Thursday, June 21, 2012

Character Sheet, Corruption and update notes

I've finally got a character sheet. Credit to Mad Irishman for the original layout.

The character sheet includes a few things that haven't been added to the rules yet: namely the Artistry skill and the Corruption points system, which I've described below.

If you're one of the few people that have read through the rules, you should go back and check out the Races post for the new Advanced Races, as well as the equipment post, as that's where I'm adding content right now.

Corruption replaces Dark Side Points in the SWSAGA system. Characters with a Corruption score less than or equal to 1/2 of their wisdom score are considered Good and are not subject to Holy damage. Characters with a Corruption score greater than than their Wisdom score are considered Evil and are not subject to Unholy Damage. Characters with a Corruption score greater than 1/2 their Wisdom, but less than or equal to their Wisdom score are considered Neutral, and are not subject to either Holy or Unholy Damage, but gain no benefit from magic weapon abilities that deal extra aligned damage.

The "awarding" of Corruption points is entirely up to the DM, but they have a few rules of thumb:


If a player uses the lack of a moral compass to gain in-game benefit, whether for the sake of wealth or short-cutting encounters the character earns a Corruption point. 


If a player willfully takes action that is destructive to the goals of the party, without adding value to the story, the character earns a Corruption point. 




This means that robbing random villagers in order to accumulate wealth will get you a Corruption point, while freeing the slaves from an Orcish dungeon will not. Stealing from or assaulting your party members without cause will almost certainly earn you a Corruption point. Stealing a valuable artifact from a merchant might earn the character(s) a Corruption point, depending on the importance of the object to their quest, the importance of their quest, and their ability to acquire the object through honest means. Obviously there's a lot of gray area here, but the intention of the rule is to allow the DM some measure of control against players that might use their detachment from the character to take actions that a rational, decent person would not do.

What defines rational and decent? Well, that's largely up to the player. If a player devout follows the Utilitarian ethic of "the greatest good for the greatest number" for instance, they should not necessarily be given Corruption for making ruthless, yet overall beneficial decisions. A thief that steals from the rich to give to the poor in an oppressed nation should not necessarily be given Corruption, especially when he avoids bloodshed.

Players should always know when they are about to receive a Corruption point. Obviously, exceptions can be made when a player is being particularly obtuse, but when the DM believes they should award a character a corruption point the player should be given an opportunity to defend their position before taking the action. Some actions, like recklessly murdering or assaulting innocent bystanders without cause, should be clearly out of line and the DM is under no obligation to accept an argument.

Depending on the campaign, being Evil can have various consequences. In traditionally Good campaigns, Evil characters become NPCs under the control of the DM and must cease adventuring with the rest of the party. In Neutral Campaigns the consequences would be decidedly less harsh, giving a penalty to Charisma checks against Good characters, for instance, or simply having the local law be an effective enforcer of good behavior. Evil campaigns would have no negative consequences for being Evil, aside from the vulnerability to Holy damage.

Monday, May 28, 2012

Artificer & Sage (Under Construction)

Sage
Req: Trained in 3 Knowledges, Arcane Gift, Divine Gift, 2 Talents from Metamagic or Seer

Hit Dice: The Sage uses d6 Hit Dice
BAB: Low

Defense Bonuses: Sages gain a +4 class bonus to their Will defense and a +2 class bonus to their reflex defense.

Special Ability: Sage Lore: You gain this as a bonus (+1 at 2nd, +1 e/o lvl.) to all Knowledges you are Trained in and as a bonus to Will defense versus Illusions.

Talent Trees

-Metamagic (Magic-User)
-Seer (Cleric)
-Healer (Cleric)

Loremaster

Monster Lore
     You gain a +5 to Knowledge checks made to identify creatures.
     You gain +1 to attacks, damage and opposed checks against creatures you have successfully identified.

Recall
     When you take a 10 on a knowledge check, treat the die roll as a 12.

Eidetic Memory
     Req: Recall
     You may make an Int check with a DC equal to the number of days since you have seen or heard something. If you exceed the DC you remember that thing with perfect clarity.

Synergy
     You gain a +2 synergy bonus in an associated skill for each Knowledge skill you have trained.
     History → Perception, Arcana → Spellcasting, Religion → Devotion, Nature → Survival, Underdark → Endurance, Politics → Diplomacy, Engineering → Mechanics, Tactics → Initiative

Knowledgeable Advice
     You may spend a full-round action to give a player than can see and hear you a +5 to a single skill check.

Uncanny Linguist
     You may make a DC 15 Int check you determine whether you speak a given language. Once you have successfully made this check for a language you do not have to make it again. You cannot retry this check.

Scholarship
     You may reroll any Knowledge check, but must take the result even if it is worse.

Practiced Advisor
     Req: Knowledgeable Advice
     Targets of your Knowledgeable Advice gain a temporary action point. This action point is lost if it is not used by the end of the encounter.

Exploit Weakness
     Req: Monster Lore
     You may spend two swift actions to give all allies that can see or hear you your Sage Lore bonus to attacks against a creature you have successfully identified.

Theurgy
    
Adaptable Spell Pool
     You may sacrifice two spells to recall a spell you have already used.

Unified Magic
     Req: Adaptable Spell Pool, Ritual Master
     You may choose to use either Spellcasting or Devotion when casting any spell.

Action Reserve
     At the beginning of each encounter you gain 1 temporary action point that may only be used to augment spells. You may take this talent more than once.

Clarity
     Req: Action Reserve
     When you roll a natural 20 on a Spellcasting or Devotion check you may recall a spell.

Signature Spell
     Choose one spell. Whenever you cast that spell you may take a 10 and do not provoke attacks of opportunity.

Signature Spell Focus
     Req: Signature Spell
     You gain a +2 on all checks to cast your signature spell.

Ritual Master
     You gain a +5 on all skill checks to cast rituals and may use either Spellcasting or Devotion when either is called for.

Efficient Ritualist
     Req: Ritual Master
     It takes you 3/4 as much gold and 3/4 as much time as normal for you to perform rituals. 


Artificer

Req: Trained in Mechanics, Skill Focus: (Mechanics), Magical Gift, Academy Training, 2 Talents from either Melee Training or Ranged Training

Hit Dice: d8
BAB: mid

Defense Bonuses: Artificers gain a +4 Bonus to their Will Defense and a +2 Bonus to their Fortitude Defense.

Special Ability: Infusion

Talent Trees

-Either Melee or Ranged Training, depending on which one was used for class entry
-Metamagic
-Warpriest

Alchemist

Master Craftsman


Wednesday, May 23, 2012

Monsters & NPCs (Under Construction)


Monsters and NPCs

The NPC Class
    
     HP: NPCs gain 4+Con modifier HP/lvl.
     BAB: Mid
     Ability Scores: All NPC ability scores begin at 10.

     Action Points: NPCs do not gain Action Points

     Class Skills (trained in 1+Int modifier, minimum 1) All skills except for Spellcasting and Devotion

     Starting Feats
A NPC gets 3 starting feats at first level, chosen from the following list.
     Armor Proficinecy (Light), (Medium), Exotic Weapon Proficiency, Skill Focus, Skill Training, Weapon Proficiency (Simple), (Marital Melee), (Ranged Martial)


Sample NPCS

Goblin Archer CL 1 (Non-heroic 4)
Str: 10, Dex: 14, Con 10, Int 10, Wis 10, Cha 8
Ref: 15, Fort 10, Will 10, HP 16
Skills: Stealth +14
Feats: Dodge, Mobility, AP (light), WP (simple), WP (Ranged Martial
Melee: +3 attack, Dagger 1d4+2 damage
Ranged: +5 attack, Short bow 1d6+2 damage
Armor: Leather (+2 Ref.)

Goblin Shaman CL 1 (non-heroic 4)
Str:8 Dex 13 Con 10 Int 10 Wis 12 Cha 10
Ref 14 Fort 10 Will 11 HP 16
Skills: Stealth +13, Devotion +7
Feats: Divine Gift, Temple Training, AP (light), WP (simple) WP (Ranged martial)
Spells: Curse, Blindness/Deafness
Melee: +2 attack, Spear 1d8+1 Damage
Ranged: +4 attack, Spear 1d8+1 damage
Armor: Leather

Goblin Brute CL 1 (Non-heroic 4)
Str 13 Dex 12 Con 13 Int 8 Wis 8 Cha 8
Ref: 14 Fort 11 Will 9 HP 25
Skills: None
Feats: Toughness, Mighty Swing, AP (light), WP (simple), WP (Martial Melee)
Melee: +3 attack, Spear 1d8+3 damage
Ranged: +4 attack, Spear 1d8+3 damage
Armor: Leather


Monster Classes


General Monster Rules:


Monsters choose only classes, not races.


Monster's starting ability scores are determined by their class.


Monsters don't get a General Feat every 3rd level, but they do still receive one at first and may sacrifice size for more talents or feats.


Beast
HD: 1d8
Skills: 1 + Int Mod. (Minimum 1)
Defenses: + 2 Fort, +2 Ref


Form: Beasts begin at first level as either small quadrupeds or medium bipeds, but without opposable thumbs.


Starting Ability Scores: Str: 10, Dex:10, Con 10, Int 2, Wis 10, Cha 4


Ability modifiersBeasts gain a +2 to any ability at first level. The chosen ability increases by +2 at each additional odd level. In addition, at 4th level and every 4th level thereafter animals may add a +2 to any other ability score.


Size Changes: Beasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. Every 4th level Beasts either gain a size increase, or an additional talent or feat. 

Beast TalentsBeasts may chose from the Predator, Monstrous Form and Environment Talent Trees. They gain a talent at first level and every odd level thereafter. The following talents may only be taken by beasts.


Magical Beast
Req: Int 3
This monster may take talents from the Supernatural Talent Tree.


Opposable Thumbs
Req: Dex 12
This monster may use weapons and tools with 2 of their limbs.


Normal: Beasts do not have opposable thumbs.


Feats: At first level and every even level animals gain a feat chosen from the following list: Bantha Rush, Cleave, Crush, Dodge, Double Attack, Dreadful Rage, Extra Rage, Improved Defenses, Improved Damage Threshold, Great Cleave, Mighty Swing, Mobility, Pin, Power Attack, Powerful Charge, Skill Focus, Toughness, Trip, Weapon Finesse (Natural Attack), Weapon Proficiency (Simple) 


Construct
HD: 10 HP/lvl
Skills: 1
Defenses: Immune to Fort and Will attacks.


Form: Constructs begin as either small quadrupeds or medium bipeds


Starting Ability Scores: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 1


Ability Modifiers: At third level and every odd level thereafter, Constructs gain a +2 to Str. At 4th level and every 4th level thereafter they may add +2 to either Dex or Wis.


Size IncreasesBeasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. At 4th level and every 4th level thereafter Beasts either gain a size increase, or an additional talent or feat. 


Talents


Feats: 


Dragon
HD: 1d12
Skills: 3 + Int Mod. (Minimum 1)
Defenses: +2 Fort, +2 Ref, +4 Will



Starting Ability Scores:


Ability Modifiers:


Size Increases:


Talents


Feats:



Elemental
HD: 1d8
Skills: 1 + Int Mod (Minimum 1)
Defenses: +4 Ref, +2 Fort



Starting Ability Scores:


Ability Modifiers:


Size Increases:


Talents


Feats:



Ooze
HD: 1d6
Skills: 0
Defenses: +4 Fort, Immune to Will Attacks



Starting Ability Scores:


Ability Modifiers:


Size Increases:


Talents


Feats:



Outsider
HD: 1d8
Skills: 4 + Int Mod.(Minimum 1) 
Defenses: +2 to all defenses



Starting Ability Scores:


Ability Modifiers:


Size Increases:


Talents


Feats:



Plant
HD: 1d6
Skills: 1 + Int Mod. (Minimum 1)
Defenses: +2 Fort, Immune to Will Attacks



Starting Ability Scores:


Ability Modifiers:


Size Increases:


Talents


Feats:



Giant
HD: 1d12
Skills: 2 + Int Mod (Minimum 1)
Defenses: +4 Fort



Starting Ability Scores:


Ability Modifiers:


Size Increases:


Talents


Feats:



Undead
HD: 8 HP / Lvl
Skills: 1 + Int Mod. (Minimum 1)
Defenses: Immune to Fort and Will attacks that do not specifically affect undead.



Starting Ability Scores:


Ability Modifiers:


Size Increases:


Talents


Feats:




Bite
Claw
Gore
Slam


Monster Talent Trees

Predator Tree


Ambush
Req: Trained in Stealth, Dex 14
SWSAGA pg. 276 (Nexu)


Constrict
Req: Str 16
THRT pg. 109 (Gundark)


Camouflage
Req: Trained in Stealth
THRT pg. 125 (Sarlacc)


Overwhelm
THRT pg. 129 (Womp Rat)

Poison
THRT pg.107 (Corellian Sand Panther)

Ferocious
THRT pg. 116 (Mantellian Savrip)


Rage

SWSAGA pg.277 (Reek)


Rend 
SWSAGA pg. 277 (Wampa)

Scent
Req: Wis 12
SWSAGA pg. 277 (Tauntaun)


Trip
THRT pg. 126 (Varactyl)

Mastermind Tree



Automatic Concentration
Req: Spellcasting or Devotion, any other 2 Monster Talents
You may maintain one spell without spending any actions to do so. You may take this talent multiple times. 


Extra Move Action
Req: Any other 2 Monster Talents.
The creature gains an extra move action on each of its turns.


Extra Standard Action
Req: Extra Move Action
The creature gains an extra standard action on each of its turns. 


Retinue
Req: Any other 2 monster talents.
The creature is always encountered with 4 minions and one non-heroic NPC or monster, the minions have 1/4 of the levels of the creature and the NPC has 1/2. This talent may be taken multiple times. These creatures do not increase the CL of the encounter. This talent may be taken multiple times.


Monstrous Form Tree


Crush



Devour
THRT pg. 114 (Krayt Dragon)


Disturbing Visage


Extra Head


Extra Limb



Fast Healing 5
Req: Con 20
SWSAGA pg. 276 (Acklay) This talent may be taken multiple times. Its effects stack.


Improved Flight


Natural Armor



Prehensile Tail



Tentacle Grab
THRT pg. 125 (Sarlacc)



Weaponized Tail


Wings



Environment Tree


Elemental Subtype



Excellent Athlete (Swim/Jump/Climb)
THRT pg. 126 (Varactyl)


Blindsight



Elemental Resistance


Aquatic Adaptation


Arctic Adaptation


Desert Adaptation


Subterranean Adaptation


Volcanic Adaptation


Breath Weapon



Tremorsense
THRT pg. 114 (Krayt Dragon)



Supernatural Tree


Damage Reduction


Fearsome Roar
THRT pg. 106 (Corellian Banshee Bird)

Null Field
THRT pg. 131 (Ysalamiri, all references to Force replaced with relevant Spellcasting/Devotion terms)

Shielding

Spells


Spells

Energy types and (elemental) spells: Elemental spells and other effects do fire, acid, cold, electrical, holy or unholy damage. These supersede the SAGA "energy" damage type.
     When a caster chooses a spell with the Elemental descriptor they must specify an energy type. That spell may only use that energy type. The caster may use another known spell to learn the spell with a different energy type.
     Holy and Unholy damage only effect evil and good creatures, respectively. Undead and Fiends are always considered evil for the purposes of holy damage. Celestial and Fey are always good for the purposes of unholy damage.
     Divine spells are listed in blue, while Arcane spells are listed in red. Spells that may be either arcane or divine are listed in purple.

Blast (Elemental)
     Standard Action, All other creatures in a blast centered on you.
Spellcasting or Devotion check. The check result determines the area and damage of the Blast. If the check result does not exceed a target's Ref defense they only take half damage and suffer no additional effects.
     DC15: 1 square radius, 2d6 damage
     DC20: 2 square radius, 4d6 damage
     DC25: 3 square radius, 6d6 damage. All target is pushed 1 square away from the center of the blast.
     DC30: 4 Square radius, 8d6 damage. All target is pushed 2 squares away from the center of the blast and knocked prone.
Action point: Increase the radius of the blast by 1 and the damage by 2d6.
Divine: You may only choose Holy or Unholy damage as the energy type when you select the Blast power with the Divine Gift feat.

Bless
     Standard action. You and all allies within 6 squares.
Devotion check. The result of the check determines the effect.
     DC15: All targets gain a +1 divine bonus to attack rolls as long as are within 6 squares of the caster.
     DC20: As above, except targets also gain a +1 bonus to will defense against fear and mind-affecting spells.
     DC25: +2 to attacks, +2 vs. fear and mind-affecting.
     DC30: +2 to attacks, +4 vs. fear and mind-affecting.
     Concentration: Swift action. Allies must be within 6 squares to benefit.
    
Blindness/Deafness
     Standard action. One enemy within 6 squares.
Devotion check. If the result of the check exceeds the target's Fort defense you may choose one effect. The effect lasts until the beginning of your next turn.
     Blindness: The target is flat footed and treats all targets as having total concealment.
     Deafness: The target is flat-footed and takes a -5 on all Perception, Stealth and Spellcasting checks.
     Action point:
     Plot Point: The effect is permanent and may only be removed by the caster or a Cleric using the Remove Curse spell.

Boost
     Move action. You or one adjacent ally.
Devotion check. Choose one ability score. The target gets a divine bonus based on the result to all rolls and any defense based off of that score. This bonus lasts until the beginning of your next turn.
     DC15: +1
     DC20: +2
     DC25: +3
     DC30: +4
     Concentration: Move action. You may maintain concentration on an ally as long as they remain within line of sight.
     Action point: Increase the bonus by 1.

Charm
    Standard. One creature within 6 squares that can see, hear and understand you.
Spellcasting check. The effect is determined by how much the check exceeds the target's will defense.
     Will: The target's attitude improves by one step and the target may not attack you or your allies until the beginning of your next turn.
     Will+5: The target's attitude improves by 2 steps and you may direct the target's next swift action.
     Will+10: The target's attitude improves by 3 steps and you may direct the target's next swift and move actions.
     Will+15: The target's attitude improves by 4 steps and you may direct the target's next turn.
     The attitude improvement lasts until you or one of your allies attacks the target or one of its allies. When the improvement wears off the target will realize it has been charmed and will step down one attitude from it's normal state.
     Action Point: Improve the target's attitude by one step
    Plot Point: The effect is permanent and can only be removed by a Dispel spell.

(Remove) Curse
     Standard. One creature within 6 squares.
Spellcasting or Devotion check. If the result exceeds the target's will defense the target suffers an effect chosen by the caster. The possible effects are determined by how much the target’s will defense is exceeded by.
     Target's Will: Target suffers a -2 to all rolls and defenses.
     Will+5: The target suffers a -5 penalty on all rolls based on an ability score of your choice.
     Will+10: The target has a 50% chance to lose any action it attempts, immediately ending the action.
     Will+15: The target is transformed into a Tiny Animal. It retains it's mental ability scores and hit points, but drops all carried items.
     Concentration: Move Action
     Divine: When used as a Divine power you Curse may end a Curse effect by making a Devotion check opposing the Spellcasting or Devotion check used to inflict the curse. This use of Curse does not expend the spell.
     Action Point: The effect lasts until the end of the encounter without concentration.
     Plot Point: The effect is permanent and may only be ended by a Divine Remove Curse.

Dispel
     Standard Action. One ongoing spell.
Spellcasting or Devotion check. If your result exceeds the Spellcasting or Devotion result used for the targeted spell or ritual it is immediately ended.

Energy Resistance
     Standard action. You and up to four adjacent allies.
Devotion Check. Choose one energy type. The result of the check determines the effect.
     DC15: The targets gain DR 5 against the chosen energy type until the beginning of your next turn.
     DC20: The targets gain DR 10 against the chosen energy type until the beginning of your next turn.
     DC25: The targets gain DR 15 against the chosen energy type until the beginning of your next turn.
     DC30: The targets gain DR 20 against the chosen energy type until the beginning of your next turn.
     Concentration: Swift action
     Action Point: You may spend an action point to use this spell as a reaction.

Etherealness
     Move action. Personal.
Spellcasting Check. The result of the check determines the effect of the spell.
     DC15: You gain a phasing speed of 3 squares. While phasing you may ignore all characters and terrain, but must end your move in an unoccupied square. This effect lasts until the beginning of your next turn.
     DC20: As above, except that your phasing speed is 4 squares.
     DC25: Phasing speed 5.
     DC30: Phasing speed 6.
Action Point: Increase you phasing speed by 2 squares.
Concentration: Move action. Whenever you maintain the etherealness power you may move at your phasing speed.

(Remove) Fear
     Standard. A number of creatures within 12 squares.
Spellcasting or Devotion check. If the result exceeds the target's Will defense it flees from you in terror for 1 minute. The check result also determines the number of creatures effected.
     DC15: One creature
     DC20: Two creatures
     DC25: Three creatures
     DC30: Four creatures
     This spell has no effect on targets of equal or higher level than the caster.
          Cleric: Clerics may end a Fear effect by making a Devotion check as a standard action opposing the Spellcasting or Devotion check used to inflict the fear. This use of Fear does not expend the spell.
     Action Point: The target take a -2 penalty on all attacks and skill checks until the end of the encounter.

Guided Strike
     Swift action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
     DC15: +1 divine bonus on your next attack roll and deal an additional 1d6 points damage if the attack hits.
     DC20: As above, except the bonus damage increases to 2d6.
     DC25: +2 to attack, +3d6 damage
     DC30: +2 to attack, +4d6 damage
     Action point: Gain a +1 to attack or an additional +1d6 damage

Heal
     Standard Action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
     The target gains a number of hit points equal to 1/2 of the Devotion check result.
Action Point: You may target one additional adjacent ally.

Invisibility
     Standard Action. Personal.
Spellcasting Check. The result of the check determines the effect, if any.
     DC15: You are considered to have total concealment against all targets until the beginning of your next turn.
     DC20: As above, plus you receive a +2 magic bonus to Stealth checks.
     DC25: As DC15, plus a +4 magic bonus to Stealth checks.
     DC30: As DC15, plus a +6 magic bonus to Stealth checks.
     Concentration: You can maintain Invisibility as a standard action but you must make a new Spellcasting check each round.
     Action point: Increase your bonus to stealth checks by 5.

Obscure
     Standard. A blast radius within 6 squares.
Spellcasting check. The spellcasting check determines the effect of the spell.
     DC15: 2 square radius grants concealment
     DC20: 3 square radius grants concealment
     DC25: 3 square radius grants total concealment
     DC30: 4 square radius grants total concealment
     Action Point: The concealment granted by this spell cannot be ignored by dark or low-light vision.

Ray (Elemental)
     Standard. One creature within 12 squares.
Spellcasting or Devotion Check. Make a ranged attack. If the attack hits the check determines the effect of the Ray.
     DC15: 2d6 damage
     DC20: 2d6 Damage, -1 CT
     DC25: 4d6 damage, -1 CT
     DC30: 4d6 damage, -2 CT
     Action Point: +2d6 damage or -1 CT
     Divine: When chosen using the Divine Gift power you may only choose Holy or Unholy damage as the energy type for the Ray power.
     Special: Weapon-like. Feats that apply to ranged attacks also apply to rays. You may specify (ray) for feats that require you to specify a weapon.

Revive
     Standard action. You or one adjacent ally.
Devotion check. The result of the check determines the effect.
     DC15: The target moves +1 CT
     DC20: The target moves +2 CT or you may remove one persistent condition.
     DC25: The target moves +3 CT or you may remove two persistent condition .
     DC30: The target moves +4 CT or you may remove two persistent conditions or you can make a character who has died during this encounter unconscious instead.
     Action Point: Move the target an additional +1 CT or remove one persistent condition.
     

Shield (Other)
     Reaction, Personal
Spellcasting or Devotion check.
     DC15: You gain SR 5 until the beginning of your next turn
     DC20: You gain SR 10 until the beginning of your next turn
     DC25: You gain SR 15 until the beginning of your next turn
     DC30: You gain SR 20 until the beginning of your next turn
    Concentration: Move Action. If your shield rating is depleted the effect ends.
     Action Point: Increase the SR by 5.
     Cleric: Clerics may use Shield on an adjacent ally and may maintain the power as long as the ally remains within line of sight.

Sleep
     Standard Action, One Creature within 12 squares
Spellcasting Check. If the result exceeds the target's will defense the target moves -1 CT. For every 5 points by which you exceed the target's will defense the target moves an additional -1 CT.
     Action Point: Move the target an additional -1 CT.
     Plot Point: If the target is reduced to 0 on the CT this effect is permanent and may only be removed by the caster or Cleric using the Remove Curse spell.
    
Summon
     Standard Action, Summons a creature within 6 squares.
Spellcasting Check. The result of the check determines the effect of the spell. The beast remains in play until he beginning of your next turn.
     DC15: Summons a small beast with a CL equal or less than 1/2 your character level, minimum 1.
     DC20: Summons a medium beast with a CL equal or less than 1/2 your character level, minimum 1.
     DC25: Summons a large beast with a CL or less than 1/2 your character level, minimum 1.
     DC30: Summons a huge beast with a CL equal or less than 1/2 your character level, minimum 1.
     The beast is under your control and counts as an ally to your party. You may use your actions to give the beast equivalent actions. You may only Summon one creature at a time.
     Concentration: Standard action.
     Action Point: The CL of the beast you summon can be +2 higher than normal.

Telekinesis
     Standard Action, One Character or object within 10 squares
Spellcasting Check. The result of the check determines the maximum size of the target you can lift.
     DC15: Move Medium object (2d6)
     DC20: Move Large object (4d6)
     DC25: Move Huge object (6d6)
     DC30: Move Gargantuan object (8d6)
     DC35: Move Colossal object (10d6)
If the target is a creature that resists your attempt your Spellcasting check must also exceed their Will defense. You can hurl the target at another target in range if you Spellcasting check exceeds the second target's Ref. Defense. Both targets take damage determined by you Spellcasting result.
     Concentration: Standard Action, but the effect ends once you use it to do damage.
    Action Point: Increase the maximum size category by one and the damage by 2d6.

Wall
     Standard Action, 12 squares
Spellcasting Check. The result of the check determines the number of continuous squares of low objects the caster may place on the map. These squares remain in place until the end of the encounter.
     DC15: 3 Squares of low objects
     DC20: 4 Squares
     DC25: 5 Squares
     DC30: 6 Squares
     Action Point: You may choose to make any number of the squares blocking terrain.

Equipment (Under Construction)


Equipment

Armor

Armor check penalties are applied to Acrobatics, Athletics, Endurance, Initiative, Ride, and Stealth. They are doubled if the character is not proficient in the armor worn.

                     Ref. Fort.  Max Dex.  ACP   Speed     GP
Leather Armor (L)    +2    -      +6       -      -       10
Studded Leather (L)  +3    -      +5       -1     -       25
Chain Shirt (L)      +4    -      +4       -1     -       100
Hide Armor (M)       +3   +1      +3       -2     -1      25
Breastplate (M)      +4   +1      +3       -2     -1      200
Scale Mail (M)       +5   +2      +3       -3     -1      400
Chain Mail (H)       +6   +3      +2       -4     -2      800
Plate Mail (H)       +8   +4      +1       -6     -2      1000

Special Materials and Masterwork Weaponry


Special Materials

Adamantine: Hardness 20, HP 40
     Weapons made of adamantine bypass the first 20 hardness of any object. The Everbright and Finely Honed masterwork qualities may be applied to Adamantine weapons without GP cost, but it still increases the craft DC.
     Armor made of adamantine grants damage reduction 2 for light armors, 4 for medium armor and 6 for heavy armor. Adamantine armor's ACP is reduced by one. The Everbright quality may be applied to Adamantine armor without cost.
     Craft DC +10, Market Value +5,000GP for weapons and light armor, 10,000 for Medium Armor, 15,000 for Heavy Armor


Abyssal Steel: Hardness 10, HP 30
     Abyssal Steel weapons always bypass the Damage Reduction or Shield Rating of any Fey or Celestial they hit.
     Medium or Heavy armor made of Abyssal Steel gives the wearer Electricity Resistance 5.
     Craft DC +5, Market Value +1,000 GP for weapons and +3500 GP for medium or heavy armor.



Bone: Hardness 5, HP 10
    Bone arms and armor are inferior to steel, but are the best available to some.
     On a natural 1 to attack you miss as normal, but roll the damage and apply it to the weapon. On a critical hit the damage dealt is done to both the weapon and the target.
     Only light armor can be made with bone, and gains no special benefit.
     Craft DC -, Market Value 1/4 normal



Blue Ice: Hardness 10, HP 30
     Blue Ice weapons deal +1 cold damage on a hit and +1d6 cold damage on a critical hit.
     Armor made from Blue Ice grants Cold Resistance 5.
     Craft DC +5, Market Value +500 GP for weapons, 3000GP for armor

Celestial Silver: Hardness 10, HP 30
     Celestial silver weapons always bypass the Damage Reduction or Shield Rating of any Fiend or Undead they hit.
     Medium or Heavy armor made of Celestial Silver gives the wearer Acid Resistance 5.
     Craft DC +5, Market Value +1,000 GP for weapons and +3500 GP for medium or heavy armor.



Crystal: Hardness 10, HP15
     Crystal weapons grant the wielder a +2 equipment bonus on any Spellcasting or Devotion checks.
     Armor and shields cannot be constructed from crystal.
     Craft DC +5, Market Value +1000 GP



Darkwood: Hardness 10, HP 20
     Darkwood weapons and shields weigh half as much as their steel counterparts. The Mighty Pull quality may be apply to darkwood bows without an additional GP cost, but the craft DC still increases.
     Armor cannot be constructed from Darkwood.
     Craft DC +5, Market Value +500 GP for weapons and shields.



Dragonbone Hardness 10, HP 30
     Dragonbone weapons weigh 1/2 as much as normal, reducing their EP by one. The Lightened quality may not be applied to Dragonbone weapons.
     You may apply the Brutal and Mighty pull qualities to weapons made of Dragonbone without paying an the GP cost, but the craft DC still increases.
     Armor and shields cannot be constructed from dragonbone.
     Craft DC +5, Market Value +1000



Dragonscale Hardness 10, HP 30
    Dragonscale can be used to construct any shields and any scale or plate armor. The weight or the item is reduced by 1/4, reducing its EP by one, and any ACPs are reduced by 1. The Lightened quality may not be added to Dragonscale armor or shied
     Craft DC +5, Market Value +4000



Heart Iron: Hardness 10, HP 30
     Heart Iron weapons deal +1 fire damage on a hit and +1d6 fire damage on a critical hit.
     Armor made from Heart Iron grants Fire Resistance 5.
     Craft DC +5, Market Value +500 GP for weapons


Mithril: Hardness 15, HP 30
     Items made of mithril weigh half as much as normal, reducing their EP by one, to a minimum of one.
     The Everbright and Balanced properties may be added to Mithril Weapons without cost, but they still increase the craft DC. The Lightened property may not be applied to Mithril arms and armor. 
      The armor type of Mithril armor is reduced by one step (Heavy-->Medium-->Light), which also reduces its EP by one. In addition, its Max Dex bonus increases by +1 and it's Armor check penalty is reduced by 1. The Everbright quality may be applied to Mithril armor without cost.
     Craft DC +5, Market Value +2,000GP for weapons and light armor, 4,000 for Medium Armor, 8,000 for Heavy Armor
    
Obsidian: Hardness 2, HP 10
     Obsidian weapons are naturally sharp, but brittle.
     All Obsidian weapons gain the Finely honed quality for free, with no increase to the cost or craft DC.
     Armor cannot be constructed from obsidian.
     Craft DC -, Market Value 1/2 normal

Spidersilk: Hardness 10, HP20
     Spidersilk may be used to construct any Leather, Hide or Chain armor. It's armor type is reduced by one step (Heavy-->Medium-->Light), reducing its EP by one. In addition, its Max Dex is increased by one and its ACP is reduced by 1. The Lightened quality may not be added to Spidersilk armor.
     Spidersilk may not be used to construct shields or weapons.
     Craft DC +10, Market Value +4000

Wickerweave: Hardness 5, HP15
     Wickerweave may be used to construct any Scale, Chain or Plate armor. It's armor type is reduced by one step (Heavy-->Medium-->Light), reducing its EP by one. In addition, its ACP does not apply to stealth checks made outdoors.
     Wickerweave may not be used to construct shields or weapons.
     Craft DC +10, Market Value +2000

Masterwork Qualities


Accurate
     Accurate weapons grant a +1 equipment bonus on attacks made with them.
     Craft DC +2, Market Value +200


Balanced
     Balanced my only be applied to melee weapons.
     Balanced weapons may be thrown and count as thrown weapons when it is beneficial to the player.
     Craft DC +4, Market Value +400


Brutal
     Brutal may only be applied to two-handed melee weapons.
     Brutal weapons reroll any ones on damage dice.
     Craft DC +4, Market Value +800


Collapsible
     Collapsible may only be applied to weapons made mostly of wood.
     The weapon may be broken down into smaller pieces, or has telescoping elements. When collapsed the weapons grant a +5 on stealth checks used to conceal them.
     Collapsible weapons hardness is reduced by 2 and their HP are reduced by 5.
     Craft DC +2. Market Value +200

Everbright
     Everbright may only be applied to metal weapons and armor.
     Everbright weapons do not rust and have acid resistance 5.
     Craft DC +4, Market Value +400



Finely Honed/Weighted
     Finely Honed weapons get a +1 bonus to all damage dice.
     Craft DC +4, Market Value +400


Hardened
     Hardened weapons or armor gain 2 Hardness and 5 hit points.
     Craft DC +2, Market Value +100


Lightened
     Lightened arms and armor have their EP reduced by one, to a minimum of one. 
     Craft DC +4, Market Value +100

Maker's Mark
     Marker's mark is elaborate ornamental work meant to show off the maker's skill. Any amount of gold may be used for a maker's mark, simply increasing the value of the weapon or armor.
     Craft DC +2, Market Value: Varies

Mighty Pull
     Mighty Pull may only be applied to bows.
     You may add your Str modifier to damage when using a Mighty Pull bow.
     Craft DC +4, Market Value +800


Parrying
     Parrying weapons grant a +2 on all Initiative checks used for the Block talent.
     Craft DC +2, Market Value +100

Personalized
     Personalized weapons or armor are made for a specific wielder or wearer. Any other character that uses the item gets a -1 to attacks made with it or an additional -1 ACP, whichever is relevant.
     Craft DC +2, Market Value +100

Serrated
     Serrated weapons always deal the average result of their damage die, rounded down. d4=2, d6=3, d8=4, 2d6=7 etc.  
     Craft DC +2, Market Value +200

Trapped
     When someone that is not aware of the trap attempts to use trapped weapons or armor the equipment makes an immediate attack at 1d20+owner's level. If this attack hits the target take 1d6 + 1/2 the owner's character level in damage and is moved -1 CT.
     Craft DC +4, Market Value +400

Magical Qualities

Elemental Damage (Flaming/Icy/Acidic/Shocking/Holy/Unholy) 
 Choose one of the elemental descriptors when applying this enchantment to a melee or ranged weapon. The weapon deals one additional die of damage of the appropriate type. 
 +1 Magical enhancement, Weapons only


Elemental Effect
 Each Elemental damage quality has a corresponding elemental effect. These enhancements may only be applied to weapons that already have the appropriate Elemental Damage Quality. 


 Ignition: On a critical hit the target catches fire, suffering 1d6 of fire damage every round until the flames are extinguished, which requires 2 swift actions. 
 +1 Magical Enhancement, Requires Flaming

 Freezing: On a critical hit, the target suffers -1CT. Creatures that are resistant to Cold damage are immune to this effect.
 +1 Magical Enhancement, Requires Icy

 Corrosive: On a critical hit, any armor or equipment bonus to the target's Reflex or Fortitude defense is reduced by 2. This reduction lasts until the armor is repaired. This effect does not work on Everbright armor. 
 +1 Magical Enhancement, Requires Acidic


 Stunning: On a critical hit, the target is immobilized until the beginning of your next turn. Creatures that are resistant to Electrical damage are immune to this effect. 
 +1 Magical Enhancement, Requires Shocking


 Disrupting: On a critical hit, undead targets are instantly destroyed if the attack exceeds their Fortitude defense. Intelligent undead gain a +5 bonus to their Fort defense for determining the result of the attack. 
 +1 Magical Enhancement, Requires Holy


 Vampiric: On a critical hit, half of the damage dealt to the target is absorbed by the attacks as Hit Points. These Hit Points may take the attacker above his starting maximum, but any excess HP left at the end of an encounter are lost. 
 +1 Magical Enhancement, Requires Unholy
  
(Elemental) Burst
Each elemental quality has a corresponding elemental burst. Elemental Burst requires the appropriate Elemental damage quality before it can be applied. Elemental Burst Weapons do an additional 2 dice of elemental damage on a critical hit.
 +1 Enhancement, Requires appropriate elemental damage quality. 

 Defending: Each turn you may choose to apply a Defending weapon's Enhancement bonus to either your attack and damage or all of your Defenses. 
 +1 Enhancement, Melee weapons only

 Returning: Returning weapons return to the thrower at the beginning of their next turn.
 +1 Enhancement, Thrown Weapons Only

 Nimble: Nimble armor's ACP is reduced by one and its Max Dex is increased by 1.
 +1 Enhancement, Armor and Shields only

 Spell-storing: At the start of each day, choose one spell you know. You may cast that spell one additional time that day. You may take this enhancement more than once. 
 +1 Enhancement

 Keen\Impacting\Piercing: Increase the weapon's critical range by one.
 +1 Enhancement, Weapons only

 Fatiguing: Any time a successful attack from this weapon would move the target down the condition track the target suffers an additional -1 CT.
 +2 Enhancement, Weapons only

 Energy Resistance: For each +1 enhancement in this quality, the wearer gains SR 10 against the chosen damage type. 
 +1-+5 Enhancement, Armor and Shields only

 Dancing: Each round that a character attacks with a dancing weapon, it gains a dancing charge. The player may spend a dancing charge to cause the weapon to fly out of his hand an attack the players foes on its own until the beginning of the player's next turn. Spending an additional dancing charge as a swift action extends the effect for one round. The weapon goes on the initiative count immediately following the player's own turn. 


Releasing the weapon requires a swift action, and the player may not attack with the weapon in the same round he releases it. 
 +3 Enhancement, Melee Weapons only

 Fortification: Fortification gives a bonus to the wearer's DT. Light Fortification adds +3, Medium adds +6 and Heavy adds +9. Heavy Fortification may only be placed on Heavy armor, and Medium Fortification requires Medium or Heavy Armor. Shields may only provide Light Fortification.
 +1 (light), +2 (medium) or +3 (heavy) Enhancment, Armor and Shields only

 Arrow Deflection: Arrow deflection allows the wielder to use the Block talent to deflect ranged attacks. 
 +1 Enhancment (shields) or +2 Enhancement (melee weapons), Melee Weapons or Shields only. 


Specific Arms and Armor


 Automatic Crossbow
 This +2 Hand Crossbow possesses an automatic reloader and an seemingly endless number of bolts that appear out of thin air. For each attack the character makes with the automatic crossbow, they may choose to "Double Tap", taking a -2 to their attack and gaining an additional die of damage (2d4 total). The crossbow does not require an action to reload, and the wielder may make any number of attacks with the weapon in a single turn, assuming they have another feat or ability that grants them additional attacks.
Level 10


 Bloodthirsty Axe
The Bloodthirsty Axe is a +3 Brutal Abyssal Steel Greataxe. Each time the wielder scores a critical hit with the Bloodthirsty Axe they gain half of the damage dealt as temporary HP and gain +1 CT. If the Bloodthristy Axe does not score a successful hit on a given day it imparts a persistent -1 CT until it draws blood from a foe. 
Level 12


Corrosive Gloves
These +2 Acidic Corrosive Gloves ignore the first 5 points of hardness of inanimate objects. In addition, the wearer gains the benefits of the Sunder feat.
Level 8


Dragon's Bane
This +4 Dragonbone Mighty Pull Longbow deals an extra die of damage against all targets with the Dragon type. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. The wielder gain a +4 Will defense against any Fear effect caused by a Dragon and the bow hums with excitement when a dragon is within 1 mile.
Level 12


 Elven Chain Mail
This set of +3 Mithril Chain Mail does not provide an Armor Check Penalty to Spellcasting checks. 
Level 10


 Flametongue
This legendary +1 two-handed Flambard is the prototypical flaming sword. In addition to being a Heart Iron blade with the Flaming, Ignition and Flaming Burst magical qualities, when unsheathed Flametongue sheds light as a torch in a 30 ft. radius. When an attack with Flametongue exceeds the Damage Threshold of any Ice creature it inflicts an additional -1 CT.
Level 12 


 Icicle
This +1 Icy Freezing Blue Ice Dagger leaves pieces of itself in its victims, damaging them over time. On a critical hit the tip of the dagger breaks off inside of its victim and continues tunneling into their body. The victim takes 2d4 cold damage at the beginning of each of their turns for the remainder of the encounter or until they spend three swift actions digging the point out, which itself deals 2d4 damage.
Level 12


 Ironbody Full Plate
This set of +2 Adamantine Full Plate allows the wearer to transform into an adamantine statue of themselves for a brief period of time. Once per encounter the wearer may transform, and the transformation lats until the beginning of their next turn. During the transformation the character may not act, but also cannot be injure by any attack of effect that would not damage an adamatine statue. 
Level 10

 Lightning Spear
This +1 Accurate Celestial Silver Returning Shocking Spear transforms into a lightning bolt when thrown. It has a uses the Short range table and strikes each target along a straight path. The effect ends and the spear returns to its owner when it hits blocking terrain or misses an attack against a target.
Level 10


 Orcbane Short Sword
This +2 Mithril Short Sword deals an extra die of damage against all Orcs, Half-Orcs and Goblins. Critical hits with Dragon's Bane against Dragon type enemies deal an additional die of damage. Whenever an Orc or Goblin is within 100 ft. of the wielder, the sword glows blue.
Level 8


 Seeking Bow
This +3 Accurate Mighty Pull Longbow ignores one square of blocking terrain or low terrain when determining line of sight to its target, including any cover bonuses that terrain might cause.
Level 10
  
Thunder Hammer
This +2 Balanced Returning Greathammer deafens it's target (as the Blindness/Deafness spell) on a critical hit. In addition, the wielder may make an attack against each creature within 2 squares of the target using their normal attack bonus with the thunder hammer. If these attacks hit, each of the targets is also deafened. The deafening effect lasts until the beginning of the character's next turn.
Level 8



Rituals (Under Construction)

Alarm
Alter Self
Binding
Consecrate/Desecrate
Control Weather
Create Food and Water
Create Undead
Create Wondrous Item
Enchant Arms and Armor
Familiar Pocket
Floating Disk
Gaseous Form
Gate
Heroes' Feast
Locate Creature
Locate Object
Magic Circle
Magnificent Mansion
Overland Flight
Plane Shift
Pyrotechnics
Raise Dead
Regeneration
Reincarnation
Resurrection
Rope Trick
Scrying
Secret Chest
Secret Hut
Symbol
Telepathic Link
Teleportation Circle
Tongues
True Seeing
Veil
Non-detection
Water Breathing


Wondrous Items


Head/Neck/Face


Circlet of Telepathy
Goggles of Seeing
Lens of Seeking
Mask of Disguise
Mind Shielding Helmet


Body/Torso/Armor


Cape/Cloak


Cloak of Blending
Cloak of Elemental Resistance
Cloak of Gliding
Duelist's Cape
Scintillating Cape
Survivor's Cloak


Hands/Rings


Glove of Daggers
Glove of Storing
Ki Straps
Pacifying Gauntlet
Ring of Binding
Ring of Invisibility
Ring of Regeneration
Shield Ring


Legs/Waist/Feet


Boots of Running and Jumping
Belt of Lifting and Throwing
Seductive Dress\Pants
Unstoppable Sandals


Non-slotted Items


Bag of Holding
Crystal Ball
Flying Carpet
Magic Tent
Portable Hole
Wands
Staves

Encumbrance Points (replaces equipment weight)

Characters have a number of EP equal to ½ their Str score.

Containers take up EP, but allow the bearer to carry a number of small items without them taking up EP.

Small items (those marked with a *) do not take EP if they are in an appropriate container. When they are not stowed they take up 1 EP.

Negligible items (those marked with a -) mass is insignificant individually. 5 Negligible items count as a single small item.

50 GP is equal to one small item.

Light Load = ½ Str score, Medium Load = ¾ Str. Score, Heavy Load = Str. Score

Characters bearing a medium load are moved -1 CT and have their speed reduced by 1, characters bearing a heavy load are moved -3 CT, have their speed reduced to ½ and may not run or charge.

Containers

Container|Cost|EP
Backpack |2 gp| 2 (20)
Backpacks may contain up to 20 small items. They may also carry one 1 EP item without additional cost.

Barrel   |2 gp| 4 (100)
Barrels may contain 100 small items.

Case, map or scroll |1 gp| 1 (50)
Map or Scroll cases may contain 50 sheets of paper, maps or scrolls.

Chest (empty) |2 gp| 4 (50)
Chest may contain 50 small items.

Pouch, belt (empty) |1 gp| 1 (5)
Belt pouches may contain 5 small items.

Quiver |1 gp| 1 (30)
Quivers may contain 30 arrows or bolts.

Sack (empty) |1 sp|2 (50)
Sacks may contain 50 small items. Folded sacks are *

Item                | Cost   | EP
Basket (empty)      | 4 sp   | 1
Bedroll             | 1 sp   | 1
Bell                | 1 gp   | *
Blanket, winter     | 5 sp   | 1
Block and tackle    | 5 gp   | 1
Bottle, wine, glass | 2 gp   | 1
Bucket (empty)      | 5 sp   | 1
Caltrops            | 1 gp   | *
Candle              | 1 cp   | -
Canvas (5 sq. yds.) | 1 sp   | 1
Chain (10 ft.)      | 30 gp  | 1
Chalk, 1 piece      | 1 cp   | -
Crowbar             | 2 gp   | 1
Firewood (per day)  | 1 cp   | 4
Fishhook            | 1 sp   | -
Fish net 25 sq.ft.  | 4 gp   | 1
Flask (empty)       | 3 cp   | *
Flint and steel     | 1 gp   | -
Grappling hook      | 1 gp   | 1
Hammer              | 5 sp   | 1
Ink (1 oz. vial)    | 8 gp   | *
Inkpen              | 1 sp   | -
Jug, clay           | 3 cp   | 1
Ladder, 10-foot     | 5 cp   | 4
Lamp, common        | 1 sp   | 1
Lantern, bullseye   | 12 gp  | 1
Lantern, hooded     | 7 gp   | 1
Lock (very simple)  | 20 gp  | *
Lock (average)      | 40 gp  | *
Lock (good)         | 80 gp  | *
Lock (amazing)      | 150 gp | *
Manacles            | 15 gp  | 1
Manacles,masterwork | 50 gp  | 1
Mirror, small steel | 10 gp  | *
Mug/Tankard, clay   | 2 cp   | *
Oil (1-pint flask)  | 1 sp   | *
Paper ( 10 sheets)  | 1 gp   |
Pick, miners       | 3 gp   | 2
Pitcher, clay       | 2 cp   | 1
Piton               | 1 sp   | *
Pole, 10-foot       | 2 sp   | 3
Pot, iron           | 5 sp   | 2
Ram, portable       | 10 gp  | 4
Rations, trail (day)| 5 sp   | *
Rope, hempen 50 ft  | 1 gp   | 2
Rope, silk (50 ft.) | 10 gp  | 1
Sealing wax         | 1 gp   | *
Sewing needle       | 5 sp   |
Signal whistle      | 8 sp   |
Signet ring         | 5 gp   |
Sledge              | 1 gp   | 2
Soap (per lb.)      | 5 sp   | *
Spade or shovel     | 2 gp   | 2
Spyglass            | 100 gp | 1
Tent                | 10 gp  | 4
Torch               | 1 cp   | 1
Vial, ink or potion | 1 gp   | -
Waterskin           | 1 gp   | 1
Whetstone           | 2 cp   | *

Light Weapons       | X | *
One-handed Weapons  | X | 1
Two-handed Weapons  | X | 2
Polearms            | X | 3

Light Armor         | X | 1
Medium Armor        | X | 2
Heavy armor         | X | 3