal of weapons and
abilities, or determining your ability parachute into an enemy
base, the information lives on these pages. At the end of this book
you will also find a universal character sheet you can photocopy,
or you can visit www.manmademythology. com to print this or one
of the class-specific sheets. While much of the game is comprised
of character interactions which can be played out between the
players and the Game Master, combat situations are more easily
negotiated by having physical representations of your characters.
These representations are referred to as miniatures and can be
found at a local game or comic shop as well.
Game Masters
If you are the Game Master, in addition to the Guardian Angels
core rules you will also want the Bronze Files: Skyblock book. It is
filled with an array of factions and non-player characters to
populate your world. This selection of characters and creatures
offers you a dynamic way to create interactions or encounters for
your players, whether with friend or foe. If you are unable to
acquire Skyblock right away, we have included an abbreviated
selection in the NPCs chapter of this book, to get you started. You
may often find it necessary to keep much of what you are doing a
secret from the players. As such, you will want to have some way
to hide your notes and the results of your die rolls. This is not
meant to provide you with the ability to alter die rolls, but instead
maintain some level of secrecy from the players as to the outcome
of the various actions players or NPCs may take in the course of
the game session.
When setting the stage for a more pivotal moment in your
campaign, you may wish to lay a map of the environment or
specific space in which the characters will be maneuvering. It is
generally helpful to use a mat or map with a grid layout of 1
squares. There are many options to choose from: a laminated map
and dry erase markers, a custom printed map, or even a
handmade drawing. The object is to provide players a further

means to immerse themselves into the game world and its


narrative.

Playing the Game


While playing Guardian Angels, the Game Master
describes the events that occur in the game world, and the players
take turns describing what their characters do in response to those
events. Unlike with traditional storytelling, however, the actions of
the players and the characters controlled by the Game Master
(frequently called non-player characters, or NPCs) are not certain.
Most actions require dice rolls to determine success, with some
tasks being more difficult than others. Each character is better at
some things than he is at other things; he may earn bonuses
based on his skills and abilities.
Whenever a roll is required, the roll is noted as d#, with
the # representing the number of sides on the die. If you need to
roll multiple dice of the same type, there will be a number before
the d. For example, if you are required to roll 4d6, you should roll
four six-sided dice and add the results together. Sometimes there
will be a + or after the notation, meaning that you add that
number to, or subtract it from, the total results of the dice (not to
each individual die rolled).
Most die rolls in the game use a d20 with a number of
modifiers based on the characters skills, his or her abilities, and
the situation. Generally speaking, rolling high is better than rolling
low. Percentile rolls are a special case, indicated as rolling d%. You
can generate a random number in this range by rolling two
differently colored ten-sided dice (2d10). Pick one color to
represent the tens digit, then roll both dice. If the die chosen to be
the tens digit rolls a 4 and the other d10 rolls a 2, then youve
generated a 42. A zero on the tens digit die indicates a result from
1 to 9, or 100 if both dice result in a zero. Some d10s are printed
with 10, 20, 30, and so on in order to make reading d% rolls
easier. Unless otherwise noted, whenever you must round a
number, always round down.
As your character goes on adventures, he obtains a
variety of rewards to utilize in future endeavors. Some of these
rewards come in the form of resources, whether from cashing in on
a dangerous bounty or making contacts in an organization for
continued service. These funds can be used to purchase a wide
array of equipment that allows you to further customize and adapt
your character. Other rewards come from the advancement of your
characters level, below are common methods of achieving this
advancement.
Narrative Driven: This method, allows a gaming group to
progress through a series of story arcs. Level progression is
essentially written into the narrative of the GMs story, allowing
play to maintain a consistent flow throughout the telling.
Experience Points: With this method characters receive a
number of experience points for each challenge they overcome.
When a character has earned enough experience he obtains a new
level, introducing new powers and abilities.
The Most Important Rule
The rules presented are here to help bring your comic
book-themed characters and their amazing world to life. While
they are designed to make your game easy and exciting, you
might find that some of them do not suit the style of play that your
gaming group enjoys. Remember that these rules are yours. You
can change them to fit your needs. Most Game Masters have a
number of house rules that they use in their games. The Game
Master and players should always discuss any rule changes to

make sure that everyone understands how the game will be


played. Although the Game Master is the final arbiter of the rules,
Guardian Angels is a shared experience, and all of the players
should contribute their thoughts when the rules are in doubt.

COMMON TERMS
Mythical Heroes uses a number of terms, abbreviations,
and definitions in presenting the rules of the game. The following
are among the most common.
Ability Score: Each creature has seven ability scores: Might,
Agility, Vigor, Intellect, Wits, Charm and Beauty. These scores
represent a characters most basic attributes. The higher the
score, the more raw potential and talent your character possesses.
Action: An action is a discrete measurement of time during a
round of combat. Using abilities, casting spells, and making
attacks all require actions to perform. There are a number of
different kinds of actions, such as a standard action, move action,
swift action, free action, and full-round action (see Combat).
Activation Abilities (Av): Activation abilities are typically mythic
abilities, but require an action to activate, are subject to attacks of
opportunity and can be interrupted.
Alignment: Alignment represents a creatures basic moral and
ethical attitude. Alignment has two components: one describing
whether a creature is lawful, neutral, or chaotic, followed by
another that describes whether a character is good, neutral, or
evil. Alignments are usually abbreviated using the first letter of
each alignment component, such as LN for lawful-neutral or CE for
chaotic-evil. Creatures that are neutral in both components are
denoted by a single N.
Armor Class (AC): All creatures in the game have an armor class.
This score represents how hard it is to hit a creature in combat. As
with other scores, higher is better.
Base Attack Bonus (BAB): Each creature has a base attack
bonus and BAB represents its skill in combat. As a character gains
levels or hit dice, his base attack bonus improves. When a
creatures base attack bonus reaches +6, +11, or +16, he receives
an additional attack in combat when he takes a full-attack action
(which is one type of full-round actionsee Combat).
Bonus: Bonuses are numerical values that are added to checks
and statistical scores. Most bonuses have a type, and as a general
rule are not cumulative (do not stack) with bonuses of the same
typeonly the greater bonus granted applies.
Caster Level (CL): Caster level represents a creatures power
and ability when casting spells. When a creature casts a spell, it
often contains a number of variables, such as range or damage,
that are based on the casters level.
Class: Classes represent chosen focuses taken by characters and
some other creatures. Classes give a host of bonuses and allow
characters to take actions that they otherwise could not, such as
using mythic abilities, casting spells or creating fantastic
technology. As a creature gains levels in a given class, it gains
new, more powerful abilities.
Check: A check is a d20 roll which may or may not be modified by
another value. The most common types are attack rolls, skill
checks, and saving throws.

Combat Maneuver: This is an action taken in combat that does


not directly cause harm to your opponent, such as attempting to
trip him, disarm him, or grapple with him (see Combat).
Combat Maneuver Bonus (CMB): This value represents how
skilled a creature is at performing a combat maneuver. When a
character attempts to perform a combat maneuver, this value is
added to the characters d20 roll.
Combat Maneuver Defense (CMD): This score represents how
hard it is to perform a combat maneuver against this creature. A
creatures CMD is used as the difficulty class when performing a
maneuver against that creature.
Concentration Check: When a creature uses certain special
abilities, but is disrupted during the action, he must make a
concentration check or fail to complete the action (see Magic and
Mythic Abilities).
Creature: A creature is an active participant in the story or world.
This includes PCs, NPCs, aliens, animals, supernatural beings, etc.
Damage Reduction (DR): Creatures that are resistant to harm
typically have damage reduction. This amount is subtracted from
any damage dealt to them from a physical source. Most types of
DR can be bypassed by certain types of weapons. This is denoted
by a / followed by the type, such as 10/millendrium. Some
types of DR apply to all physical attacks. Such DR is denoted by
the symbol. See Special Abilities for more information. Some
creatures only have DR against certain damage types; in this case
the DR will be listed as a number vs. a type (i.e. 5 vs. piercing and
bludgeoning).
Difficulty Class (DC): Whenever a creature attempts to perform
an action whose success is not guaranteed, he must make some
sort of check (usually a skill check). The result of that check must
meet or exceed the difficulty class of the action that the creature is
attempting to perform in order for the action to be successful.
Extraordinary Abilities (Ex): Extraordinary abilities are unusual
abilities that do not rely on magic or mythic abilities to function.
Experience Points (XP): As a character overcomes challenges,
defeats opponents, and carries out missions, he gains experience
points. These points accumulate over time, and when they reach
or surpass a specific value, the character gains a level.
Feat: A feat is an ability a creature has mastered. Feats often
allow creatures to circumvent rules or restrictions. Creatures
receive a number of feats based on their hit dice, but some classes
and other abilities grant bonus feats.
Hit Dice (HD): Hit dice represent a creatures general level of
power and skill. As a creature gains levels, it gains additional Hit
Dice. Creatures, on the other hand, gain racial hit dice, which
represent the creatures general prowess and ability. Hit dice are
represented by the number the creature possesses followed by a
type of die, such as 3d8. This value is used to determine a
creatures total hit points. In this example, the creature has 3 hit
dice. When rolling for this creatures hit points, you would roll a d8
three times and add the results together, along with other
modifiers.
Hit Points (HP): Hit points are an abstraction signifying how
robust and healthy a creature is at the current moment. To
determine a creatures hit points, roll the dice indicated by its Hit
Dice. A creature gains maximum hit points if its first Hit Die roll is
for a character class level. Creatures receiving their first Hit Die
come from an NPC class or from his race roll their first Hit Die
normally. Wounds subtract hit points, while healing (both natural

and magical) restores hit points. Some abilities and spells grant
temporary hit
points that disappear after a specific duration. When a creatures
hit points drop below 0, it becomes unconscious. When a
creatures hit points reach a negative total equal to its Constitution
score, it dies.
Initiative: Whenever combat begins, all creatures involved in the
battle must make an initiative check to determine the order in
which creatures act during combat. The higher the result of the
check, the earlier a creature gets to act.
Level: A characters level represents his overall ability and power.
There are four types of levels. Class level is the number of levels of
a specific class possessed by a character. Character level is the
sum of all of the levels possessed by a character in all of his
classes. In addition, spells have a level associated with them
numbered from 0 to 9. This level indicates the general power of
the spell. As a spellcaster gains levels, he learns to cast spells of a
higher level. Finally, there is a power level that measures the rank
of Mythic abilities called tiers.
Multiplying: When you are asked to apply more than one
multiplier to a roll, the multipliers are not multiplied by one
another. Instead, you combine them into a single multiplier, with
each extra multiple adding 1 less than its value to the first
multiple. For example, if you are asked to apply a 2 multiplier
twice, the result would be 3, not 4.
Mythic Abilities: Mythic abilities are special abilities that give
ordinary creatures fantastic powers beyond those of mortal men.
Mythic abilities can do a variety of different things and are
described in detail in the description of each power. (See Mythic
Abilities) Non-player Character (NPC): These are characters
controlled by the GM.
Penalty: Penalties are numerical values that are subtracted from
a check or statistical score. Penalties do not have a type and most
penalties stack with one another.
Round: Combat is measured in rounds. During an individual
round, all creatures have a chance to take a turn to act, in order of
initiative. A round represents 6 seconds in the game world.
Rounding: Occasionally the rules ask you to round a result or
value. Unless otherwise stated, always round down. For example, if
you are asked to take half of 7, the result would be 3.
Saving Throw: When a creature is the subject of a dangerous
ability, spell or effect, it often receives a saving throw to mitigate
the damage or result. Saving throws are passive, meaning that a
character does not need to take an action to make a saving throw
they are made automatically. There are three types of saving
throws: Fortitude (used to resist poisons, diseases, and other
bodily ailments), Reflex (used to avoid effects that target an entire
area, such as fireball), and Will (used to resist mental attacks and
spells).
Skill: A skill represents a creatures ability to perform an ordinary
task, such as climb a wall, sneak down a hallway, or spot an
intruder. The number of ranks possessed by a creature in a given
skill represents its proficiency in that skill. As a creature gains Hit
Dice, it also gains additional skill ranks that can be added to its
skills. Spell: Spells can perform a wide variety of tasks, from
harming enemies to bringing the dead back to life. Spells specify
what they can target, what their effects are, and how they can be
resisted or negated.
Spell-Like Abilities (Sp): Spell-like abilities function just like
spells, but are granted through a special racial ability or by a

specific class ability (as opposed to spells, which are gained by


spellcasting classes as a character gains levels).

more negatively like being colorblind, having a phobia and other


drawback like those. Its mostly there for role-play purposes.

Spell Resistance (SR): Some creatures are resistant to magic


and gain spell resistance. When a creature with spell resistance is
targeted by a spell, the caster of the spell must make a caster
level check to see if the spell affects the target. The DC of this
check is equal to the target creatures SR (some spells do not allow
SR checks).

Step 5Pick Your Power Path: A characters class represents


your characters primary focus with his abilities, such as a super
powered hero, magic user or technology specialist. If this is a new
character, he starts at 1st level in his chosen class. As your
character advances (either through experience or narrative trigger
points), he goes up in level, granting him new powers and abilities.

Stacking: Stacking refers to the act of adding together bonuses or


penalties that apply to one particular check or statistic. Generally
speaking, most bonuses of the same type do not stack. Instead,
only the highest bonus applies. Most penalties do stack, meaning
that their values are added together. Penalties and bonuses
generally stack with one another, meaning that the penalties
might negate or exceed part or all of the bonuses, and vice versa.

Step 6Pick Skills and Select Feats: Determine the number of


skill ranks possessed by your character, based on his class and
Intelligence modifier. Then spend these ranks on skills, but
remember that you cannot have more ranks than your character
level in any one skill (for a starting character, this is usually one).
After you determine skills, determine how many feats your
character receives, based on his class and level, and select them
from those presented in Feats.

Superhuman Abilities (Sh): Superhuman abilities are mythic


ability attacks, defenses, and qualities. These abilities can be
always active or they can require a specific action to utilize. The
superhuman abilitys description includes information on how it is
used and its effects.
Supernatural Abilities (Su): Supernatural abilities are magical
attacks, defenses, and qualities. These abilities can be always
active or they can require a specific action to utilize. The
supernatural abilitys description includes information on how it is
used and its effects.
Tier: The levels and abilities granted by mythic abilities are
measured in tiers that range from 1 to 10. The Tier of each ability
can affect the damage, range and the DC of saving throws.
GENERATING A CHARACTER
Although you can play almost any kind of comic book hero
you can imagine, you must first follow the character creation
steps. Everything from the classic super-powered hero to the gritty
special operations soldier or the mystic master of the lost arts is
created using the same basic outline. As you progress though each
of the steps, be sure to keep a record of the outcome on your
character sheet.
Step 1Determine Ability Scores: Start by generating your
characters ability scores. These six scores determine your
characters most basic attributes and are used to decide a wide
variety of details and statistics. Some class selections require you
to have better than average scores for some of your abilities.
Step 2Pick Your Races: Next, pick your characters race,
noting any modifiers to your ability scores and any other racial
traits. In this book there are 12 races to choose from. Each race
lists the languages your character automatically knows, as well as
a number of bonus languages. A character knows a number of
additional bonus languages equal to his or her Intelligence
modifier. Each race comes with certain advantages (see Races).
Step 3Pick Your Alter Ego: Next, pick your characters alter
ego. Whether your identity is publicly known or a carefully guarded
secret, your alter ego helps define what your life is like when you
arent actively adventuring. Your alter ego will provide your
character concept with background information as well as
specialized bonus class skills and other bonuses not related to
your player race or class.
Step 4Pick Your Advantages and Complications: A
characters advantages represent small bonus and adjustment for
the character, it could be resources bonus, allies he have and
much more. Complications are elements that affect the character

Step 7Choose Equipment: Most new character begins the


game with an amount of equipment or gear to get your character
started. This list is intended as a guide for the type of equipment a
level 1 character would possess, though your GM may allow you to
switch these items out for comparably priced items. If a character
does not have starting gear listed in their class description, they
will instead have an amount of resources. Generally speaking, you
cannot use starting gear or resources to acquire UltraTech items
without the consent of your GM.
Step 8Finishing Details: Finally, you need to determine all of a
characters details, including his starting hit points (HP), armor
class (AC), saving throws, initiative modifier, and attack values. All
of these numbers are determined by the decisions made in
previous steps. Aside from these, you need to decide on your
characters name, alignment, and physical appearance. It is best
to jot down a few personality traits as well, to help you play the
character during the game. Other traits (like age and alignment)
are described in Additional Rules.
ABILITY SCORES
Each character has six ability scores that represent the characters
most basic attributes. They are his raw talent and prowess. While a
character rarely rolls a check using just an ability score, these
scores, and the modifiers they create, affect nearly every aspect of
a characters skills and abilities. Each ability score generally
ranges from 3 to 18, although other bonuses and penalties can
alter this; an average ability score is 10.
Generating Ability Scores
There are a number of different methods used to generate ability
scores. Each of these methods gives a different level of flexibility
and dynamism to character generation.
Standard: Roll 4d6, discard the lowest die result, and add the
three remaining results together. Record this total and repeat the
process until six numbers are generated. Assign these totals to
your ability scores as you see fit. This method is less random than
the classic method and tends to create characters with aboveaverage ability scores.
Classic: Roll 3d6 and add the dice together. Record this total and
repeat the process until you generate six numbers. Assign these
results to your ability scores as you see fit. This method is quite
random, and some characters will have clearly superior abilities. To
provide further randomization to this process, apply the totals to
the ability scores in the order which they are rolled. Characters
generated using this method are difficult to fit to predetermined
concepts, because their scores might not support given classes or

personalities, and instead are best designed around their ability


scores.
Heroic: Roll 2d6 and add 6 to the sum of the dice. Record this
total and repeat the process until six numbers are generated.
Assign these totals to your ability scores as you see fit. This is less
random than the standard method and generates characters with
mostly above average scores.
Dice Pool: Each character has a pool of 24d6 to assign to his
statistics. Before the dice are rolled, the player selects the number
of dice to roll for each score, with a minimum of 3d6 for each
ability. Once the dice have been assigned, the player rolls each
group and totals the result of the three highest dice. For more
high-powered games, the GM should increase the total number of
dice to 28. This method generates characters of a similar power to
the Standard method. Note:
Purchase: Each character receives a number of points to spend
on increasing his basic attributes. In this method, all attributes
start at a base of 10. A character can increase an individual score
by spending some of his points. Likewise, he can gain more points
to spend on other scores by decreasing one or more of his ability
scores. No score can be reduced below 7 or raised above 18 using
this method. See Table, Ability Score Costs for the costs of each
score. The number of points you have to spend using the purchase
method depends on the type of campaign you are playing. The
standard value for a character is 15 points. Average nonplayer
characters (NPCs) are typically built using as few as 3 points.
See Table 1-2 for a number of possible point values depending on
the style of campaign. The purchase method emphasizes player
choice and creates equally balanced characters.
Table 1-1: Ability Score Costs
7
-4
8
-2
9
-1
10
0
11
1
12
2

13
14
15
16
17
18

Table 1-2: Ability Score Attributions


Rookie
Vigilante
Formidable
Heroic
Godly

3
4
5
6
8
10

15
20
25
30
35

Determine Bonuses
Each ability, after the final modification due to the race
traits, will generally have a modifier ranging from 5 to +5. Table
1-3, Ability Modifiers and Bonus Spells shows the modifier for
each score. The modifier is the number you apply to the die roll
when your character tries to do something related to that ability.
You also use the modifier with some numbers that arent die rolls.
A positive modifier is called a bonus, and a negative modifier is
called a penalty. The table also shows bonus spells, which youll
need to know about if your character is a spellcaster.
Abilities and Spellcasters
The ability that governs bonus spells depends on what type of
spellcaster your character is: Vigor is the primary ability for
invokers, Wits is the primary ability for a vessel, and Charm is the
primary ability for Druid. In addition to having a high ability score,
a spellcaster must be of a high enough class level to be able to
cast spells of a given spell level. For all spell casters, you had a
bonus to your spell known on your intellect score. See the class
descriptions in Classes for details.

Scor
e
1
2-3
4-5
6-7
8-9
1011
1213
1415
1617
1819
2021
2223
2425
2627
2829
3031
3233
3435
3637
3839
4041
4243
4445

Table 1-3: Ability Modifers and Bonus Spells


Bo
2n
4t
5t
6t
7t
8t
1st
3rd
n
d
h
h
h
h
h
-5
-4
-3
Cant cast spell tied to this ability
-2
-1

9t
h

+1

+2

+3

+4

+5

+6

+7

+8

+9

+1
0
+1
1
+1
2
+1
3
+1
4
+1
5
+1
6
+1
7

The Abilities
Each ability partially describes your character and affects some of
his actions.

Might (Mig)
Might measures muscle and physical power. This ability is
important for those who engage in hand-to-hand (or melee)
combat, such as martial arts masters, soldiers and many mythics.
Might also sets the maximum amount of weight your character can
carry. A character with a Might score of 0 is too weak to move in
any way and is unconscious. Some creatures do not possess a
Might score and have no modifier at all to Might-based skills or
checks.
You apply your characters Might modifier to:
\ Melee attack rolls.
\ Damage rolls when using a melee weapon or a thrown weapon,
including a sling. (Exceptions: Off-hand attacks receive only half
the characters Might bonus, while two-handed attacks receive 1
1/2 times the Might bonus. A Might penalty, but not a bonus,
applies to attacks made with a bow that is not a composite bow.)
\ Climb and Swim checks.

\ Might checks (for breaking down doors and the like).

Agility (Agi)
Agility measures

dexterity, reflexes, and balance. This ability is


vital for characters seeking to excel with ranged weapons, such as
fire arms or energy projections. A character with a agility score of
0 is incapable of moving and is effectively immobile (but not
unconscious). You apply your characters Agility modifier to:
\ Ranged attack rolls, including those for attacks made with bows,
energy projections, fire arms, and many ranged spell attacks like
scorching ray or searing light.
\ Armor Class (AC), provided that the character can react to the
attack.
\ Reflex saving throws, for avoiding fireballs and other attacks
that you can escape by moving quickly.
\ Acrobatics, Disable Device, Escape Artist, Fly, Drive, Sleight of
Hand, and Stealth checks.

Charm (Cha)
Charm measures a characters personality, personal magnetism,
ability to lead, and overall presence. It can be very important for
any hero who wants to fast talk their way out of sticky situations.
Every creature has a Charm score. A character with a Charm score
of 0 is not able to exert himself in any way and is unconscious. You
apply your characters Charm modifier to:
Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, and
Perform checks.
Checks that represent attempts to influence others.
A Druid gains bonus spells based on his Charm score. The
minimum Charm score needed to cast a Druid spell is 10 + the
spells level

Beauty (Bea)
Beauty measures a characters appearance and attractiveness.
The higher this stat is the more attractive the character is. The
modifier applies for all seduction, negotiation and first impression
checks involving another person.

Vigor (Vig)
Vigor represents your characters health and stamina. This ability
is important for an invoker because it affects his or her
spellcasting ability in many ways. A Vigor bonus increases a
characters hit points, so the ability is important for all classes.
Some creatures, such as undead and constructs, do not have a
Vigor score. Their modifier is +0 for any Vigor-based checks. A
character with a Vigor score of 0 is dead.
You apply your characters Vigor modifier to:
\ Each roll of a hit die (though a penalty can never drop a result
below 1that is, a character always gains at least 1 hit point each
time he advances in level).
Fortitude saving throws, for resisting poison, disease, and similar
threats.
If a characters Vigor score changes enough to alter his or her
Vigor modifier, the characters hit points also increase or decrease
accordingly.
An invoker gains bonus spells based on his Vigor score. The
minimum Vigor score needed to cast an invoker spell is 10 + the
spells level.

Intellect (Int)
Intellect determines how well your character learns and reasons.
Creatures of animal-level instinct have Intellect scores of 1 or 2.
Any creature capable of understanding speech has a score of at
least 3. A character with an Intellect score of 0 is comatose. Some
creatures do not possess an Intellect score. Their modifier is +0 for
any Intellect-based skills or checks. You apply your characters
Intellect modifier to:
The number of skill points gained each level, though your
character always gets at least 1 skill point per level.
Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.

Chapter 2: Races
In Mythical Heroes, there is many races that the player can
choose for their heroic character. All the races are beings that had
been affected by the mythical energy that spread across the
universe when the gate of Hell as been broken. Most of the
playable races are here to fight the evil spreading across the
universe. For a better playing experience, choose the race fitting
your character concept. The table 2-1 is a list of all the available
races in Mythical Heroes.
Table 2-1: Summary of Races
Race
Description
Avials
Canid
Drakal
Eldaran
Felis
Human
Kirin
Nefery
Seraph
Sylva
Theldran
Ursan
In Guardian Angels, all races have angelic power on top of the
angelic path they follow. The table 2-2 show how many point they
got for power.

Wits (Wit)
Wits describes a characters willpower, common sense, awareness,
and intuition. If you want your character to have acute senses, put
a high score in Wits. This score is also very important to the vessel,
as it determines the level and strength of spells he can cast. Every
creature has a Wits score. A character with a Wits score of 0 is
incapable of rational thought and is unconscious. You apply your
characters Wits modifier to:
Will saving throws (for negating the effects of charm person and
other spells).
Heal, Perception, Profession, Sense Motive, and Survival checks.
A vessel gains bonus spells based on his Wits score. The minimum
Wits score needed to cast a vessel spell is 10 + the spells level.

SERAPH

NEFERY

Seraphs are humans that have awakened after they had been
infused by the angelic essence that has spread all over the world.
They are the most common of all the angelic races and they can
be found anywhere on the globe. Normally Seraphs tend to be
good hearted people that are close to their humanity. They arent
specializing in any angelic path so they can have any profession
and they can learn quicker then normal humans.
Physical Description: Seraphs are looking like improved human
as they are perfectly shaped and beautiful. They have huge white
or black wings on their back. Their facial features, hand, feat and
body are totally human looking. They can come from any culture in
the world so that make them almost impossible to recognize
among other human unless their wings are visible.
Racial Traits
Ability Score Racial Traits: Seraph characters gain a +2 racial
bonus to one ability score of their choice at creation to represent
their varied nature.
Size: Seraphs are Medium creatures and thus receive no bonuses
or penalties due to their size.
Base Speed: Seraphs have a base speed of 30 feet.
Languages: Seraph begins play speaking Common. Seraph with
high Intelligence scores can choose any languages they want. See
the Linguistics skill page for more information about these
languages.
Human form: Seraph can take a fully human form as a standard
action at will. In human form, they cant use their wings.
Winged: Seraphs have wings on their back. With those wings,
they can fly at a speed of 60 feet with a manoeuvrability of
good. They more loaded they got the less fast and high they can
fly. These wings arent magical; they can be broken or destroyed.
Talented: Seraph selects one feat at 1st level and 1 extra feat at
each 3 level after the first. One extra feat at level: 1, 3, 6, 9, etc.
Skilled: Seraph gain an additional skill rank at first level and one
additional rank whenever they gain a level.
Empowered: Seraphs have more angelic essence then all the
other races. Give one more power points per level.

Nefery are human that has been infused by the angelic and the
demonic essence that as spread across the entire world. They are
the vampire we heard about in stories. They tend to be a little
darker then the Seraphs but they still care for humanity They live
through their increased emotional state, living everything more
deeply.
Physical Description: Nefery are mostly pale skinned human
with small fang and deep red eyes. The rest of their look is
completely human. They can come any culture as Seraphs does.
When they are angered, their eyes became redder and their face
gain something a little animalistic in it making them look very
frightening.
Standard Racial Traits
Ability Score Racial Traits: Neferys characters gain a +2 racial
bonus to Strength and charisma due to their dual nature.
Size: Neferys are Medium creatures and thus receive no bonuses
or penalties due to their size.
Base Speed: Neferys have a base speed of 60 feet.
Languages: Neferys begins play speaking Common. Neferys with
high Intelligence scores can choose any languages they want. See
the Linguistics skill page for more information about these
languages.
Human form: Nefery can look completely human at will; its
mostly a cosmetic change.
Burst of speed: Nefery cam move twice as fast as normal. This
ability can be use number of times that equals one + level per day.
Reactive: Neferys gain the improved initiative feat for free.
Fast healing: Neferys regain their level in hit point per min
Kiss of the night: Neferys have fang that does 1d4 of damage.
Vampire body: Neferys are harder to hurt. Give a damage
reduction of 2 against all physical damage beside fire.
Vampire immunity: Neferys special body gave them immunity to
cold and to disease
Need of blood: They need to drink at least (cons mod x level) hit
points in blood per day. They can only do that after giving the kiss
of the night to his victim.
Sunlight weakness: Neferys receive a D6 of damage per round
when exposed to direct sunlight.
Fire weakness: All fire base spell, power or normal fire does
double damage against a Neferys.

CANID

URSAN

Canid are the canine of world that have change into


anthropomorphic dog when they got infused with the angelic
essence that as spread across the entire world. After the Seraphs,
they are the most numerous in type and variation going from dog
to wolf to fox. All the Canid shares the same link toward humanity.
They want to help them survive the war that is coming. They are
the best hunters in the world and they are always keeping close
together working well in a team.

Ursans are the bears of the world that became anthropomorphic


bears after they been infused with the angelic essence that as
spread across the entire world. They are big and gentle but they
often pass for lazy people. They enjoy life and they are a great
sense of humor. They are always open to make a party. Also they
are extremely protective of those they loved and they are
ferocious fighter when they need to protect their home. They are
the best fighter and protector in the world.

Physical Description: Canid appearance can greatly varies due


to the location where they live and also due to the type of canid
they are. All of them share the same basic feature. They look like
humanoid dog with fur covering their body. The face is always dog
like showing muzzle, dog ears and eyes. They still have human like
hair on their head on top of their fur. Their hands and feet are
close to human but they still have some animalistic feature in
them like small claws and paws pads. They mostly use normal
human clothes and tool and many of them like tattoos.

Physical Description: Ursans appearance varies depending on


the region they life in. Their mostly base on normal bear so brown
bear, polar bear, black bear, grizzly, etc. They look like humanoid
bear with a bear head, tail, ears and eyes. They are covered in fur
from head to toes. Normally Ursan appear to be big and fat but its
not always the case some of them are fit and quite muscular. Most
of them then to have a very big fur making them look a lot bigger
than they really are. Also their size isnt making them lazy or slow.

Standard Racial Traits

Standard Racial Traits

Ability Score Racial Traits: Canids characters gain a +2 racial


bonus to strength and constitution to represent their stronger
animalistic body.
Size: Canids are Medium creatures and thus receive no bonuses or
penalties due to their size.
Base Speed: Canids have a base speed of 40 feet.
Languages: Canid begins play speaking Common and Canine.
Canid with high Intelligence scores can choose any languages they
want. See the Linguistics skill page for more information about
these languages.
Change shape: Canid can change their form to a human form as
a standard action at will. In their human form, they cant use their
natural weapons. The stats remain the same as its mostly a
cosmetic change. They revert to their true form if they sleep or
unconscious.
Canid senses: Canid gain a bonus of +2 to their perception skill
as they have greater senses.
Running: Canid are great runner so when they run, they run two
time faster than normal human.
Natural weapons: Canid possess small claw that do 1D4 of
damage and a bite that does 1D6.
Team work: Canid that work in a team get a bonus of +2 on all
their actions.
Fur skin: Canids are immune to natural cold and their fur gave
them a natural armor of +2.
Fast healer: Canid heals a lot faster than normal human. They
heal their level in hit points per hour.
Dog sight: Canid gets low-light vision

Ability Score Racial Traits: Ursan characters gain a +4 racial


bonus to strength and constitution to represent their stronger
animalistic body but they receive a -2 to dexterity to represent
their bulkiness.
Size: Ursan are Medium creatures and thus receive no bonuses or
penalties due to their size. They tend to be in the high range of
medium, around 7 feet.
Base Speed: Ursan have a base speed of 30 feet.
Languages: Ursan begins play speaking Common and Ursine.
Ursan with high Intelligence scores can choose any languages they
want. See the Linguistics skill page for more information about
these languages.
Change shape: Ursan can change their form to a human form as
a standard action at will. In their human form, they cant use their
natural weapons. The stats remain the same as its mostly a
cosmetic change. They revert to their true form if they sleep or
unconscious.
Natural weapons: Ursan possess strong claw that do 1D6 of
damage and a bite that does 1D4.
Fast healer: Ursan are tough and they heal a lot faster than
normal human. They heal twice their level in hit points per hour.
Bear hug: Ursan does double damage on a bear hug maneuver
Fur skin: Ursan are immune to cold and they have a natural
armor of +2
Bear body: Ursan can go on without eating for a very long
moment if they have eat more the day before. They can go on
without eating for one day + another per constitution bonus.
FELIS

Felis are the feline across the entire world that has been infused
with the angelic essence that as spread across the world. Felis are
playful and gentle unless someone is looking to arm them. Felis
are extremely close to the human they like and they are always
looking to hunt or have some fun. They are subtle and silent which
make them very good thief and spies.

Avials are the bird of prey that have been infused with the angelic
essence that as spread across the entire world. Avials love to fly
more than anything else. They have one of the best eyesight in the
world. They are very good messenger able to go fast to other
location. They dont have a preference for humanity but they know
that harmony and community is needed for everyone to survive.

Physical Description: Felis look like anthropomorphic cats. Their


body is covered with fur from head to toes. The face and head is
that of a feline. They got a tail that gives them a better balance.
The color of their fur varies greatly depending on the type of feline
they are. They have hair that look human on their heads.

Physical Description: Avials look like humanoid bird of prey.


Their body is entirely covered with small feathers. They got a bird
head with beak and huge eyes. They got no human hair on their
body. They got long and powerful winged arms and they have
talons instead of feets. They are a lot lighter then what they look.

Standard Racial Traits

Standard Racial Traits

Ability Score Racial Traits: Felis characters gain a +2 racial


bonus to strength, dexterity and constitution to represent their
stronger animalistic body but they receive a -2 to wisdom to
represent their impulsivity.
Size: Felis are Medium creatures and thus receive no bonuses or
penalties due to their size.
Base Speed: Felis have a base speed of 40 feet.
Languages: Felis begins play speaking Common and Feline. Felis
with high Intelligence scores can choose any languages they want.
See the Linguistics skill page for more information about these
languages.
Change shape: Felis can change their form to a human form as a
standard action at will. In their human form, they cant use their
natural weapons. The stats remain the same as its mostly a
cosmetic change. They revert to their true form if they sleep or
unconscious.
Natural weapons: Felis possess small claw that do 1D4 of
damage and a bite that does 1D4.
Fast healer: Felis heal a lot faster than normal human. They heal
their level in hit points per hour.
Fur skin: Felis have a natural armor of +2
Feral sense: Felis sense are extremely developed, they got a
bonus of +4 on all perception checks.
Acrobatic body: Felis are extremely acrobatic and swift, they get
a bonus of +4 on all acrobatic skill.
Leaper: Felis are very good leaper, they can jump twice as far as
human and they can fall ten feet per dexterity bonus before
getting any damage.
Cat sight: Felis have a very good sense of their surrounding treat
them as if they have low-light vison and a darkvison of 30 feet.
AVIALS

Ability Score Racial Traits: Avials characters gain a +2 racial


bonus to dexterity and wisdom to represent their swift body and
inner instinct but they receive a -2 to constitution to represent
their light and frail body
Size: Avials are Medium creatures and thus receive no bonuses or
penalties due to their size.
Base Speed: Avials have a base speed of 30 feet.
Languages: Avials begins play speaking Common and Avian.
Avials with high Intelligence scores can choose any languages they
want. See the Linguistics skill page for more information about
these languages.
Change shape: Avials can change their form to a human form as
a standard action at will. In their human form, they cant use their
natural weapons or their wings. The stats remain the same as its
mostly a cosmetic change. They revert to their true form if they
sleep or unconscious.
Winged arms: Avials have long wing arm that made them able to
fly. They can fly at a speed of 90 feet and they got an average
maneuverability.
Talons: Avials got two powerful talons that do d6 of damages.
Huge eyes: Avials have low-light vision and they can see as twice
as far as human
Shriek: Avials can let out a loud shriek that can stun those who
hear it. They must made fortitude save dc 15 + level or they will
be stun for a round.

SYLVA

Sylva are butterfly that has been transform into fairies after they
been infused by the angelic essence that as spread across the
entire world. Fey are playful and they love putting trick on people
around them. They love sugar more than anything. They are very
protective of nature and its inhabitants.
Physical Description: Sylva looks like small human with butterfly
like wings. They are quite attractive and they smell like wild flower
naturally. They also have small pointed ears. They are always
skinny and most of their feature seems more attractive than
normal human.
Standard Racial Traits
Ability Score Racial Traits: Sylva characters gain a +2 racial
bonus to dexterity, intellect and charisma but they receive a -2 to
constitution and strength..
Size: Sylva are Diminutive and gain a +4 size bonus to their AC, a
+4 size bonus on attack rolls, a -4 penalty on combat maneuver
checks and to their CMD, and a +8 size bonus on Stealth checks.
Base Speed: Sylvas have a base speed of 20 feet.
Languages: Sylva begins play speaking Common and Sylvan.
Sylva with high Intelligence scores can choose any languages they
want. See the Linguistics skill page for more information about
these languages.
Change shape: Sylva can take a normal sized human form at will.
As they are human they cant use their wings.
Flight: Sylva has long delicate wings which grant them the ability
to fly. They have a flight speed of 60 feet and a maneuverability of
good.
Sylva Dust: Sylva can use a special magical dust. Doing so is a
free action as long as they are the one using it. A Sylva can
generate a number of uses of dust equal to its Charisma score
each day. Once Sylva dust is applied to an item, the Sylva chosen
effect persists on the item for only 1 round. As long as an item is
altered in this way, it only causes its new effect. A Sylva can
choose any one of the following three effects when dusting an item
(save DCs are Charisma-based):
Charm: The target must succeed on a Will save or be affected
as though by a charm monster spell for 10 minutes.
Memory Loss: The target must succeed on a Will save or be
affected by a modify memory spell.
Sleep: The target must succeed on a Will save or fall asleep for
5 minutes.
Low-light Vision: Pixies can see twice as far as a race with
normal vision in conditions of dim light.
Invisibility: Sylvas are able to at will cast Invisibility on
themselves. This ability follows all the normal rules of the spell,
including that the Sylva is made visible again if she attacks.
DRAKAL

Drakal are the big lizard of the world (crocodile, alligator, Komodo
dragon, etc.) that have been infused with the angelic essence that
has spread across the entire world. They are proud and noble
creatures looking a little like the dragon of the myth.
Physical Description: Drakal look like humanoid dragon. They
got a scaled skin and huge bat wings on their back. They have a
draconic head with horn on top. They also have a long pointed tail.
The color of their skin varies with the energy type they use. They
also possess clawed hands and feet.
Standard Racial Traits
Ability Score Racial Traits: Drakal characters gain a +4 racial
bonus to Strength and Constitution and +2 bonuses on Dexterity
and Intellect.
Size: Drakal are Medium creatures and thus receive no bonuses or
penalties due to their size.
Base Speed: Drakals have a base speed of 30 feet.
Languages: Drakal begins play speaking Common and Draconic.
Drakal with high Intelligence scores can choose any languages
they want. See the Linguistics skill page for more information
about these languages.
Change shape: Drakal can take a normal sized human form at
will. As they are human they cant use their wings or natural
weapons.
Flight: Drakal has long bat wings which grant them the ability to
fly. They have a flight speed of 60 feet and a maneuverability of
clumsy.
Natural weapons: Drakals have good claw and a strong bite that
does D6/D8 of damage.
Dragon energy: Drakal use one type of energy, once chosen it
can never change. Fire (Reddish orange skin), Cold (Blueish skin),
Acid (Dark greenish skin), Lightning (Silvery blueish skin).
Draconic body: Drakal are immune to all energy that is the same
as their own energy. So a Fire Drakal is immune to all fire.
Dragon breath: Drakal can use a cone of their energy type
against their enemies. The cone is 50 feet long and 20 feet large
at the end. It does a d6 per 2 level. They can use the cone up to
their constitution bonus + 1 per day.
Dragon sight: Drakal have Darkvison 60 feet and lowlight vision.
Energy weakness: Drakal receive twice the damage from energy
opposite to them. A fire Drakal receives double damage against
cold.
Dragon needs: Drakal need twice as much food per day then a
human.
Difficult reproduction: Drakals have a hard time reproducing,
they have 30% chance maximum to bear another Drakal. Most of
the children are normal humans.
KIRIN:

Kirin are the horse of the world that has been infused by the
angelic essence that as spread all over the world. They are kind
and gentle and they love to help those in need. They value life
more than anything in the world and they are often over protective
of the ones they loved.

Eldaran are the many statues that where sculpted on all the
church of the world that has awakened after the angelic essence
as spread all over the entire world. They are strong and powerful
physically. They are extremely protective of cities and the humans
that live in it. They are innate fighter and they love to fight but
they arent specifically aggressive.

Physical Description: Kirin look like anthropomorphic horse with


a horn in the middle of the forehead as they unicorn of the myth.
They got a short furred skin and a long mane in place of hair. They
head is that of a horse with a long horn in the middle of the
forehead. They have horse hears and hooved feet. They have a
horse tail. The rest of their body look mostly human.

Physical Description: Eldaran look like giant bat like creature.


They have long pointed ears, huge bat wings, claws and talons.
They have a strong and thick skin. Their skin is leathery and
slippery. They have a mostly human looking head with human
looking hair but they have strange eyes and small horns. They got
a long pointed tail.

Standard Racial Traits

Standard Racial Traits

Ability Score Racial Traits: Kirin characters gain a +2 racial


bonus to Strength, Constitution, wisdom and charisma
Size: Kirins are Medium creatures and thus receive no bonuses or
penalties due to their size.
Base Speed: Sylvas have a base speed of 40 feet.
Languages: Kirin begins play speaking Common and Equine. Kirin
with high Intelligence scores can choose any languages they want.
See the Linguistics skill page for more information about these
languages.
Change shape: Kirin can take a normal sized human form at will.
As they are human they cant use their horn or hooves.
Horse kick: Kirins have powerful legs and can do a lot of damage
if they kick someone or something. A Kirin kick does 2D6 of
damage and take a full round action.
Horse runner: Kirins are powerful runner they can run for hours
and they can run faster. They can run twice as fast as human and
they can run twice as long.
Horn thrust: Kirin can use their horn in combat if they charge.
The horn inflicts a d10 of damage.
Sacred powers: Kirin can use these spell at will at their level for
caster level purposes. Cure minor wounds, Detect magic, Detect
evil and dancing light. They can use these spells up to the cha
bonus + 3 per day: Cure light wounds, Color spray and create food
and water. twice per day Kirin can use searing light and neutralize
poison.
Telepathic link: Kirins can speak through their mind to those they
are close to.
Sacred glade: Kirin are linked to a sacred glade, they cant go
more than a km away from their glade. Each hours spent outside
the glade, cause a d6 of damage that cant be healed other than
naturally and only if the Kirin return to her glade.

Ability Score Racial Traits: Eldaran characters gain a +4 racial


bonus to Strength and +6 to Constitution due to their strong stone
like body but they get a -2 Dexterity and -2 to charisma due to
their frightening appearance.
Size: Kirins are Medium creatures and thus receive no bonuses or
penalties due to their size.
Base Speed: Sylvas have a base speed of 40 feet.
Languages: Kirin begins play speaking Common and Equine. Kirin
with high Intelligence scores can choose any languages they want.
See the Linguistics skill page for more information about these
languages.
Change shape: Drakal can take a normal sized human form at
will. As they are human they cant use their wings or natural
weapons.
Flight: Drakal has long bat wings which grant them the ability to
fly. They have a flight speed of 60 feet and a maneuverability of
clumsy.
Natural weapons: Drakals have good claw and a strong bite that
does D6/D8 of damage.

ELDARAN

Chapter 3 : Alter-egos
Being a hero (or villain) can be a full time job, but for many
characters it is only a facet of their daily lives. During down times,
such characters often work for a living, alongside everyone else, to
put food on the table and pay the bills. Thats where a characters
alter ego becomes important. Whether a characters identity is
publicly known or a carefully guarded secret, that characters alter
ego represents his or her life when not on active missions or other
adventures. Alter egos also reflect the vocational and occupational
training a character may have received that exists outside of his
normal class abilities. Characters select an alter ego at character
creation to obtain special access to class skills, feats and other
bonuses that are permanent features not related to class or race.
An alter ego can only be selected once, at character creation, and
cannot be changed.
Each alter ego carries its own set of advantages. Some have
prerequisites that must be met in order to be selected. Below is
the format for each alter ego followed by a list of alter egos to
choose from.
Alter Ego Name: A general description of the alter ego title as
well as example occupations that the character might hold.
Prerequisite: Characters must meet these requirements for each
alter ego in order to select it.
Skills: The list of skills from which the character may select to add
to his or her permanent class skills. The exact number of skills a
character may choose is listed with each alter ego (usually two or
three). If the character selects a skill that is already a class skill he
or she gets a +1 competency bonus to that skill.
Bonus Feats: Some alter egos provide bonus feats in addition to
those provided by class or race. The specific feats are listed in
each alter ego. The character must meet the prerequisites for
these bonus feats (if any) as they normally would to select them.
ACADEMIC
Academics include librarians, archaeologists, scholars, professors,
teachers, and other education professionals.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Computer Use, Craft (writing), Investigate, Knowledge (arcane lore,
art, astronomy, behavioral sciences, business, civics, current
events, earth and life sciences, history, nature, physical sciences,
popular culture, tactics, technology, or religion), Linguistics,
Research, or add a new Read/Write Language or a new Speak
Language.
Bonus Feat: Select one of the following: Brainiac or Skill Focus
(Research).
Resource Bonus: -ADVENTURER
Adventurers include professional daredevils, big-game hunters,
relic hunters, explorers, extreme sports enthusiasts, field
scientists, thrillseekers, and others called to face danger for a
variety of reasons.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Acrobatics, Bluff, Climb, Demolitions, Disable Device, Drive, Escape
Artist, Heal, Intimidate, Knowledge (arcane lore, streetwise, or
tactics), Perception, Pilot, Ride, Stealth, Survival, Swim.
Bonus Feat: Select one of the following: Ancient Weapon
Proficiency (choose one), Endurance, Improved Unarmed Strike, or
Personal Firearms Proficiency, Skill Focus (Survival).
Resource Bonus: -1 Resource cost to all purchases

ATHLETE
Athletes include amateur athletes of Olympic quality and
professional athletes of all types, including gymnasts, weight
trainers, wrestlers, boxers, martial artists, swimmers, skaters, and
those who engage in any type of professional team sport.
Prerequisite: Strength 13 or Dexterity 13.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Acrobatics, Climb, Drive, Ride, Swim.
Bonus Feat: Select one of the following: Ancient Weapon
Proficiency (choose one), Athletic, Endurance, Improved Unarmed
Strike, or Run.
Resource Bonus: -BLUE COLLAR
Blue collar occupations include factory work, food service jobs,
construction, service industry jobs, taxi/delivery drivers, postal
workers, miners, and other jobs that are usually not considered
desk
jobs.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Craft (electronic, mechanical, or structural), Climb, Drive,
Intimidate.
Bonus Feat: Select one of the following: Endurance, or Skill Focus
(any Craft skill or Drive).
Resource Bonus: -CELEBRITY
A celebrity is anyone who, for whatever reason, has been thrust
into the spotlight of the public eye. Actors, entertainers of all
types, newscasters, radio and television personalities, and more
fall under this starting occupational category.
Skills: Choose one of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Bluff,
Craft (visual art or writing), Diplomacy, Disguise, Perform (act,
dance, keyboards, percussion instruments, sing, stand-up, stringed
instruments, or wind instruments).
Bonus Feat: Persuasive
Resource Bonus: -1 Resource cost to all purchases
CREATIVE
The Creative starting occupation refers to artists of all types who
fan their creative spark into a career. Illustrators, copywriters,
cartoonists, graphic artists, novelists, magazine columnists, actors,
sculptors,
game
designers,
musicians,
screenwriters,
photographers, and web designers all fall under this occupational
category.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Bluff, Computer Use, Craft (visual art or writing), Disguise,
Knowledge (arcane lore or art), Linguistics, Perception, Perform
(act, dance, sing, perform stand-up comedy, or play instruments
such as keyboards, percussion instruments, stringed instruments,
or wind instruments).
Bonus Feat: Skill Focus to any one of the above skills
Resource Bonus: -CRIMINAL
This illicit starting occupation reveals a background from the wrong
side of the law. This occupational category includes con artists,
burglars, thieves, crime family soldiers, gang members, bank
robbers, and other types of career criminals.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Disable Device, Disguise, Knowledge (streetwise), Linguistics,
Stealth, Sleight of Hand.
Bonus Feat: Select one of the following: Deceitful, Improved
Unarmed Strike, Personal Firearms Proficiency, Persuasive, or
Stealthy
Resource Bonus: -1 Resource cost to all purchases

DILETTANTE
Dilettantes usually get their wealth from family holdings and trust
funds. The typical dilettante has no job, few responsibilities, and at
least one driving passion that occupies his or her day. That passion
might be a charity or philanthropic foundation, an ideal or cause
worth fighting for, or lust for a fun and carefree existence.
Skills: The Dilettante can choose any one skill and add this skill to
his permanent class skills (the rich and bored always use their
wealth to learn strange and wonky things).
Bonus Feat: Skill Focus (any one class skill)
Resource Bonus: -1 Resource cost to all purchases
DOCTOR
A doctor can be a physician (general practitioner or specialist), a
surgeon, or a psychiatrist.
Prerequisite: Age 25+.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Craft
(pharmacology), Computer Use, Heal, Knowledge (behavioral
sciences, earth and life
sciences, or technology), Perception.
Bonus Feat: Select one following: Medical Expert, or Skill Focus
(Heal)
Resource Bonus: -1 Resource cost to all purchases and -2
Resource cost to acquire medical gear/supplies (GM Discretion)
EMERGENCY SERVICES
Rescue workers, firefighters, paramedics, hazardous material
handlers, and emergency medical technicians fall under this
category.
Prerequisite: Age 18+
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Acrobatics, Climb, Computer Use, Drive, Heal, Knowledge
(behavioral sciences, earth and life sciences, or technology),
Perception, Swim.
Bonus Feat: Select one of the following: Alertness, Endurance, or
Skill Focus (Heal).
Resource Bonus: -ENTREPRENEUR
Entrepreneurs have an obsession about being their own bosses.
They believe in themselves, have an abundance of confidence,
and the ability to acquire the funds necessary to bankroll their
newest moneymaking venture. These small to large business
owners have a knack for putting together business plans,
gathering resources, and getting new ventures off the ground.
They rarely want to stick around after the launch, however, as they
prefer to put their energies into the
next big thing.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Bluff,
Diplomacy, Knowledge (business, current events).
Bonus Feat: Select one of the following: Deceitful, Persuasive, or
Skill Focus (Knowledge: business).
Resource Bonus: -1 Resource cost to all purchases
INVESTIGATIVE
There are a number of jobs that fit within this occupational
category, including investigative reporters, photojournalists,
private investigators, police detectives, criminologists, criminal
profilers, espionage agents, and others who use their skills to
gather evidence
and analyze clues.
Prerequisite: Age 23+
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Computer Use, Craft (visual art or writing), Investigate, Knowledge
(behavioral sciences, civics, earth and life sciences, or streetwise),
Linguistics, Perception, Research, Sense Motive.
Bonus Feat: Select one of the following: Alertness, Brainiac,
Improved Unarmed Strike, Personal Firearms Proficiency,
Persuasive, Skill Focus (Investigate).

Resource Bonus: -LAW ENFORCEMENT


Law enforcement personnel include uniformed police, state
troopers, federal police, federal agents, SWAT team members, and
military police.
Prerequisite: Age 20+.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Diplomacy, Drive, Intimidate, Investigate, Knowledge (civics, earth
and life sciences, streetwise, or tactics), Perception, Pilot.
Bonus Feat: Select one of the following: Alertness, Armor
Proficiency (light), or Personal Firearms Proficiency.
Resource Bonus: -1 Resource cost to acquire Law Enforcement
gear/supplies (GM Discretion)
MILITARY
Military refers to any of the branches of the armed forces,
including army, navy, air force, and marines, as well as the various
elite training units such as Seals, Rangers, and Special Forces.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Climb,
Demolitions, Drive, Knowledge (tactics), Navigate, Perception,
Pilot, Stealth, Survival, Swim.
Bonus Feat: Select one of the following: Improved Unarmed
Strike, Alertness, Endurance, Armor Proficiency (light), or Personal
Firearms
Proficiency.
Resource Bonus: -2 Resource cost to acquire Military
gear/supplies
RELIGIOUS
Ordained clergy of all persuasions, as well as theological scholars
and experts on religious studies fall within the scope of this
starting occupation.
Prerequisite: Age 23+
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Knowledge (arcane lore, art, behavioral sciences, history,
streetwise, or religion), Linguistics, Perception, Sense Motive.
Bonus Feat: Select one of the following: Deceitful, Persuasive, or
Skill Focus (Knowledge: religion)
Resource Bonus: -RURAL
Farm workers, hunters, and others who make a living in rural
communities fall under this category.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Acrobatics, Climb, Drive, Handle Animal, Perception, Ride, Survival,
Swim.
Bonus Feat: Select one of the following: Animal Affinity,
Endurance, Improved Unarmed Strike, Personal Firearms
Proficiency or Skill Focus (Survival).
Resource Bonus: -STUDENT
A student can be in high school, college, or graduate school. He or
she could be in a seminary, a military school, or a private
institution. A college-age student should also pick a major field of
study.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Computer Use, Knowledge (arcane lore, art, behavioral sciences,
business, civics, current events, earth and life sciences, history,
physical sciences, popular culture, technology, or religion), Perform
(act, dance, sing,
perform stand-up comedy, or play instruments such as keyboards,
percussion
instruments,
stringed
instruments,
or
wind
instruments),
Research.
Bonus Feat: Select one of the following: Brainiac, or Skill Focus
(Computer Use, or Research)

Resource Bonus: -TECHNICIAN


Scientists and engineers of all types fit within the scope of this
starting occupational category.
Prerequisite: Age 23+
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Computer Use, Craft (chemistry, electronics, engineering, robotics,
or structural) Knowledge (business, earth and life sciences,
physical sciences, or technology), Research.
Bonus Feat: Select one of the following: Builder, Brainiac, or Skill
Focus (any Craft or Knowledge skill, or Computer Use)
Resource Bonus: -1 Resource cost to all Crafting components
and -2 Resource cost to acquire Tech gear/supplies (GM Discretion)
WHITE COLLAR
Office workers and desk jockeys, lawyers, accountants, insurance
agents, bank personnel, financial advisors, tax preparers, clerks,
sales personnel, real estate agents, and a variety of mid-level
managers fall within the scope of this starting occupational
category.
Prerequisite: Age 23+.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Computer Use, Diplomacy, Knowledge (art, business, civics, earth

and life sciences, history, physical sciences, or technology),


Research.
Bonus Feat: Select one of the following: Persuasive, Skill Focus
(any Knowledge)
Resource Bonus: --

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