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Gettng Started

Wecome to the word of Ivace! Where a fantastck and magca adventure


awats those foohardy and brave enough to seek t out! What awats you as you
venture nto ths marveous word? Who w you be? Perhaps a hardy Bangaa warror,
who cuts down swaths of enemes wth hs gant sword? Mayhap you w be a Vera
hunter, whose arrow fes true and far? Or possby a Hume mage, wth access to
powerfu and ancent Magcks that makes your foes quver n fear. Where w you go?
W you scour the and's furthest marches, east and west, seekng the bade of
egend? W you venture to the hghest peaks and owest caverns, huntng the
utmate mark? W your can take part n a ferce war, protectng the and they know
and ove from the forces of ev? Ivace s a word of nfnte possbty. Your hero can
be anythng and anyone, but true queston s, can your hero be egendary?
Playing the Game
If you are famar wth Dungeons & Dragons or any smar varant there-of,
then gettng nto Ivace Aance Tabetop (IAT) shoud be a fary straghtforward and
easy affar, as t borrows heavy from the rues and pay stye provded there.
Lkewse, f you are famar wth Fna Fantasy, then gettng nto IAT shoud aso be
an easy and straghtforward affar. If you are famar wth both seres, then ths game
s practcay a dream-come-true.
In order to pay IAT, at east at the stage t s n now, t s a good dea to frst be at
east somewhat famar wth the D20 system of pay, as n, you know what a D20 s
and how t's used n a game ke Dungeons & Dragons. IAT s a currenty free to
pay game that s best used on Maptoo, a free to downoad RPG Map desgn kt
compete wth mnatures, dce, and chat room for payers to get together and have
fun. And of course, ths book, whch contans the rues for pay.
Ivace Aance Tabetop s a tabetop fantasy game n whch the payers take on
the roes of heroes (or ant-heroes) who form a group (or party, or can) to set out on
dangerous quests and adventures. Hepng them te ths story s the Game Master
(GM), who decdes what threats the payer characters (PCs) face and what sorts of
rewards they earn for succeedng at ther quest. Thnk of t as a cooperatve
storyteng game, where the payers pay the protagonsts and the Game Master acts
as the narrator, controng the rest of the word. The PCs are the man characters n
ther own unfurng story of egendary expots that ony Fna Fantasy can provde.
Whe payng IAT, the GM descrbes the events that occur n the game word
around the PCs, who take turns descrbng what ther characters do n response to
those events. Unke storyteng, however, the actons of the payers and the
characters controed by the Game Master (frequenty caed non-payer characters,
or NPCs) are not certan. Most actons requre dce ros to determne success, wth
some tasks beng more dffcut than others. Each character s better at some thngs
than he or she s at other thngs, grantng hm or her bonuses based on hs or her
sks and abtes.
Whenever a ro s requred, the ro s noted as "d#," wth the "#" representng the
number of sdes on the de. If you need to ro mutpe dce of the same type, there
w be a number before the "d." For exampe, f you are requred to ro 4d6, you
shoud ro four sx-sded dce and add the resuts together. Sometmes there w be a
+ or - after the notaton, meanng that you add that number to, or subtract t from,
the tota resuts of the dce (not to each ndvdua de roed). For exampe, take that
4d6 from earer and change t to 4d6+4. Ro the 4d6 as usua, but once you add the
resuts together, you add 4 to those resuts. Say you roed a tota of 18 off of the 4d6
aone. 18+4 s 22, so the tota ro s 22. Most de ros n the game use a d20 wth a
number of modfers based on the characters sks, hs or her abtes, and the
stuaton. Generay speakng, rong hgh s better than rong ow. Percente ros
are a speca case, ndcated as rong d%. You can generate a random number n
ths range by rong two dfferenty coored ten-sded dce (2d10). Pck one coor to
represent the tens dgt, then ro both dce. If the de chosen to be the tens dgt ros
a "4" and the other d10 ros a "2," then youve generated a 42. A zero on the tens
dgt de ndcates a resut from 1 to 9, or 100 f both dce resut n a zero. Some d10s
are prnted wth "10," "20," "30," and so on n order to make readng d% ros easer.
Uness otherwse noted, whenever you must round a number, aways round down.
As the characters adventure and progress n ther own story, they gan G (the
currency of Ivace), Magcka Items, and Experence Ponts. G s commony used to
buy better equpment, aongsde the necesstes of vng such as food and sheter.
Magcka Items provde abtes and enhancements to the character that no mundane
tem can accompsh (swords are nce, famng swords are better, however).
Experence Ponts determne the character's eve and ter, and are awarded for
defeatng enemes n combat, overcomng chaenges, and progressng the story
through roe-payng. When your character gans enough experence ponts, hs or her
eve s ncreased by one, thus makng your character a tte better at everythng he
or she does, aowng hm or her to take on tougher chaenges. A basc ter, frst eve
character mght be chaenged by fendng off a Baknamy (gobn) nvason. But ony a
egendary ter, 20th eve character can hope to chaenge the wrath of the Occura
(the Undyng).
It s the GM's soe responsbty to present these chaenges to the PCs. A decate
task of makng ther chaenges actuay chaengng, but not so hard as to be
hopeess and competey wpe the party out.
A sad, t s most mportant to have fun. IAT s a storyteng game n a hghy
fantastck word fu of Arshps, sprawng ctes, magcka crystas, and egendary
beasts. It's an exctng and rewardng experence for a nvoved, GM and PC. The
fantasy awats!
Chapter Summary
The sectons beow represent the chapters of the IAT ruebook as they appear n
order. The foowng synopses are presented to gve you a broad overvew of the
rues encompassed wthn ths book.
Getting Started: Ths foder/chapter covers the bascs of the Pathfnder RPG,
ncudng nformaton on how to reference the rest of the book, rues for generatng
payer characters (PCs), and a defnton of some basc terms found n IAT.
Abilities: Abtes are the basc attrbutes that defne a character's raw potenta
and. we, abtes. Such as muscuar power, agty, nteect, and strength of
personaty. Ths foder/chapter gves rues on what each abty score s, and how to
generate them for a character.
Races: The word of Ivace s a dverse and cutura and, featurng severa
unque races of peope that dfferentate from what we as humanty ca the norm.
Note that ths s not race n terms of skn coor, but race n terms of entre speces.
The races of Ivace are the Bangaa, Gra, Humes, Mooges, Nu Mou, Seeq, and Vera.
Ths foder/chapter provdes the rues and cutura vews of each race and how they
affect PCs. When payng IAT, t s best to choose a race from ths foder/chapter.
Jobs: Whe yes, Ivace s a word where there are such thngs as traders,
backsmths, potters, bakers, candestck makers and so on, ths foder/chapter deas
wth none of those professons, n IAT, a character's |ob many determnes what he or
she does n combat, and affects hs or her fe outsde of combat as we. Your |ob
determnes your max HP and MP, Savng Throw Bonuses, Sk Ponts, Weapon and
Armor Profcences, Technques, and Features. Ths foder/chapter aso contans the
rues for advancng a character's eve, the benefts that brngs, and ganng powers
from your |ob. When creatng a character, you start at eve one n a snge |ob of your
choosng from ths chapter.
Advanced Jobs: Fna Fantasy s known for havng a dverse set of
specazatons for each character n the seres. Whe each character starts off wth a
basc |ob, there exst advanced |obs that aow a character to become a master n a
seectve area. Do you ke spears and takng on powerfu dragons and drakes? Then
the Dragoon Advanced |ob mght nterest you. Are you nterested n weavng
together hghy powerfu spes that can cear out the cannon fodder from the
battefed? Then take a ook at the Iusonst. A character must meet specfc
prerequstes before decdng to take eves n an advanced |ob. These prerequstes
vary dependng upon the advanced |ob n queston, some requre that you have a
certan Augment or a certan amount of Sk Ranks, whe others requre you to
compete a quest or obtan a powerfu magck tem. If you pan on takng eves n an
advanced |ob, you shoud famarze yoursef wth the prerequstes to ensure that
your character can eventuay meet them.
Skills: Ths foder/chapter covers sks and how to use them durng the game.
Sks represent a wde varety of smpe or compex tasks that a character can
perform, from cmbng a wa to sneakng past a guard. Each character receves a
number of sk ranks, whch can be used to make the character better at usng some
sks. As a character gans eves, he or she receves addtona sk ranks, whch can
be used to mprove exstng sks possessed by the character or to become profcent
n the use of new sks. A characters |ob determnes how many sk ranks a
character can spend.
Augments: To the experenced Dungeons & Dragons payer, augments here
are takng the pace of Feats, but serve essentay the same purpose. Each character
possesses a number of augments, whch aow the character to perform some speca
acton or grant some other capabty that woud otherwse not be aowed. Each
character begns pay wth at east one augment, and new augment choces are
awarded as a character advances n eve. Ths foder/chapter sts a of the
Augments avaabe n IAT and how they affect your character and game pay.
Equipment: Ths foder/chapter covers the basc gear and equpment that can be
purchased and used by a character, from armor and weapons to torches and
backpacks a the way to artfacts and magcte. Here you w aso fnd sted the cost
for common servces, such as stayng n an nn or bookng passage on an arshp.
Startng characters receve an amount of G based on ther respectve |obs, whch
they can spend on equpment at 1st eve.
Combat: The bread and butter of any Fna Fantasy and Dungeons & Dragons
game es n the decsve and ntense combat stuatons. Ths foder/chapter covers
how to dea wth combat n IAT. Durng combat, each character acts n turn
(determned by ntatve), wth the order repeatng tsef unt one sde has pershed
or s otherwse defeated. In ths chapter, you w fnd rues for takng a turn n
combat, coverng a of the varous actons that you can perform durng your turn.
Ths chapter aso ncudes rues for ad|udcatng speca combat maneuvers (such as
attemptng to trp your enemy or tryng to dsarm hs weapon) and character n|ury
and death.
Magick: There s a force n Ivace known as the Mst, whch causes fantastck and
unnatura effects throughout the word. Character's who can contro the Mst do so
through Magck. Ths foder/chapter detas the rues for usng Magck n and out of
combat, and the spes avaabe n IAT that any payer of Fna Fantasy shoud
recognze. It aso detas Rtuas, what they are, and how they are used.
Glossary: The Gossary s an aphabetca stng of varous terms used for IAT.
Such as Status Effects, Certan actons, and so on.
Abtes
Each character has sx abty scores that represent hs characters most basc
attrbutes. They are hs raw taent and prowess. Whe a character rarey ros a check
usng |ust an abty score, these scores, and the modfers they create, affect neary
every aspect of a characters sks and abtes. Each abty score generay ranges
from 3 to 18, athough raca bonuses and penates can ater ths; an average abty
score s 10.
Strength (STR)
Strength s, ceary, a measure of physca prowess and power. It determnes how
hard you can ht, how much you can carry, and how muscuar you are. It's mportant
for anyone who wants to be good at swngng around a meee weapon and deang
damage through brute strength. Characters wth hgh STR show t through ther
musces, whether they are massve or compact. Strength affects...
Meee Attack ros and damage.
Athetcs Sk Checks.
Strength Checks made to break or push thngs, such as doors.
Constitution (CON)
Consttuton s a measure of your physca endurance, heathness and hardness. It
determnes how much damage you can take, how resent you are to posons and
dsease, and how much heath you have. It's mportant for pretty much everyone, as
the more HP you have, the better off you are. Characters wth hgh CON show t
through ther sze and vgor; arger foks tend to have more CON. Consttuton
affects...
Ht ponts ganed at each eve
Forttude Saves
Endurance Sk Checks.
Dexterity (DEX)
Dexterty s a measure of a character's quckness and agty. It determnes how hard
you are to ht, attacks wth ranged weaponry, and how easy you can dodge traps
and some spes. It's mportant for ranged attackers and ghty armored characters
that have no pate ma to hde behnd. Characters wth hgh DEX show t through
ther theness and fexbty. Dexterty Affects...
Ranged Attacks
Armor Cass, provded your armor aows t.
Acrobatcs, Rde, Steath and Thevery Sk checks.
Refex Saves.
Aptitude (APT)
Apttude s a measure of a character's understandng of Magck and menta
actveness. It determnes how sked you are and how powerfu spes cast by you
are. It's mportant for anyone who can cast a spe and anyone who wants to have
many sks avaabe to them. Characters wth hgh APT show t through powerfu
specastng and quck thnkng. Apttude affects...
Most Spes.
Sk Ranks ganed per eve.
Craftng, Hstory, Magcks, Pot, and Streetwse checks.
Why Aptitude?
You may be wonderng why Apttude s beng a stand n for Integence here. Ths s
smpy because some races are |ust not that good wth Magck, and ack the -get ths-
apttude to use t we; whether t's because of natura mpedments due to ther race
(such as the Bangaa) or because of a natura dstrust of t (such as the Gra). Bangaa
and Gra aren't stupd (Seeq, on the other hand...), they |ust don't tend to use Magck.
So, n ths case, takng a penaty to INT makes t seem ke they are ess ntegent
than usua, when they are not. Apttude s more approprate n ths case, and, for a
ntents and purposes, functons essentay n the same way Integence does, but
does not necessary mean stupdty or genus.
Wisdom (WIS)
Wsdom s a measure of common sense, awareness, ntuton and magcka
channeng. It determnes how much MP you have, how acute your senses are, and
how we you can shrug off mnd-affectng condtons. It's mportant for anyone who
wants a hgh MP and anyone who wants to be abe to resst some spe effects.
Characters wth hgh WIS show t through acute senses, reserves of MP, and ther
common sense and reasonng. Wsdom affects...
W Saves
Max MP
Dungeoneerng, Hea, Insght, Percepton and Professon Sk Checks.
Chrism (C!A)
Charsma s a measure of a characters force of personaty, appearance, magnetsm,
and abty to ead. It determnes how we you can nfuence others, ead them n the
(hopefuy) rght drecton and most heang and buffng Magck. It's mportant for
anyone wth access to heang Magck and buffng spes. Characters wth hgh CHA
show t through ther dazzng good ooks and magnetc personaty. Charsma affects.
Heang and Buffng Magck.
Barterng and Wordpay Sk Checks.
Infuencng others.
Assigning A"i#ity S$ores
When generatng Abty Scores, the most common system, usabe wthout even
rong dce, s the Pont Buy. Start wth a 10 n each score, you have 20 ponts to
spend. As you spend ponts, the cost for rasng these scores ncreases. If you want
more ponts, you may opt to ower a score or two to gan ponts. Scores can be rased
to no hgher than 18, and no ower than 8 usng ths system, modfers due to race do
not appy unt after these numbers are fgured. Scores, and the cost for each score,
are as foows:
8 (-2)
9 (-1)
10 (0)
11 (1)
12 (2)
13 (3)
14 (4)
15 (7)
16 (10)
17 (13)
18 (16)
Races
There are seven cvzed races most commony seen n the ctes and country sdes
of Ivace: The zard-ke Bangaa, wnged Gra, adaptabe Humes, crafty Mooges,
ntegent Nu Mou, rotund Seeq, and mysterous Vera; each of them are presented
beow and are the payabe races of IA. Each of them have dfferent abtes and
restrctons, but a make fascnatngy dverse and fun to pay characters.
Languages
Every race presented here begns pay knowng how to speak, read, and wrte
Common, the anguage every race uses to communcate wth one another. Aong
wth ths, each race, wth the excepton of Humes, has a anguage unque to tsef
wth a name based off of the name of the race, (Bangaa speak Bangaan, Mooges
speak Mooge, Vera speak Vera, etc.). Humes across Ivace are prone to usng
dfferent, but easy to understand, Daects. A few of these Daects have specfc
words a ther own (such as ones encountered n Bhu|erba), but usuay do not stray
too far from Common.
angaa
Bangaa are amongst the most promnent race n Ivace, second ony to Humes.
Havng a great physca presence, they make for good aborers, mercenares, and
workers. If one were to put asde aesthetc dfferences, Bangaa have mannersms and
nteect smar to Humes, and as such, are among the best ntegrated of the races
wth Humes.
Physical Description
If they were to stand at ther fu heght, most Bangaa are margnay taer than
Humes, however, snce most tend to stand wth a sght hunch, they usuay stand at
|ust above eye eve wth most Humes. Bangaa bones are tough and durabe, wth
strong, supportve mbs. They stand dgtgrade (hees do not touch the ground) on
four, ong cawed toes. Ther hands consst of two, thck fngers and a thumb. Short,
non-prehense tas poke out from ther posteror. They have dstnctve, arge foded
ears wth two faps per ear. Ther faces are ong wth ponted snouts fed wth sma
sharp teeth and dark, brown, stted eyes. Unke true reptes, Bangaa are capabe of
sportng faca har. The coor of the scaes depends on the type of Bangaa, who are
dvded nto for sub-branches: Bangaa ''Ruga'' wth yeow to brown scaes and
shorter ears and snouts, the more athetc Bangaa ''Faas'' wth bronze to green
scaes, the Bangaa ''Bsta'' wth red copper-coored scaes, who are among the more
commony seen Bangaa, and the Bangaa ''Sanga'' wth ron or ash-coored scaes.
These sub-branches can mx and mnge for a weath of possbe coors. There are
both maes and femaes amongst the Bangaa, but t s neary mpossbe to te them
apart unt they start takng. Speakng of, thanks to ther rough voca chords, Bangaa
tak wth an accent that sounds smar to that of rea word Scottsh accents.
Society and Relations
Bangaa are arguaby the best-ntegrated race wth Humes, wth the two speces vng
seamessy wth each other. That sad, Bangaa rarey rse to postons of power and
usuay prefer |obs as bodyguards, cty watch, crmnas and so on. It s sad that a
Bangaa's personaty s affected by the four sub-branches to whch t beongs, ''Ruga''
are among the most gente and eve headed, ''Faas'' tend to keep to the aw and
mantan order, And the ''Bsta'' and ''Sanga'' are more ad-back and socabe,
eadng them to beng the best ntegrators wth Humes. However, due to
nterbreedng among the branches, many personaty trats can be ntermnged. One
thng that s unarguaby common amongst a Bangaa s that they ''despse'' beng
caed Lzards. The easest way to get nto a fght wth one s to ca t by that sur, not
that t's a good dea.
Adventurers
Bangaa Adventurers ean toward physca |obs such as Soders or Monks, as ther
natura strength and toughness ends a great amount of support to these choces.
Bangaa are rarey spe casters, as ther snouts and voca chords make t dffcut to
pronounce even the smpest of Magcks. However, some rse above ths status and
weave powerfu magcka formuas specfc to ther anguage.
Vital Statistics
Age
Aduthood: 16 Years
Mdde Age: 80 Years
Od: 115 Years
Venerabe: 150 Years
Maxmum Age: +4D20 Years
Height/Weight
Mae: Heght - 5'10" - 6'4". Weght - 158 bs. - 254 bs.
Femae: Heght 5'9" - 6'2". Weght - 140 bs. - 238 bs.
Racial Traits
+2 Strength, +2 Consttuton, -2 Apttude, Bangaa are tough and strong, but are
not magckay ncned.
Sze: Medum
Speed: 30 ft. (or 6 squares)
Scaes: Bangaa receve a +1 Natura Armor Bonus to AC
Non-Sght Reant: Bangaa are known to have poor eyesght, yet they compensate
for ths wth an exceent sense of hearng and sme. Some Bangaa even
competey forgo usng ther eyes, coverng them up wth bndfods or arge
hats and hems, and functon perfecty n day-to-day fe wthout eyesght.
Thus, Bangaa are mmune to the Bnd condton, and have Bndsght out to
30 feet. If a Bangaa s deafened, he/she becomes heavy dsorented and s
treated as Bnd n addton to the effects of beng Deafened and oses hs/her
Bndsght abty. Bangaa take a -4 raca penaty to Percepton checks that
requre sght, but a +4 to Percepton checks that requre stenng or other
non-vsua senses. Bangaa aso have Scent.
Venom Toerant: Bangaa are naturay resstant to toxns and receve a +4 raca
bonus on savng throws aganst Poson.
Gria
The Gra are a race of sma humanods dstngushed by draconc features and natve
to the regon of |yand. Despte ther sze and outward appearance, Gra are drven
by a ove for batte and many have ferce compettve sprts.
Physical Description
Gra resembe mnature Humes wth draconc features. An average Gra usuay
stands about a foot and a haf shorter than Humes. They have ponted ears, sender,
upward ponted horns, short, thn tas, and draconc, scay wngs. Ther draconc
features are usuay brown n coor, but are sometmes green or red. They typcay
have red har and yeow, stted eyes. Athough ther mbs ook to be sender, Gra
possess powerfu nner strength and athetcsm. Mae Gra have onger tas and
arger horns and wngs than ther femae counterparts.
Society and Relations
Gra have a somewhat matrarcha socety n that femaes tend to be more actve and
outgong than mae members. Whe mae Gra certany exst, they prefer more
peacefu and ess dangerous |obs, ths doesn't mean that Maes don't go out and
expore, of course, but a arge ma|orty of Gra seen questng are femae. Most Gra
are fne n the company of other races, ther compettve and frendy sprt makng
them dffcut to dske, but ther vages tend to host ony members of ther race.
Adventurers
Gra do not trust Magck, seeng t as a cowards way out of a good fght, whch s
ronc consderng that many of them are terrfed of t themseves. Some Gra break
ths trend and most Magck users become Geomancers, fghtng wth some of the
most powerfu Magcks known n Ivace. Asde from ths, many Gra are Soders and
Hunters, capabe of wedng weapons as arge, f not arger than they are.
Vital Statistics
Age
Aduthood: 18 Years
Mdde Age: 40 Years
Od: 60 Years
Venerabe: 80 Years
Maxmum Age: + 3D10 Years
Height/Weight
Mae: Heght - 3'9" - 4'4". Weght - 70 bs. - 100 bs.
Femae: Heght - 3'7" - 4'2". Weght - 65 bs. - 90 bs.
Racial Traits
+2 Dexterty, +2 Strength, -2 Apttude. Gra are fast and strong, despte ther sze,
but don't trust Magck and forgo ts practces.
Sze: Sma, as Sma creatures, Gra gan a +1 sze bonus to ther AC, a +1 sze
bonus on attack ros, a -1 penaty to ther Combat Maneuver Bonus and
Combat Maneuver Defense, and a +4 sze bonus on Steath checks. Due to
the Heavy-Handed abty, they can use weapons wth the Large and Versate
quaty wthout ssue.
Speed: 30 ft. (6 Squares)
Supersttous: Gra do not trust Magck and are partcuary vunerabe to ts effects.
Gra suffer a -2 Raca penaty aganst a saves made versus magcka effects,
spes, traps, etc. Aso, f an attack does magcka damage, t deas an
addtona +2 damage to the Gra. Ths penaty does not appy to Magck
Weapons, and effects caused by Magck Weapons (such as a famng sword).
Heavy-Handed: Gra can use Large weapons and wed Versate Weapons n one
hand, despte ther sze.
Wng |ump: Gra receve a +10 raca bonus to Athetcs checks, but ony when
made to |ump.
Fght: Gra can use ther powerfu wngs to fy, but ony for mted amounts of
tme. Durng encounters, a Gra can fy at hs/her and speed (Average
maneuverabty) for a number of rounds equa to hs/her current character
eve + hs/her CON modfer (mnmum 1). A Gra can fy for doube ths tme,
but once the reguar threshod for fght tme has been crossed, he/she
becomes Fatgued. If a Gra attempts to fy for more than doube ther aotted
tme, he/she becomes Exhausted and fas. However, Gra can aso gde at
ther and speed for every 5 feet of descent, so by utzng a combnaton of
fght and gdng, a Gra can cover qute some dstance n the ar. Gra cannot
take fang damage uness they are under a condton that dsaows the use
of ther wngs, such as Exhauston, Parayss, Petrfcaton, Unconscousness,
or beng bound by rope.
!umes
Humes, or Humans, are the most promnent, numerous, and potcay prevaent race
of Ivace. Despte havng the shortest fespan n Ivace, next to the Aegy, Humes
have managed to create and toppe empres, spread ther nfuence across the and,
create aws that neary every race happy foows, chaenge gods, and harness
ncredbe power.
Physical Description
Humes are a dverse speces, who run the gamut wth ght and dark skn, har of
amost any coor, and varyng, but mosty consstent heghts and weghts. Most stand
at east above fve feet at maturty, and weght at east 100 pounds. They are the
standard to whch amost a other races are compared n terms of boogy,
physoogy and cuture.
Society and Relations
Humes are the most commony seen race n Ivace, as such, ther cuture vares from
cty to cty. They set up most aws throughout the and, and wed the most nfuence,
they are the easest to get aong wth, n most cases, and aren't afrad to ntercede n
other race's busness f t w come out peacefuy.
Adventurers
Humes are a potent and capabe race; easy abe to exce n many |obs and
professons f they put ther mnds to t. A ot of Humans |on Cans and adventure for
many reasons, be t fame, weath, gory, a good cause, t's somethng to do, puts food
on the tabe, etc. Regardess, Hume adventurers are a determned and focused ot,
wth more potenta than they often reaze.
Vital Statistics
Age
Aduthood: 15 Years
Mdde Age: 35 Years
Od: 53 Years
Venerabe: 70 Years
Maxmum Age: + 2d20 Years
Heght/Weght
Mae: Heght - 5'4" - 6'4". Weght - 130 bs. - 200 bs.
Femae: Heght - 4'10" - 6'2". Weght - 95 bs. -170 bs.
Racial Traits
+2 to one abty score of choce. Humes are dverse and vared, and can exce n
many dfferent practces.
Sze: Medum
Speed: 30 ft. (6 Squares)
Sked: Humes receve one extra sk rank at each eve.
Taented: Humes receve one bonus Augment at frst eve.
Practced: Humes start pay knowng 1 extra Technque at frst eve.
Moogles
Easy the smaest cvzed speces n Ivace, Mooges are an nventve and crafty
race, sad to have but the frst arshps. Many Mooges run and mantan severa
dfferent and unque servces and organzatons throughout Ivace.
Physical Description
Mooges, not ncudng ther ears or pom-poms, stand at |ust above 2 feet, but most
never reach more than 3 feet. Incudng ther ears and pom-poms, they reach, at
most, 3-4 feet n heght. They have short, but strong egs that can prope them n
short, skppng eaps, and onger arms wth sma, dexterous fngers. They are
covered n a soft, fne fur that ranges anywhere from whte to gray to brown n coor
and they have "har" n the conventona Hume sense that ranges between Hume
coors. Mooge eyes are wde, gossy orbs wth brown rses. Ther ears are arge,
fuffy and ponted, smar to |ackrabbts, wth a sma tuft of fur markng ther tas.
They have sma bat-ke wngs, whch are mosty vestga and can rarey carry them
aoft. Ther most recognzabe feature s ther pom-poms, a arge ba of fur connected
by a ong, thn, wry, but tough antenna. Most pom-poms are red or pnk, but many
Mooges have pom-poms of many dfferng coors. A Mooge's pom-pom s hs/her
prde, and they are very senstve about t beng touched and payed wth, uness wth
cose frends. A Mooge who oses hs pom-pom s dsgraced and shamed amongst
others of hs race, ganng sympathy from some, and scorn from a others.
Thankfuy, pom-poms re-grow wthn a week or so, but margnay smaer than they
used to be every tme.
Society and Relations
Many Mooges are servce peope. They don't consder themseves as servants or
saves to others, but provde servces such as deverng ma, provdng n-cty
transportaton servces, tendng to Chocobo stabes, runnng cans, mantanng
arshps, and so on. They are a frendy, f not curous race that gets aong fne wth
most other races. Some Mooges address themseves wth the pronoun "mog" but the
most recognzabe aspect of ther cuture s that they tend to end, and sometmes
begn ther sentences wth a sound that most peope ready transate as "kupo".
Adventurers
Mooges are often stereotyped as machnsts and nventors, but there are severa
who take up the path of adventure. A Mooge's sma stature does not end we to
physca meee |obs, but specazed sk |obs and spe castng |obs are a Mooge
adventurer's best bet. Many are good Gunners, Theves and Back Mages. Curousy,
Mooge Whte Mages are rare.
Vital Statistics
Age
Aduthood: 20 Years
Mdde Age: 60 Years
Od: 120 Years
Venerabe: 180 Years
Maxmum Age: +3d20 Years
Random Height/Weight
Mae: Heght - 2'4" - 2'8". Weght - 35 bs. - 45 bs.
Femae: Heght - 2'3" - 2'7". Weght - 30 bs. - 40 bs.
Racial Traits
+2 Dexterty, +2 Apttude, -2 Strength. Mooges are nmbe n body and mnd. But
ther sma bodes make them weaker than most other races.
Sze: Sma, as Sma creatures, Mooges gan a +1 sze bonus to ther AC, a +1 sze
bonus on attack ros, a -1 penaty to ther Combat Maneuver Bonus and
Combat Maneuver Defense, and a +4 sze bonus on Steath checks. They
cannot use weapons wth the Large speca quaty and must use weapons
wth the Versate speca quaty n both hands, and cannot add haf of ther
STR modfer to weapons wth ths quaty.
Speed: 25 ft. (5 Squares)
Low-Lght Vson
Keen Senses: Mooges receve a +2 Raca bonus on Percepton checks.
Crafty: Mooges are naturay nmbe fngered and nventve, and receve a +2
raca bonus on Craft and Thevery checks.
Aquaphoba: Mooges are afrad of deep water and w not wngy enter water
that s deeper than 2 feet. If a Mooge s submerged n water t mmedatey
fas any Athetcs Check to swm and takes a -2 penaty to AC, attack ros,
damage ros, savng throws, sk checks, and abty checks unt t has been
out of the water for one round.
Wngs: A Mooge's wngs are typcay too sma to aow fght, but they are arge
enough to aow a modcum of aera movement and contro. Mooges can use
ther wngs to perform "futter |umps" and gan a +6 raca bonus to Athetcs
checks, but ony when made to |ump. When fang, a Mooge can vgorousy
fap hs/her wngs to sow hs/her descent. Mooges cannot take fang damage
uness under a condton that dsaows the use of ther wngs, such as
Exhauston, Parayss, Petrfcaton, Unconscousness, or beng bound by rope.
"u Mou
The Nu Mou are a dog-ke race of egend and storyteng. Many are good-hearted,
even-tempered, and hghy ntegent. The word of Ivace respects good Nu Mou,
and hghy fears ev ones. They are a sparse, but respected race.
Physical Description
The taest Nu Mou reaches, at most, four feet n heght. They stand squat and
hunched, wth ong, heavy, fur topped tas. They have arge, foppy, ooped ears,
from whch many hang decoratve earrngs and other percngs. Nu Mou have short,
bunt snouts wth sma mouths and arge, dark eyes. They have three stubby fngers
and a thumb and wde, fat, fur covered feet adorned wth three thck nas. Most are
covered wth thck, coarse fur of varyng earthy tones, mosty shades of grays,
oranges, and bues, occasonay whte. Ther skn s usuay gray.
Society and Relations
Nu Mou are capabe of vng up to three tmes as ong as Humes, but sedom
procreate. They are a sparse race, orgnatng from Mount Bur-Omsace and scattered
across Ivace to te taes and practce Magck. When a Nu Mou has a story to te,
peope sten. When a Nu Mou has a spe to cast, peope run. Nu Mou are near
egendary for ther great natura sk wth Magck, even those who do not pursue a
Magck wedng cass usuay have access to some spe or another. Nu Mou are not
the knd of peope to act hasty or ntercede n conversaton, they are reserved and
quet n many stuatons.
Adventurers
Not many Nu Mou actvey seek out adventure, those who do usuay do t for
knowedge, stores, or a chance to meet beasts or expand ther spe repertore. Nu
Mou are suted for physca batte snce ther bodes are sma and fra. They make
up for ths wth spe power, as such; most are Back or Whte Mages and ready take
up most of the spe castng Advanced |obs, such as Tme Mage or Summoner. Some
take up eves n Hunter to hep them communcate wth beasts.
Vta Statstcs
Age
Aduthood: 30 Years
Mdde Age: 90 Years
Od: 160 Years
Venerabe: 220 Years
Maxmum Age: +1d% Years
Height/Weight
Mae: Heght - 3'4" - 3'10". Weght - 75 bs. - 95 bs.
Femae: Heght - 3'3" - 3'9". Weght - 70 bs. - 90 bs.
Racial Traits
+2 Apttude, +2 Wsdom, -2 Consttuton, -2 Strength. Nu Mou are mentay
powerfu, but ther bodes are weak and fra.
Sze: Sma, as Sma creatures, Nu Mou gan a +1 sze bonus to ther AC, a +1 sze
bonus on attack ros, a -1 penaty to ther Combat Maneuver Bonus and
Combat Maneuver Defense, and a +4 sze bonus on Steath checks. They
cannot use weapons wth the Large speca quaty and must use weapons
wth the Versate speca quaty n both hands, and cannot add haf of ther
STR modfer to weapons wth ths quaty.
Speed: 25 ft. (5 squares)
Low-Lght Vson.
We-Read: Nu Mou receve a +2 raca bonus on Magcks and Hstory checks.
Superor Specastng: Nu Mou are powerfu specasters and have an effectve +1
Specastng eve when determnng spes known, spe power, etc. In
addton, Nu Mou begn pay wth an addtona 10 extra MP.
Beastmasters: Nu Mou have a natura affnty for handng wd beasts, and receve
a +4 to Nature checks made to nfuence beasts and are consdered to have
the Monster Empathy abty (See Hunters).
Aquaphoba: Nu Mou are afrad of deep water and w not wngy enter water that
s deeper than 2 feet. If a Nu Mou s submerged n water t mmedatey fas
any Athetcs Check to swm and takes a -2 penaty to AC, attack ros,
damage ros, savng throws, sk checks, and abty checks unt t has been
out of the water for one round.
Seeq
The Seeq are a pg-ke race that comes n a varety of coors and szes. They make a
vng n Hume socetes and make decent go-betweens and pedders. Many are
mstrusted on account of ther appearance, mannersms, and sze. But f they are
treated correcty, they make oya frends.
Physical Description
One thng most races agree upon s that Seeq are huge. The shortest ones barey
touch sx feet. They have arge, tan bees; wth the rest of ther bodes coored n
varous shades, commony bue, but some are red, green, yeow, or brown. They
have squat faces and snouts wth arge nostrs, arge, pupess eyes of varyng
coors, and arge tusks. One of ther dstngushng features s ther arge snge horn
that protrudes from the top of ther heads, sometmes t s a spre, and other tmes t
resembes a knob. They stand on short, thn, but strong egs featurng three coven
toes. Ther powerfu arms feature two ong taoned fngers and a thumb. Physcay, t
s mpossbe to dstngush between maes and femaes. But femaes tend to wear
tops, whe most maes usuay ony cover ther bottoms wth ragged skrts or shorts
n day to day fe, ony donnng armor for adventurng.
Society and Relations
Seeq are natura gossp-mongers and pedders. Most ve among Hume socetes
operatng bazaar stas, shops, and taverns. They are treated as ower-cass ctzens,
on the account that most are not very brght and speak crudey and have no tabe
manners and spread rumors and are greedy and etc. That beng sad, f you befrend
one, you have a greedy acquantance who' try to eke whatever he can out of you
whe gvng up ony tte hmsef. If you ''truy'' befrend one, you have a good, oya
frend for fe who' go to great engths for you and treat you ke ther most vaued
treasure. Speakng of treasure, Seeq greed s egendary. Many adorn themseves wth
shny baubes and |ewery whenever they can. A Seeq who wears more god than
actua cothes s deepy respected n ther socety.
Adventurers
Many Seeq, unsurprsngy, adventure for the chance at obtanng treasure. If a ot of
g s at stake, Seeq w do neary anythng to get t. Ther toughness and agty eads
them to be good Soders and Theves. Whe many don't have enough sef-contro for
t, they aso make good Monks. Most don't have the patence for Magcks.
Vta Statstcs
Age
Aduthood: 18 Years
Mdde Age: 45 Years
Od: 60 Years
Venerabe: 90 Years
Maxmum Age: + 2d20 Years
Height/Weight
Mae: Heght - 5'8" - 6'8". Weght - 160 bs. + 280 bs.
Femae: Heght - 5'7" - 6'7". Weght - 150 bs. - 270 bs.
Racial Traits
+2 Dexterty, +2 Consttuton, -2 Apttude. Seeq are surprsngy age and
understandaby hardy, but not terrby brght and often et ther greed get the
best of them.
Sze: Medum
Speed: 30 ft. (6 Squares)
Keen Senses: Seeq receve a +2 Raca bonus on Percepton checks.
Great Forttude: Seeq receve Great Forttude as a bonus Augment.
Greed: Seeq receve a +2 raca bonus on Barterng checks.
Word on the Street s.: Seeq receve a +2 raca bonus on Streetwse checks.
#iera
The Vera are peope of the Wood. Lthe Magck users and hunters, they are
mysterous, reserved, and aen and exotc to many others. They are sked
combatants who have a speca nk to the Mst and ve ncredby ong ves.
Physical Description
The Vera are a ta race, but thn, standng at east sx feet ta, and that's f you
excude ther arge, rabbt-ke ears. There are both genders among Vera, but they
ve separatey and ony communcate when the need arses. Vera skn coor depends
on the type of Vera, of whch there are two. ''Veena'' Vera, who are ghter sknned
and more deepy rooted n the wood. ''Rava'' Vera are more curous and outgong,
more key to be seen among Hume estabshments, and are darker sknned. A
Vera sport sver har, wth tte varaton n coor, those who venture nto Hume
socety tend to dye ther ocks, however. Pure whte har s consdered a bessng
among Vera socety. Vera have ong, thn mbs and fngers, ther foot structure s
pecuar, n that they have ony three toes, and can never brng ther hees to the
ground. Thus, many femaes wear (and functon fne n) stetto hees. Maes have
ower hees, and support them wth more conventona heeed shoes.
Society and Relations
Vera are exotc and dstant, very few are seen wanderng Ivace, as many are deepy
rooted n ther cuture and resde n the Wood. Some st ve amongst Humes snce
the destructon of ther homeand centures ago, and ther descendants have never
known the Wood, but some st occasonay hear ts ca. Vera who wngy eave
the Wood are consdered exes and never aowed to reay fuy return.
Adventurers
Vera who wander from ther homeand are usuay Hunters or Mages. Snce they are
capabe combatants, they are fne wth many of the casses. Few are Gunners, snce
many don't trust technoogy, those that do, however, are dangerous wth ther
frearms.
Vital Statistics

Age
Aduthood: 45 Years
Mdde Age: 110 Years
Od: 185 years
Venerabe: 250 Years
Maxmum Age: + 1d% years
Height/Weight
Mae: Heght - 5'8" - 6'8". Weght - 130 bs. - 200 bs.
Femae: Heght - 5'6" - 6'6". Weght - 120 bs. - 190 bs.
Racial Traits
+2 Dexterty, +2 Wsdom, -2 Charsma. Vera are fast and wse, but recusve and
reserved.
Sze: Medum
Speed: 35 ft. (7 squares)
Low-ght Vson.
Keen Senses: Vera receve a +2 raca bonus on Percepton checks. Ths bonus
ncreases to +8 when usng Percepton to sten or f stenng s nvoved n
the percepton check (such as tryng to hear a thef sneak up on you).
One Wth the Wood: Vera receve a +2 raca bonus to Nature and Endurance
checks. In addton to ths, Vera aways know the quckest way to the nearest
Vera vage n any forest
Weapon Famarty: Vera are amost aways traned at a young age to hande an
assortment of weapons. Regardess of |ob, Vera are aways profcent wth
Lght Bades and Bows.
Mst Senstve: Vera are senstve to magcka auras and can fee the presence or
absence of sad auras, but cannot pnpont or see them uness the aura s
vsbe to others as we. When a Vera s wthn 30 feet (6 squares) of a
magcka aura, she senses t, but nothng happens unt the Vera enters the
aura. Snce the word of Ivace s practcay covered n Mst constanty, a
Vera are sensng at east one magcka aura at a tmes, for the purposes of
ths feature, however, ony auras wth a caster eve hgher than the Vera's
HD and from mages and creatures that emanate these aura's reay matter. If
the aura s too strong for the Vera to toerate (t must have a caster eve at
east 5 eves hgher than the Vera's HD), she must make a W save (DC = 10
+ the caster eve of the aura - the Veras character eve) or enter a Mst
Frenzy. Ths W save must be made for every mnute that the Vera stays
wthn the magcka aura. If ths aura s overwhemng to the Vera (Caster
eve of at east 10 eves hgher than the Vera's HD), she must make a
Forttude save each round that the Vera s wthn the aura (DC s the same as
the W save, above) or coapse, unabe to cope wth the power. Treat the
Vera as Unconscous unt she s removed from the aura's area, after whch
she can functon normay. The use of a Phoenx Down w not brng the Vera
to conscousness, but w restore her HP f she s at 0 or ess as a norma
Phoenx Down woud.
Mst Frenzy: Whe n ths state, the Vera enters a condton smar to the Berserk
status, wth the foowng exceptons. Mst Frenzy asts for as ong as the Vera
s n range of the aura that actvated the Frenzy and for 3 rounds after she
eaves. If her Mst Fenzy asted onger than a number of rounds equa to her
character eve + her Consttuton modfer, she becomes fatgued (-2 penaty
to Strength, -2 penaty to Dexterty, cant charge or run) for the duraton of
the current encounter or one mnute after the frenzy ends, whchever s
shorter. In addton, a Mst Frenzy s far more potent than a reguar Berserk
sesson, and the bonuses and penates accrued from beng Berserk are
doubed (+8 Strength, -4 AC).
|obs
Stuff to Know
In Ivace Aance, your character's |ob essentay defnes what he or she does not
ony n the word of Ivace, but aso, most mportanty, n combat. Each |ob s very
dfferent from the next or ast, and any Fna Fantasy payer worth hs or her sat
shoud be abe to recognze most of them by name aone.
In IA, regardess of your |ob, your character aways has Heath Ponts (HP), and Mst
Ponts (MP).
HP determnes how much damage you can take before fang unconscous, and s
owered by sufferng n|ury of any sort n and out of combat. Restng, most heang
Magck and some tems are capabe of restorng HP.
MP s mportant for anyone wth access to Magck. It represents how many spes you
can channe through the Mst n a day. MP s spent whenever usng any Magck,
Ouckenngs, and some technques. Characters start each day wth maxmum MP,
and t s depeted as that character casts spes, Ouckenngs, and uses some
technques. MP can be restored through the use of Ethers or Exrs, some technques
or cass features, or takng a Short or Extended Rest. Short Rests ony restore MP
equa to a character's caster eve + hs or her Wsdom modfer, whe Extended
Rests competey and fuy restore a character's MP.
$echniques
Technques are sks and abtes used usuay n combat that do thngs no reguar
Magck or sk check can accompsh. Each Cass has a set of ts own unque
Technques that separate each cass from the next. Technques can range from
enhancng a spe, makng a powerfu attack, staunchng wounds, steang tems n
the mdst of combat, and enhancng attacks wth the power of the eements.
Most Technques can be used as freey as you ke durng an encounter, whe some
have an MP cost. Technques wth an MP cost cannot be used f you do not have the
MP requred for t.
Character Advancement
As your character competes encounters and spends more tme n the word of
Ivace, you eventuay start to become stronger and better at a that you do as you
gan experence. Experence Ponts measure ths advancement. Your GM shoud gve
you Experences ponts (EXP) at the end of every encounter, and for competng
varous quests. Once your EXP has reached certan threshods, you become stronger
by eveng up. At each eve you decde whch |ob to advance n, usuay the one you
currenty have. But Mut-cassng s possbe and even common n Ivace (see beow).
When you eve up, you gan HP, MP, and Sk Ponts accordng to your |ob.
Character Advancement and %evel&'ependant onuses
Character %evel E(perience Point
$otal
)eats Ability Score *ncrease
1
st
- 1
st
-
2
nd
1,000 - -
3
rd
3,000 2
nd
-
4
th
6,000 - 1
st
5
th
10,000 3
rd
-
6
th
15,000 - -
7
th
21,000 4
th
-
8
th
28,000 - 2
nd
9
th
36,000 5
th
-
10
th
45,000 - -
11
th
55,000 6
th
-
12
th
66,000 - 3
rd
13
th
78,000 7
th
-
14
th
91,000 - -
15
th
105,000 8
th
-
16
th
120,000 - 4
th
17
th
136,000 9
th
-
18
th
153,000 - -
19
th
171,000 10
th
-
20
th
190,000 - 5
th
The |obs of Ivace Aance are as foows.
lack Mage
Powerfu spe casters that use offensve Magcks, Back Mages use dangerous and
destructve spes to ncnerate ther enemes. Back Mages have many reasons for
pursung ther powers. Maybe t's to study and earn about arcane ore, maybe t's
|ust to wed awesome power, maybe they |ust ke the way they can ght candes
and torches wth |ust a thought. In any case, Back Mages n the word of Ivace are
usuay feared, respected, and are under the carefu eye of the Cty Guard |ust to
make sure they don't bow up a budng.
Roe
Back Mages are damage deaers, f not that then they use debtatng buffs on ther
enemes. Abtes mportant to ths cass are Apttude and Wsdom; Apttude because
t drecty affects how powerfu and effectve ther spes are, and Wsdom because t
grants them more Mst Ponts, and because a nave and senseess Back Mage s a
dangerous one. Important secondary abtes are Dexterty and Consttuton. Back
Mages don't wear armor, as t nterferes wth spe castng, so a good Dexterty heps
them mantan at east a decent AC. Consttuton heps compensate for ther ow HP
gan.
Statistics
Starting !P: 6 + Consttuton Score
!P Gain per level: 3 + Consttuton Modfer
Starting MP: 10 + Wsdom Score
MP Gain per level: 5 + Wsdom Modfer
Starting Gil: 600 G
Job Skills (2+APT Modfer sk ranks per eve): Craftng, Dungeoneerng, Hstory, Insght,
Magcks, Nature, Professon, Streetwse.
|ob Features
+eapon and Armor Pro,iciency: Back Mages are profcent wth Smpe Weapons,
Mystc Weapons, and Mystc Armor.
$he lack Mage
Ter
Leve

Base Attack
Bonus
Forttud
e
Refex W Speca
Technque
s
Spe
s
Basc 1 +0 +0 +0 +2
Magck Lore, Trnty,
Prestdgtaton
1 3
2 +1 +0 +0 +3 - 1 3
3 +1 +1 +1 +3 - 1 4
4 +2 +1 +1 +4 Bonus Spe Feat 2 4
5 +2 +1 +1 +4 - 2 5
Advance
d
6 +3 +2 +2 +5 Recharge 2 6
7 +3 +2 +2 +5 - 3 6
8 +4 +2 +2 +6 Bonus Spe Feat 3 7
9 +4 +3 +3 +6 - 3 7
10 +5 +3 +3 +7 - 4 8
Heroc 11 +5 +3 +3 +7 Mst Fow 4 9
12 +6/+1 +4 +4 +8 Bonus Spe Feat 4 9
13 +6/+1 +4 +4 +8 - 5 10
14 +7/+2 +4 +4 +9 - 5 10
15 +7/+2 +5 +5 +9 - 5 11
Legendar
y
16 +8/+3 +5 +5
+1
0
Bonus Spe Feat,
Serenty
6 12
17 +8/+3 +5 +5
+1
0
- 6 12
18 +9/+4 +6 +6
+1
1
- 6 13
19 +9/+4 +6 +6
+1
1
- 7 14
20 +10/+5 +6 +6
+1
2
Bonus Spe Feat,
Channeng
7 15
Spells: Back Mages begn pay knowng 3 spes, whch can be chosen from the
Back and Arcane Magck spe st. Once you have chosen your spes, they cannot be
changed. As you gan Back Mage eves, you earn new spes. Back Mages can ony
choose spes wthn or beow ther Ter, (It's mpossbe for a Basc Ter Back Mage to
choose a Heroc spe, for nstance, but t s acceptabe for a Heroc Ter Back Mage
to choose a Basc Ter spe.)
In order for you to cast a spe, you must have an Apttude Score of at east 12. For
every Ter beyond Basc, you must have an Apttude Score 2 hgher than 12 (14 for
Advanced, 16 for Heroc, and 18 for Legendary).
Magick %ore: Spes cast by Back Mages are powerfu. When you cast a spe from
the Back or Arcane Magck spe st that deas damage, add your Back Mage eve to
the damage deat up to a maxmum of the Spe's ter eve (+5 for Basc, +10 for
Advanced, and so on). In addton, Back Mages are reputed masters of Magcks, and
add ther cass eve to ther Magcks' sk check.
$rinity: Back Mages begn pay knowng one of the foowng three spes for free:
Fre, Thunder, or Bzzard. Ths spe does not count toward ther aotted known
spes.
Prestidigitation: Mages of any sort are practced n usng Magck to ad n many
dfferng endeavors. Usng Magck n everyday occurrences s known as
Prestdgtaton, a catcha term for dfferent uses of Magck. Uses of Prestdgtaton
ncude: summonng forth a brght ght (6 Squares) on an ob|ect, such as the tp of a
staff, or a hat, or a rock, ght and snuff torches and sma campfres, cean food,
water, surfaces, etc. Lft up to 5 pounds of matera 4 squares away from you and
brng to your hands. Open or cose a contaner or door. Create ght and speca
effects, and other varous cosmetc or creatve effects. Reay the ony mts
Prestdgtaton has s that t cannot be used to dea or hea damage, nterrupt spe
castng, emuate a spe or spe effect or even be used for combat purposes at a. It
cannot be used to accompsh hgh-end Magcka effects or stmuate a response from
or ater Magcka tems. Prestdgtaton s smpy trcks and effects used to make fe
easer for the humbe and azy mage.
onus Spell Augment: At 4th eve, and every 4 eves thereafter, you gan a bonus
Augment seected from the Spe Augment st. You must meet the requrement for
the Augment.
Recharge: At 6th eve, you can regan some MP f you need t, but not wthout rsk.
As a Standard Acton, you can regan MP equa to twce your Back Mage eve by
rong a D20. On a 11 or hgher ths abty s successfu, on a 10 or ower, the abty
backfres and your MP s reduced by a number equa to the amount you woud have
ganed. You can use ths abty a number of tmes per day equa to 3 + your Apttude
Modfer.
Mist )lo-: At 11th eve, your body becomes a condut for the Mst, and Magck
easy fows through you. Durng an encounter, your MP regenerates at a sow rate. At
the begnnng of your turn, you regenerate MP equa to your Wsdom modfer. And
your MP s competey restored after a short rest, as opposed to an extended one.
Serenity: At 16th eve, your spes become truy powerfu f you can focus on them.
As ong as a you are at fu heath, any spes cast by you that dea damage dea an
addtona 20% (X1.2) more damage, rounded down.
Channeling: At 20th eve, you become so adept at castng spes that MP becomes
ess of a mt. The MP costs of a spes cast by you are haved.
$echniques
asic $ier
%ibra - Use: Mnor - You ca upon months of readng and study to dentfy the vta
heath, defenses, eementa weakness, and strengths of your Foes. You can
mmedatey dscern a enemes wthn your ne of sght's maxmum and current HP
vaue, AC, whch eements (f any) t s weak aganst, and whch eements (f any) t s
strong aganst. Some enemes cannot be targeted wth ths abty.
Seal - Use: Move - You weave together a rune before castng a spe through t,
ampfyng ts power. After usng ths Technque, the next spe you cast s more
potent than usua. If your next spe deas damage, ncrease the damage by +4. If
your next spe causes a negatve status effect, the save DC for that check s
ncreased by 2 (DC 14 becomes DC 16). If your next spe does damage ''and'' causes
a negatve status effect, then appy both modfers mentoned above to the spe. Ths
effect ony appes to one spe you cast, and t must be the frst spe you cast after
usng ths Technque.
Counterspell - Use: Speca (See Text) - You fght Fre wth Fre. Ths Technque can
ony be used f you are targeted wth a spe that you know. The spe beng cast at
you s resoved as usua, but as an Immedate Reacton, you may opt to cast the spe
back at the caster, so ong as you have the MP requred for t. On your next turn after
usng ths abty, you ose the acton requred to cast the spe you used as a
Counterspe (If the Counterspe woud usuay have a castng tme of a Standard
acton, you may ony make a Move and Mnor Acton on your next turn). You may ony
make one Counterspe per round.
Achilles - Use: Standard - MP Cost: 4 - You hnder a foe's resstance to an Eement.
Choose one foe wthn 10 squares of you that you can see, that foe must make a
Forttude Save (DC 10 + 1/2 Your Back Mage Leve + Your APT Modfer) or have a
resstance to one eement of your choce (Fre, Ice, Lghtnng, Water, Earth, Wnd,
Lght or Dark) go down by one eve (Absorb > Nu > Haf > Norm > Weak) for the
rest of ths encounter. If you use ths Technque agan on the same enemy, you can
choose another Eement aganst whch you can make t weaker but the prevous
Eement chosen reverts to ts prevous resstance (Save DC as above, f successfu
ths tme, the Eement swtch s unsuccessfu, but the effect s not fted).
Advanced $ier
Spellbound - Use: Immedate - MP Cost: 5 - You pace an arcane rune on yoursef or
an ay who s en|oyng a postve boost, makng the status ast onger. Ths Technque
can be used whenever a snge postve status s paced upon you or an ay wthn 5
squares of you. The status n queston asts 50% onger than usua. Ths Technque
ony appes once to a snge status, but can be used for another status that s not
aready Spebound. For Statuses wth the descrptor "for the rest of encounter" and a
Spebound effect s paced on them, they carry over to the next encounter f the
character recevng the beneft of the status does not take an extended rest. The
status s removed at the end of the next encounter.
!e(ed - Use: Immedate - MP Cost: 5 - You pace a dark curse on an affcted enemy,
proongng ts sufferng. Ths Technque can be used whenever a snge negatve
status s paced upon an enemy wthn 5 squares of you. The status n queston asts
50% onger than usua. Ths Technque ony appes once to a snge status, but can
be used for another status that s not aready Spebound. For Statuses wth the
descrptor "for the rest of encounter" and a Spebound effect s paced on them, they
carry over to the next encounter f the enemy (assumng t survved) does not take
an extended rest. The status ends at the end of the next encounter.
S-i,t Casting - Use: Vares (See Text) - You hasty weave together Magcks as the
stuaton cas for t. Ths Technque can be used whenever you use a Magck wth a
castng tme equa to or shorter than a Fu Round Acton. Increase the MP cost of ths
spe by 50%. Reduce the castng tme for ths spe by a factor of one (Fu Round
becomes Standard, Standard becomes Move, Move becomes Mnor, Mnor becomes
Free).
Shades o, lack - Use: Fu Round - You may be out of MP, but that doesn't mean
you st don't have a trck up your seeve. Ro a 1d6 and consut the tabe beow, you
may mmedatey cast the spe roed at no MP cost.
1 - Fre
2 - Bzzard
3 - Thunder
4 - Water
5 - Aero
6 - Ouake
!eroic $ier
Mana,ont - Use: Free - You channe the Mst n a moment of perfecton to cast a
snge spe when t counts. Ths Technque can ony be used once per encounter. Use
ths Technque when you cast a spe. That spe has a MP cost of 0. However, usng
ths technque effectvey severs your te to the Mst temporary, and you are
consdered Senced for 1D4 rounds (but can st speak). In addton, you cannot gan
MP through the use of MP restorng abtes or tems unt the Sence effect wears off.
Geomancy - Use: Standard - MP Cost: 8 - You severey hnder your foe's resstance
to the eements. Choose one foe wthn 10 squares of you. That foe must make a
Forttude save (DC = 10 + Apttude Modfer + 1/2 Your Back Mage Leve) or have a
of ts eementa resstances reduced by one eve (Absorb > Nu > Haf > Norm >
Weak).
Absorb MP - Use: Immedate - You turn your pan nto fue for your next spe. Use
ths Technque as you take damage from a spe. You regan MP equa to haf of the
damage taken; you cannot go above your maxmum MP mt when reganng MP
usng ths method.
%egendary $ier
Master Counterspell - Use: Immedate - You fght Fre wth Fraga. Ths Technque
functons as Counterspe, except that you do not ose the acton requred to cast the
spe on your next turn, and nstead of castng the exact same spe, you may choose
a stronger (or weaker) verson of the spe f you know t (For nstance, you may
counter Fre wth Fraga). You can use ths Technque as often as you ke n a round
as ong as you have the MP requred.
$urbocast - Use: Immedate - You use twce as much Mst to cast ths one, but your
enemy woud have probaby never thought you coud make a Fre spe ht that hard.
Use ths Technque as you cast a spe that deas damage. Frst, doube the MP cost
for ths spe, f ths woud make t so you woudn't have enough MP to cast ths spe,
then ths Technque cannot be used. Fgure the maxmum damage for ths spe,
appyng modfers as usua, then doube that number, ths w be the norma damage
deat on a successfu ht (Not ncudng enemy Resstances).
'egrees o, lack - Use: Fu Round - Even when you're ow on MP, you can st put
together qute a ght show. Ro a 1d6 and consut the tabe beow, you may
mmedatey cast the spe roed at no MP cost.
1 - Fraga
2 - Bzzaga
3 - Thundaga
4 - Waterga
5 - Aeroga
6 - Ouaga
Gunner
Technoogca experts that wed powerfu frearms and are capabe pots, Gunners
can be anywhere between respected machnsts, dashng rogues, Can eaders, spes,
agents, smooth-takers, arshp pots or despsed Sky Prates who are out ony to
punder from the weathy and make darng escapes n unque arshps. Gunners are
the ony |ob n IA who can wed Frearms from the start, and are powerfu damage
deaers wth unque attacks and a dverse sk set.
Roe
Gunners are supportve damage deaers, usng powerfu guns (Of course!) to dea a
massve amount of damage every coupe of turns. When not frng ther guns, they
aso use other toos or smooth words and uck to ad the party n batte. Dexterty s
an mportant abty for Gunners, as usng frearms requres good am and quck
fngers. Apttude s aso mportant, as t affects ther sks and technques. Charsma
s a good thrd opton for Gunners who want good scores n Wordpay and who choose
certan Technques and Features.
Statistics
Starting !P: 8 + Consttuton Score
!P Gain per level: 4 + Consttuton Modfer
Starting MP: 6 + Wsdom Score
MP Gain per level: 3 + Wsdom Modfer
Starting Gil: 800 G
Job Skills (6+APT modfer sk ranks per eve.): Acrobatcs, Barterng,
Craftng, Dungeoneerng, Percepton, Pot, Professon, Streetwse, Thevery,
Wordpay.
|ob Features
+eapon and Armor Pro,iciency: Gunners are profcent wth Smpe Weapons,
Lght Bades, Frearms, and Lght Armor.
$he Gunner
Ter
Leve

Base Attack
Bonus
Forttud
e
Refex W Speca
Technque
s
Basc 1 +0 +0 +2 +0 Am +1D6, Ouck Draw 1
2 +1 +0 +3 +0 Rapd Reoad 2
3 +2 +1 +3 +1 - 2
4 +3 +1 +4 +1 Am +2D6 3
5 +3 +1 +4 +1 Cauton 3
Advance
d
6 +4 +2 +5 +2 Ace 4
7 +5 +2 +5 +2 Am +3D6 4
8 +6/+1 +2 +6 +2 Improved Cauton 5
9 +6/+1 +3 +6 +3 - 5
10 +7/+2 +3 +7 +3 Am +4D6 6
Heroc 11 +8/+3 +3 +7 +3 Ace, Longshot 7
12 +9/+4 +4 +8 +4 - 7
13 +9/+4 +4 +8 +4 Am +5D6 8
14 +10/+5 +4 +9 +4 Burst Shot 8
15 +11/+6/+1 +5 +9 +5 - 9
Legendar 16 +12/+7/+2 +5 +10 +5 Am +6D6, Deadeye 10
y
17 +12/+7/+2 +5 +10 +5 - 10
18 +13/+8/+3 +6 +11 +6 - 11
19 +14/+9/+4 +6 +11 +6 Am + 7D6 11
20 +15/+10/+5 +6 +12 +6 True Shot 12
Aim: Gunners can am carefuy at ther opponent and gan a chance to dea a
partcuary devastatng Amed Shot. In order for you to take Am, you must spend a
Standard Acton (that provokes Opportunty Attacks) focusng on a snge opponent
that the you decare as your target, you cannot move after decarng a target for an
Amed Shot. On the start of your next turn, you may make an Amed Shot (that aso
provokes Opportunty Attacks) as a Standard Acton. Amed Shots have a bonus to
the attack equa to 1/2 of the Gunner's Leve (mnmum +1) and dea an addtona
+1d6 ponts of damage, ths bonus ncreases by another D6 every three eves after
1st (+2D6 at 4th, +3D6 at 7th, +4D6 at 10th, and so on). Crtca Hts can appy to
ths bonus damage. Amed Shot Damage can appy to Technques. If you do not use
an Amed Shot after preparng for one, then you must prepare another Amed Shot.
At Hgher eves, you may use a prepared Amed Shot as part of a Fu Attack acton,
provdng that you have a weapon that woud aow you to do so. The bonus damage
appes ony to the frst attack made.
Gunners cannot use Am under crcumstances where footng s unstabe. Nether can
you use Am whe mounted; uness your mount does not move at a durng the tme
t takes to make an Amed Shot. Amed Shots are neffectve aganst creatures that
are mmune to Crtca Hts or have conceament.
If you take damage whe preparng an Amed Shot, you must make a Percepton
Check (DC 10 + Damage Taken) or ose the shot, and must prepare another one.
.uick 'ra-: Gunners get Ouck Draw as a bonus Augment at 1st eve. If you
aready have ths Augment or gan t ater, you gan an extra beneft (Ouck Draw +).
You can now aso sheath your weapon as a Free acton that does not provoke
Opportunty Attacks.
Rapid Reload: Gunners get Rapd Reoad as a bonus Augment at 2nd eve. If you
aready have ths Augment or gan t ater, you gan an extra beneft (Rapd Reoad
+). Reoadng a weapon no onger provokes Opportunty Attacks.
Caution: Startng at 5th eve, you can react to danger before your senses woud
normay aow you to do so. You retan your Dexterty bonus to AC (f any) even f
you are caught fat-footed or struck by an nvsbe attacker. However, you st ose
your Dexterty bonus to AC f mmobzed.
If you aready have Cauton from a dfferent |ob, you automatcay gan Improved
Cauton nstead (see beow), and the eves from the |ob that grants Cauton stack to
determne the mnmum eve requred to fank you.
Ace: At 6th eve, and every 5 eves thereafter, you become partcuary sked and
competent n some fed. Choose one opton from the st provded beow that you
meet the requrements for, you gan the benefts descrbed n that opton. Once you
have made a decson, t cannot be changed.
Airship Ace: Requrement - Pot 4 ranks - You become the captan of you very
own sma custom arshp. See the Equpment chapter for nformaton on
ownng arshps (Ths has benefts and drawbacks, Arshps are hgh
mantenance vehces, after a). Consut your GM about acqurng ths Arshp
and how you want t to ook. In most cases, the arshp shoud be a reward of a
quest, for nstance: defeatng a group of Sky Prates and "commandeerng"
ther shp, nhertng t off of an od Sky Prate or Merchant, outrght steang t,
savagng t from a |unkyard and reparng a crashed and abandoned one are
a good exampes of obtanng one wthout havng the Gunner spend a bone-
breakng amount of G. It's a good dea to nform the GM ahead of tme before
acqurng ths Ace. Regardess of how the shp s obtaned, the Gunner
becomes an adept arshp Pot, and adds hs/her Dexterty Modfer n addton
to hs/her Apttude Modfer (or vce-versa, dependng on the stuaton) when
makng Sk Checks for fyng arshps.
ullet Ace: Requrement - Weapon Focus: Frearms - Your sk wth a gun s
unmatched. You may make an Amed Shot as a Fu-Round Acton, nstead of
usng 2 Standard Actons. You may st choose to use 2 Standard Actons n
order to use an Amed Shot. Ths st provokes an Attack of Opportunty and
you st must have steady footng n order to make ths Amed Shot. If you are
abe to use a Fu-Round acton to use a Fu Attack wth a Frearm, then you
may appy Amed Shot to the frst attack made.
Silver $ongued Ace: Requrement - Wordpay 4 ranks - Wth a few choce words,
you can ether evoke startng courage and strength amongst your aes or
bette your enemes wth curses a saor woud fnd dstastefu. At the start of
each combat encounter, choose one out these two benefts:
You can provoke courage and enhance morae n your aes wth boasts and bets, grantng a
aes (and yoursef) a bonus on a of ther Savng throws equa to your Charsma Modfer.
Or you can curse and spt at your enemes, dstractng and annoyng them, promptng a enemes
who can hear you to make a w save (DC 10 + 1/2 Your Leve + Your Charsma Modfer) or suffer
a penaty to attacks and AC equa to your Charsma Modfer.
Regardess of what ths Ace s used for, ths s a Mnd-affectng Abty, and
your targets must be abe to understand your Language and have an
Apttude of at east 3. In addton to ths Ace, you aso gan a +4
Competence bonus to Wordpay and Barter checks.
Ace o, !earts: Requrement - Charsma 14 - You're a ady ker, or, for the femae
Gunners, men nosebeed at the mere sght of you. You gan access to the
foowng abtes.
Escort: As an Immedate Reacton, you may protect a party member (of the opposte gender)
wthn 2 squares of you from any attack that targets her/hm by takng her/hs pace. You
mmedatey move to that ay's Square, and the ay s shfted to a square ad|acent to where you
are now standng, or, f she/he s a target of an area attack, the nearest square avaabe that s
not targeted by the area attack. The Ay must be ht by ths attack, and you take the damage n
her/hs pace, regardess of whether or not your AC or Save woud make a dfference. You can use
ths abty even f you are ncuded as a target by ths attack. You can use ths abty a number of
tmes per day equa to 3 + Your Charsma Modfer.
Enchant: Wth a pote gesture and some choce words, members of the opposte sex become
enraptured and fascnated by your presence, even forgettng that there's supposedy a batte
ragng on. Ths abty affects a humanod creatures of the opposte gender that can see and hear
you. Each affected creature receves a W save (DC 10 + 1/2 your Gunner eve + Your Charsma
Modfer) to negate ths affect. Creatures who succeed on ther save cannot be affected by your
Enchant abty agan for 24 hours. Creatures who fa ths save stop what they are dong and
sten and pay attenton ntenty to your words and charm, as ong as you mantan t. Intatng
and mantanng Enchant s a Standard acton. The effect ends when you spend a Standard acton
to do anythng other than mantan Enchant or when you take damage. The effect aso ends when
a target under your Enchant effect takes damage or s otherwse aerted to danger (such as
voent shakng or a swft sap across the cheek, regardess, ths s a Standard Acton to perform).
You can use Enchant for a number of rounds per day equa to 4 + You Charsma Modfer. It s a
Mnd-affectng abty.
In addton to the abtes sted above, you aso gan a +6 Competence bonus
on Wordpay checks made to affect members of the opposte gender.
Ace o, Spades: Requrement - Must have made the most wnnngs n a gambng
game - Peope who pay gambng games wth you usuay regret t. Whenever
you use the dce to determne the resuts of a gambng game, ro twce and
use the better resut. Asde from that, you aso obtan a "Lucky" dce that you
can use once per day to grant the party ether a sgnfcant advantage or
dsadvantage. Usng ths abty s a Standard Acton, ro a 1D6 and consut
the tabe beow.
1. Infcts Poson on a aes that can see you. No Save.
2. Casts Haste on a enemes that can see you.
3. Casts Protect and She on a enemes that can see you.
4. Casts Protect and She on a aes that can see you.
5. Casts Haste on a aes that can see you.
6. Infcts Poson on a enemes that can see you. No save.
Ace o, 'iamonds: Requrement - None - You have a knack for fndng vauabe
Treasure and barterng. You gan a +6 Competence bonus on Barter checks.
In addton, You can spend a mnor acton to dscern one creature's treasure,
tems, and G so ong as the creature s wthn sght of you. If you dscover a
treasure horde that the GM must ro randomy for n order to determne how
much treasure s found, you may aso, once per day, force the GM to ro the
dce twce and use the hgher resut. Whe ths may determne how many
tems the group fnds, t does not affect what type of tems they are (for
nstance, the GM may have to ro twce to determne the quantty of magcka
tems n a hoard, but the GM does not ro twce to determne the effect the
Magck tem has or what knd of Magck tem t s).
Ace o, Clubs: Requrement - Charsma 12, Must be a member or eader of a Can -
You are adept at runnng and/or provdng for your can. You and seect
members of your party do not have to pay a "Cost of Lvng" prce f they are
members of your can, they aways have a pace to seep and eat and ve at
the can ha. In addton, when recevng G rewards after competng a quest,
ncrease the amount of G receved by 20%.
*mproved Caution: A Gunner of 8th eve or hgher can no onger grant Combat
Advantage. Ths defense denes any |ob or creature the chance to use Sneak Attack
on you by usng Combat Advantage, uness the attacker has at east four more eves
or HD than you do.
%ongshot: At 11th eve, a Gunner gans Longshot as a bonus Augment, even f you
don't meet the requrements for t. If you aready have Longshot or gan t ater, you
gan an extra beneft (Longshot +). You can now fre a weapon at ts maxmum range
ncrement wthout penaty.
urst Shot: At 14th eve, you fre potent and percng shots that refuse to bounce
off of tough hde. If an enemy has Damage Reducton, gnore the frst 3 ponts of t
whenever you attack that enemy wth a Frearm.
'eadeye: At 16th eve, your Amed Shots become truy devastatng. Add your
Apttude modfer to each de of bonus damage performed wth an Amed Shot. For
nstance, a Gunner wth an APT modfer of +2 wth a +6D6 Amed Shot bonus now
deas +6D6 + 12 ponts of damage wth an Amed Shot, ths damage s st not
affected by crtca hts.
$rue Shot: At 20th eve, you never mss. When makng an Amed Shot, you add
your Gunner eve nstead of the usua 1/2. You aso add your APT modfer to a
ranged attacks made.
$echniques
asic $ier
Concentrate - Use: Standard - You focus ntenty on your target, t may be nmbe,
but t can't dodge a buet. You must be wedng a Frearm. Choose one target wthn
range of your weapon, f that target s st n range at the start of your next turn,
your next attack aganst t gnores ts Dexterty bonus to AC. You can stack ths
Technque wth other attacks (Such as an Amed Shot or Cheap Shot) so ong as the
target remans wthn range and you do not attack another creature.
Potshot - Use: Standard - You sacrfce range for power. You must be wedng a
Frearm. The maxmum range for ths attack s 1/5th of your weapon's frst range
ncrement. Add +4 to the attack and damage ro. Ths technque stacks wth the
bonuses granted by the Pont-Bank Shot Augment.
arrel ash - Use: Standard - An enemy gets too cose for comfort, so what do you
do? Smack hm across the face wth your gun, of course! You must be wedng a
Frearm. Ro for a standard meee attack wth an mprovsed weapon (your gun), ths
attack does not provoke an attack of opportunty, nor does t take the penates for
attackng wth an mprovsed weapon. Instead of deang damage on a successfu ht,
the enemy s stunned for 1 round. A Crtca Ht w aso eave them dazed for 1d4
turns. If ths attack s used wth a Hand Cannon, t aso deas 1d4 ponts of etha
damage. Ths Technque s neffectve aganst creatures that are mmune to beng
stunned. Amed Shot cannot be used wth ths technque.
'istracting Shot - Use: Immedate - You mght have mssed, but the nose from
your shot dstracts your enemy ong enough that the next attack aganst t won't! Use
ths Technque when you mss an attack wth a Frearm. The mssed target takes a -2
penaty to AC aganst the next attack made aganst t unt the start of ts next turn.
Missed !it - Use: Immedate - You ddn't ht the foe you were amng for, but hs
frend wasn't so ucky. Use ths Technque when you mss an attack wth a Frearm, f
there s an enemy ad|acent to your target, that enemy takes damage equa to your
DEX modfer. Amed Shot cannot appy to ths Technque.
Eleshot - Use: Standard - A famng shot or shockng buets, t's a good. You must
be wedng a Frearm. Choose an eement (Fre, Lghtnng, Ice, Water, Wnd or Earth),
ths attack repaces reguar damage wth damage of the chosen eement, but
otherwse functons ke a norma attack.
Advanced $ier
Scattershot - Use: Standard - Your buet spts apart md-fght, httng mutpe
enemes at once. You must be wedng a Frearm to use ths technque. Ths attack s
a 6 square cone-shaped burst. Make a snge attack at your fu Base Attack Bonus
aganst every creature n the cone. However, the damage deat s owered by one
dce category (D12>D10>D8>D6>D4>D3>). If ths Technque s used wth Amed
Shot, ony the target of your Amed Shot receves the bonus damage.
Cheap Shot - Use: Standard - Armor? What Armor? You must be wedng a Frearm.
Make a Ranged Touch Attack aganst a foe n range of your weapon and dea reguar
damage on a successfu ht.
*tem Shot - Use: Standard - You hasty stuff a much-needed tem nto your cannon
and fre t at an ay who desperatey needs t. You must be wedng a hand cannon
to use ths technque. You take one Restoratve Item (and only a Restoratve Item),
such as a Poton or Ether, and fre t from your cannon at an ay. The maxmum
range for ths technque s wthn the frst range ncrement of your cannon. Your ay
can vountary be ht by ths technque as ong as he/she knows that you're amng a
hepfu tem at hm or her, nstead of a deady pro|ecte. Otherwse, you must make
an attack ro as usua. If the "attack" hts, your ay mmedatey receves the benefts
of the tem used.
lo-back - Use: Standard - Norma protoco states that you shoudn't fre a hand
cannon whe t's up to your face, but t' hurt them more than t' hurt you. You must
be wedng a hand cannon. Take 1D8 ponts of damage. Make a reguar attack
aganst an enemy, f ths attack hts, add doube the amount of damage you took to
the damage deat and the enemy s knocked prone.
lur - Use: Immedate - You dodge a buet. To use ths technque, you must be
attacked normay (I.E: wth a basc attack) by a pro|ecte from a Frearm. The attack
automatcay msses.
!eroic $ier
'isarming Shot - Use: Standard - You shoot your enemy's sword rght out of hs
hand. You must be wedng a Frearm to use ths technque. Make a dsarm attempt
aganst a foe n range of your weapon usng the standard dsarmng rues. Standard
attack of opportunty rues appy (but generay won't come nto pay uness ths
technque s used aganst a foe ad|acent to you, n whch case you'd provoke an
attack of opportunty for usng a ranged weapon ad|acent to a foe anyways).
Mind lo- - Use: Standard - Your shot drans your foe not ony of hs heath, but aso
hs MP. You must be wedng a Frearm. Make a standard attack aganst an opponent
n range of your weapon, f ths attack hts, a HP damage deat s aso taken from
MP. If damage to ths enemy s aready taken from MP due to a speca abty (such
as MP Shed), ths attack st does HP damage.
Piercing Shot - Use: Standard - Your shot goes straght through the frst enemy, and
goes drecty nto the next one, and the next one, and the next one... You must be
wedng a Frearm. Ths attack s a ne wth a maxmum range equa your weapon's
range. Make a reguar basc attack and dea reguar damage to a targets n the ne.
If you use ths Technque wth Amed Shot, ony the target of your Amed Shot
receves the extra damage
Con,usion Shot - Use: Standard - One we-paced shot has your enemy stumbng
around ke an dot. You must be wedng a Frearm. Make a reguar attack aganst
one enemy and dea reguar damage on a ht. In addton, the enemy must make a
W Save (DC 10 + 1/2 Your Gunner Leve + Your APT Modfer) or become Confused
for 1D4 +1 rounds.
%ucky Shot - Use: Mnor - Wth a foursh of your gun and wthout even ookng, you
fre a shot that coud ether wnd up a dsaster or decaptate your enemy, whatever
chance decdes. You must be wedng a frearm. Choose a target and ro a D%, and
consut the tabe beow. Amed Shot cannot appy to ths technque.
01-05 - Mafuncton: Your Frearm gets |ammed and a standard acton s requred to
remove the fauty ammunton out of the chamber.
06-50 - Inaccurate Chance: Mss your target competey.
51-75 - Extra Shot: Dea reguar weapon damage to target.
76-94 - Letha Shot: Dea crtca weapon damage to target.
95-99 - Vorpa Shot: The target takes crtca damage and must make a Forttude
savng throw wth a DC equa to the haf of the damage deat or de. Targets
mmune to Instant Death do not need to make ths save.
100 - Devastatng Shot: Instant Death, no savng throw. Targets mmune to Instant
Death nstead take crtca maxmum weapon damage.
%egendary $ier
Stop Shot - Use: Standard - One we-paced buet stops your enemy rght n ts
tracks. You must be wedng a Frearm. Make a reguar attack aganst your enemy
and dea reguar damage on a ht. In addton, the enemy must make a Forttude save
(DC 10 + 1/2 Your Gunner Leve + Your APT modfer) or be Stopped for 1D4 +1
rounds.
Charm Shot - Use: Standard - You make an enemy your frend, even though you |ust
shot hm n the gut. You must be wedng a Frearm. Make a standard attack aganst
an enemy wthn range of your weapon. Dea reguar damage on a ht, n addton,
the enemy must make a W Save (DC 10 + 1/2 Your Gunner Leve + Your CHA
Modfer) or become Charmed for 1D4+1 rounds.
$rigger !appy - Use: Fu Round - You unoad on a snge target wth a rapd barrage
of gunfre. You must be wedng a Frearm. Ro a 1D8 and then make that number of
standard ranged attacks aganst your target at your fu Base Attack Bonus, but wth
a correatng deducton to the attack ros (I.E. rong a 4 woud mean 4 shots n one
round but a -4 to the attack ros). Amed Shot's bonus damage ony appes to the
frst shot. Rapd Reoad + haves the penaty to ht, rounded down for fractons. If you
are wedng a Hexagun, you may contnue to use your remanng attacks after ths
technque s used (usng ths technque as a Fu Attack repaces the frst attack
made, but t does not affect remanng attacks). You automatcay reoad as a free
acton durng the course of ths technque. Amed Shot cannot appy to ths
technque.
Snipe - Use: Fu Round - MP Cost: 24 - Your enemy may be on the other sde of the
cty, but you st na that headshot. You must be wedng a Frearm. Dea nstant
Crtca Damage to a snge enemy you can see. Range s not a factor. You may add
Amed Shot damage to ths technque. If the enemy s mmune to Crtca Hts, then
ths attack |ust deas norma damage.
!unter
Sked stakers of beasts and monsters that can survve ndefntey n the wderness,
Hunters are scouts, rangers, and mercenares who typcay care ony about ther
next mark. They can be fearsome assassns, absoutey deady wth ther bows and
knves, or kndy woodsmen, eagery hepng ost traveers make t out of the forest
ave.
Roe
Hunters are offensve damage deaers and monster hunters, effectve aganst ther
preferred enemes and hepfu n a other battes, they can ether stand back and pet
ther enemes wth arrows or |on n on the front nes to keep the monsters busy.
Dexterty s mportant for Hunters, as they do not wear heavy armor and most favor
the use of a bow. Strength s a good secondary abty for Hunters, as t ads n front
ne combat and the use of a Great bow. Wse hunters know much about the forest
and beasts wthn t, and severa of ther Technques are based on Wsdom.
Statistics
Starting !P: 10 + Consttuton Score
!P Gain per level: 5 + CON modfer
Starting MP: 6 + WIS Score
MP Gain per level: 3 + WIS modfer
Starting Gil: 800 G
Job Skills (4 + APT modfer sk ranks per eve.): Athetcs, Barterng,
Craftng, Dungeoneerng, Endurance, Nature, Percepton, Professon, Rde,
Steath.
|ob Features
+eapon and Armor Pro,iciency: Hunters are profcent wth Smpe Weapons,
Lght Bades, Weghted Weapons, Bows, and Lght Armor.
)avored Mark: At 1st eve, a Hunter seects a monster type from the Favored Mark
tabe presented beow. You gan a +2 competence bonus on a Attack ros, Hstory,
Insght, Magcks, Nature, Percepton and Wordpay checks that nvove your Favored
Mark. When n combat wth your favored mark, you are consdered to have used
Lbra aganst t, even f the mark has an abty that denes the use of Lbra.
Whenever the Hunter deas damage of any sort to hs Favored Mark, he may choose
to dea an addtona 1D6 ponts of damage to t (ths damage overcomes any
resstances the mark may have to the damage deat, and s not affected by any
modfers or crtca hts).
At 5th, 10th, 15th, and as part of the Huntmaster speca abty, the Hunter can
choose another Favored Mark, wth the same abtes granted above. In addton, any
bonuses accrued from prevous Favored marks ncrease by 2 and the bonus damage
ncreases by one de.
$rack: Hunters add ther Hunter Leve (mnmum 1) to Percepton Checks when
fndng and foowng tracks.
Monster Empathy: A Hunter can use Wordpay to affect the atttude of Monsters as
we as Humans. You use body anguage and vocazatons, nstead of anguage and
reasonng to sway the atttude of beasts. Ths abty works ony on Monsters wth
Apttude, Wsdom, and Charsma scores. If the creature has no score n one of these
abtes, then you cannot use ths abty on that creature uness t s one of your
Favored Marks.
!untsman Augment: At eves 2, 5, 10, and 14, a Hunter gans a bonus Augment
chosen from the foowng st:
Endurance: Hunters gan Endurance as a bonus Augment at 3rd eve.
)avored $errain: At 3rd eve, and every 5 eves thereafter, a Hunter chooses a
Favored Terran presented n the tabe beow. Whenever you are n a Favored
Terran, you gan a +2 competence bonus on Intatve ros, Percepton, Steath,
Endurance, Nature, and Dungeoneerng checks whenever you are n your terran. In
addton, you eave no tracks when n your terran uness you wsh to. Whenever you
gan another Favored Terran, the bonuses granted from your prevous Favored
Terrans ncrease by 2.
Pet: At 4th eve, you gan the assstance and oyaty of a fathfu pet; choose a
creature from the st beow: Chocobo, Wof, Foateye, Tomato, Dreamhare,
Cockatrce, Steeng, Cactte, Dre Rat, Sepner, Wdsnake.
+oodland Stride: At 7th eve, a Hunter may move through any sort of undergrowth
(such as natura thorns, brars, overgrown areas, and smar terran) at hs norma
speed and wthout takng damage or sufferng any other mparment. Thorns, brars,
and overgrown areas that are enchanted or magckay manpuated to mpede
moton, however, st affect you.
Evasion: At 9th eve, a Hunter can avod even magcka and unusua attacks wth
great agty. If you make a successfu Refex savng throw aganst an attack that
normay deas haf damage on a successfu save, you nstead take no damage.
Evason can be used ony f the Hunter s wearng ght or no armor. A hepess Hunter
does not gan the beneft of Evason.
The Hunter
Tier Level Base Attack Bonus Fortitude Reflex Will Special Techniques
Basic 1 +1 +2 +2 +0 Favored Mark, Monster Empathy, Track 1
2 +2 +3 +3 +0 Huntsman Augment 1
3 +3 +3 +3 +1 Endurance, Favored Terrain 2
4 +4 +4 +4 +1 Pet 2
5 +5 +4 +4 +1 Huntsman Augment 2
Advanced 6 +6/+1 +5 +5 +2 2
nd
Favored Mark 3
7 +7/+2 +5 +5 +2 Woodland Stride 3
8 +8/+3 +6 +6 +2 2
nd
Favored Terrain 4
9 +9/+4 +6 +6 +3 Evasion 4
10 +10/+5 +7 +7 +3 Huntsman Augment 4
Heroic 11 +11/+6/+1 +7 +7 +3 3
rd
Favored Mark, Quarry 5
12 +12/+7/+2 +8 +8 +4 Camouflage 5
13 +13/+8/+3 +8 +8 +4 3
rd
Favored Terrain 6
14 +14/+9/+4 +9 +9 +4 Huntsman Augment 6
15 +15/+10/+5 +9 +9 +5 Improved Evasion 7
Legendary 16 +16/+11/+6/+1 +10 +10 +5 4
th
Favored Mark, 8
17 +17/+12/+7/+2 +10 +10 +5 Hide in Plain Sight 8
18 +18/+13/+8/+3 +11 +11 +6 4
th
Favored Terrain 9
19 +19/+14/+9/+4 +11 +11 +6 Improved Quarry 9
20 +20/+15/+10/+5 +12 +12 +6 Huntmaster 10
.uarry: At 11th eve, a Hunter can, as a free acton, desgnate one creature that s
one of your Favored Marks and that you can see as your Ouarry. You cannot choose
another Ouarry unt the one you have desgnated s dead or otherwse ncapactated
and removed from batte. You gan a bonus to attack and damage ros equa to one-
haf your eve aganst your Ouarry. A crtca threats from you are confrmed wth no
rero aganst your Ouarry.
Camou,lage: At 12th eve, a Hunter can use the Steath sk to hde n any of hs
favored terrans, even f the terran doesn't grant cover or conceament.
*mproved Evasion: At 15th eve, a Hunter's evason mproves. Ths abty works
ke evason, except that whe the Hunter st takes no damage on a successfu
Refex savng throw aganst attacks, he henceforth takes ony haf damage on a faed
save. A hepess Hunter does not gan the beneft of mproved evason.
!ide in Plain Sight: At 17th eve, a Hunter n any of your favored terrans can use
Steath to hde even whe beng observed.
*mproved .uarry: At 19th eve, a Hunter's Ouarry s n for a reay bad day. The
bonuses ganed when you desgnate a Ouarry now equa to your Hunter eve. If your
Ouarry has Damage Reducton, a of your attacks gnore t.
!untmaster: At 20th eve, you become the bane of a Monsters. You gan another
Favored Mark. A bonus damage deat to a of your Favored marks ncreases to 6D6.
A sk bonuses and checks made concernng the Mark ncrease to +12. In addton,
once per day, you may make a fata bow to an enemy you have marked as your
Ouarry. As a standard acton, make a snge attack aganst your Ouarry at your fu
attack bonus. If the attack hts, the target takes damage normay and must make a
Forttude save or de. The DC of ths save s equa to 10 + 1/2 your Hunter eve +
your Wsdom modfer. You can choose nstead to dea an amount of nonetha
damage equa to the creature's current ht ponts. A successfu save negates ths
damage.
$echniques
asic
Concentrate - Use: Standard - You focus ntenty on your target, t may be nmbe,
but t can't dodge an arrow. You must be wedng a Bow. Choose one target wthn
range of your weapon; f that target s st n range at the start of your next turn,
your next attack aganst t gnores ts Dexterty bonus to AC. You can stack ths
Technque wth other attacks (Such as Focus) so ong as the target remans wthn
range and you do not attack another creature.
)ocus - Use: Standard - You sow your breathng and omt the sounds of batte n
order to camy and effcenty dever your next strke. Your next attack has an
ncreased damage de of 1 (An attack that deas 1D10 ponts of damage now deas
2D10).
urial - Use: Standard - You utter a quck prayer to honor the dea and et your arrow
fy. That's one ess Skeeton on the battefed. You must be wedng a Bow. Choose
one Undead target wthn range and make a standard attack aganst t, f the attack
hts, ro a 1D% nstead of norma damage. If the resut s equa to or more than the
undead's current HP, then t s san (no save). If the resut s ess than the undead's
current HP, then the attack fas. Undead mmune to nstant death attacks are
mmune to ths technque.
$ake Aim - Use: Standard - You et your target know that yes, you can ht t
whenever you want to. Choose one target wthn range and dea damage to t equa
to your Dexterty Modfer.
/ust - Use: Fu round - You attempt to make the monster fee the scene, sure you
won't get ts oot, but t's st one ess monster to dea wth. Choose one target that
can see and hear you and t must be one of your Favored Marks. Ro a D20 and add
your eve and Wsdom modfer aganst a DC of 10 + The target's eve + ts
Charsma modfer. If you succeed, the target agrees to eave the batte. You do not
gan EXP from the target or oot for ths encounter. You may confront the target n a
ater Encounter and gan EXP and oot from t.
S-allo-tail - Use: Standard - Wth a foursh, you swng your bade n a gracefu, yet
deady crce. You must be wedng a Meee weapon. Make a basc attack aganst a
ad|acent enemes.
Advanced
'oublestrike - Use: Standard - You attack twce n quck successon. Make two basc
attacks at your fu Base Attack Bonus aganst one enemy.
eso $o(ico - Use: Standard - Poson tpped arrow or venom aced bade, t's a
good. Make a basc attack aganst an enemy, f successfu, the enemy must aso
make a Forttude save (DC 10 + 1/2 your Hunter eve + your Wsdom modfer) or
contract Poson for a number of rounds equa to your Hunter eve.
Called Shot - Use: Standard - Ths shot w cost your enemy an arm or a eg. You
must be wedng a Bow. Make a basc attack aganst your enemy, on a successfu ht,
the enemy must aso make a Forttude save (DC 10 + 1/2 your Hunter eve + your
Wsdom modfer) or become ether Immobzed or Dsabed (Hunter's Choce) for a
number of rounds equa to your Hunter eve.
lackout - Use: Standard - Ugh, rght n the eye... Make a basc attack aganst your
enemy, on a successfu ht, the enemy must aso make a Forttude save (DC 10 + 1/2
your Hunter eve + your Wsdom modfer) or become Bnded for a number of
rounds equa to your Hunter eve.
Archer0s ane - Use: Immedate - You dodge an arrow. In order to use ths
technque, you must be attacked normay wth a pro|ecte aunched from a Bow. The
attack automatcay msses.
%ightning Strike - Use: Standard - Your attack fes so fast that your foe can't even
react to t. Make a Basc Attack at your fu Base Attack Bonus. Your target cannot
actvate any Immedate actons n regards to ths attack (Such as Counter or Archer's
Bane).
!eroic
$riplestrike - Use: Standard - You attack thrce n quck successon. Make three
basc attacks at your fu Base Attack Bonus aganst one enemy.
Cupid - Use: Standard - Your arrow ghty prcks your enemy, but that's okay,
because now he's on your sde. You must be wedng a Bow. Make a basc attack
aganst your enemy, f ht hts, nstead of reguar damage, the enemy must make a
W save (DC 10 + 1/2 your Hunter eve + Your Wsdom modfer) or become
Charmed for a number of rounds equa to your Hunter eve.
Conceal - Use: Move - You fade nto the background. Become Invsbe unt your
next attack.
Marksman0s Spite - Use: Standard - Fatay n|ured, you show your enemy what t's
ke to fee your pan. You must be wedng a Bow. Make a basc attack aganst your
enemy, on a successfu ht, nstead of reguar damage, you dea damage equa to the
dfference between your max HP and current HP.
Piercing lo- - Use: Standard - Your bade goes through the frst enemy, and nto
the poor sap behnd hm. You must be wedng a meee weapon. Make a basc attack
aganst your enemy and the enemy behnd t, f appcabe. The frst enemy takes one
and a haf tmes (X1.5) damage on a successfu ht, whe the second one takes
norma damage.
Sonic oom - Use: Standard - Your arrow doesn't actuay ht anyone. But the
shockwave t created as t few by s enough to suggest otherwse. You must be
wedng a Bow. Ths attack has a range of 4 Squares and s a Bast 1. A targets n
the area take 2D8 Physca Damage. A successfu Refex save (DC 10 + 1/2 Your
Hunter Leve + Your Wsdom Modfer) haves ths damage.
%egendary
1ltima Shot - Use: Fu-round - MP Cost: 50 - You mbue your arrow wth an
awesome energy, capabe of reducng any foe nto a scorch mark. You must be
wedng a Bow. Make a basc attack at your fu Base Attack Bonus. Ths attack
gnores Damage Reducton and Spe Resstance. Ths attack deas 10D10+50 ponts
of damage on a successfu ht.
Checkmate - Use: Standard - Your enemy's gong to be feeng that attack n a
moment. Make a basc attack aganst an enemy n range, on a successfu ht, the
enemy must make a W save (DC 15 + 1/2 your Hunter eve + Your Wsdom
modfer) or become affcted wth Doom 3. Enemes mmune to Instant Death effects
are mmune to ths affect.
Arro- Storm - Use: Fu-round - You am hgh and et fy a storm of arrows upon the
battefed. You must be wedng a Bow. Make a basc attack at your fu Base Attack
Bonus aganst every enemy you can see wthn 8 squares. Dea doube damage to
any Favored Marks you ht.
arrage - Use: Fu-round - Your sudden onset of attacks eaves your foe reeng.
Make four basc attacks at your fu Base Attack Bonus aganst one foe.
#itals Shot - Use: Standard - You're not sure what you shot, but that partcuar
organ sn't gong to be usefu for a whe. Make a Basc attack at your fu Base Attack
Bonus, on a successfu ht, dea damage normay and the Target must make a
successfu Forttude save (DC = 10 +1/2 your Hunter eve + Your Dexterty modfer)
n order for nothng ese to happen. On a faed save, ro a 1D6 and consut the tabe
beow. Status effects ast unt the end of the encounter.
1. Target s affcted wth Sap.
2. Target s Bnded.
3. Target s Sowed.
4. Target s Added (Cannot use Technques).
5. Target oses a actve buffs and postve status effects.
6. Target's HP s reduced to 1. Ths affect occurs after damage s apped normay, f
the damage was enough to KO the target, then ths affect does not appy.
Monk
Marta Artsts who focus on body and menta perfecton and forgo the use of
weapons. Monks are physca brawers and grappers. They beeve that ther body s
the best weapon they have, and fght accordngy. Monks may appear as harmess
combatants, but one won't be thnkng so when they fnd onesef unconscous wth a
fst shaped bruse n ther face. Monks rarey have a sgnfcant mpact n the word of
Ivace, those who know of ther prowess respect them accordngy, but Monks don't
generay faunt ther abtes unt the need for them arses.
Roe
Monks are frontne fghters. They dodge and weave bows and return wth punches
and kcks as deady as any weapon. Whe they dstrust the use of swords and other
such manufactured weapons, they are not above usng fst protecton and add-ons
such as knuckes or caws when the gong gets rough. Strength s a very mportant
abty for Monks, as a powerfu punch requres force. Dexterty s aso mportant, as
Monks wear tte to no armor and need to be abe to dodge bows. Wsdom s another
mportant score, as many of ther Technques are ted to Wsdom.
Statistics
Starting !P: 8 + Consttuton Score.
!P Gain per level: 4 + CON Modfer
Starting MP: 6 + Wsdom Score
MP Gain per level: 3 + WIS Modfer
Starting Gil: 400 G
Job Skills (4 + APT Modfer Sk Ranks per eve.): Acrobatcs, Athetcs,
Craftng, Endurance, Hea, Insght, Percepton, Professon, Steath, Wordpay.
|ob Features
+eapon and Armor Pro,iciency: Monks are profcent wth the use of Smpe and
Marta Weapons, and Lght Armor. Monks are not profcent wth any weapon that
does sashng or percng damage, wth the excepton of Caws, Poes, and Knuckes.
1narmed Strike: A monk receves Improved Unarmed Strke as a bonus Augment at
frst eve. Unarmed strkes may be made wth ebows, fsts, knees, or feet, enabng
the monk to strke even wth fu hands. Unarmed strkes are not consdered to be
"off-hand," so the monk receves fu STR bonus on damage ros wth unarmed
strkes.
The monk may nfct nonetha damage wth an unarmed strke wth no penaty to
ther attack ro.
A monks unarmed strkes are consdered to be natura weapons wth regard to spe
effects that enhance natura weapons. To gan effects that ony enhance
manufactured weapons, the monk must have equpped knuckes or caws.
Monks aso nfct more damage wth unarmed strkes than norma peope do,
accordng to the foowng chart:
Monk Ter Sma Monk Damage Medum Monk Damage Large Monk Damage
Basc 1d4 1d6 1d8
Advanced 1d6 1d8 2d6
Heroc 1d8 1d10 2d8
Legendary 1d10 2d6 3d6
Pummel: Startng at frst eve, a monk may make a furry of attacks known as a
Pumme as a fu-attack acton. They may make one addtona attack (as Two-
Weapon Fghtng) usng any combnaton of unarmed strkes, poe attacks, dsarm,
sunder, or trp maneuvers, appyng ther fu STR bonus for a successfu hts. A
monk wth natura weapons (other than fsts, ebows, knees, or feet) or wedng
weapons other than poes or knuckes may not use those weapons n a Pumme
sequence, nor may they make natura attacks n addton to the Pumme. For a
Pumme attacks, the Monk treats ther Monk BAB as equa to ther Monk eve.
At 8th eve, the monk can make two addtona attacks when he uses Pumme, as f
usng Improved Two-Weapon Fghtng (even f the monk does not meet the
prerequstes for the Augment).
At 15th eve, the monk can make three addtona attacks usng Pumme, as f usng
Greater Two-Weapon Fghtng (even f the monk does not meet the prerequstes for
the Augment).
*mproved Grapple: At frst eve, the Monk receves the Improved Grappe Augment
for free.
Evasion: At 2nd eve or hgher, a monk can avod damage from many area-effect
attacks. If a monk makes a successfu Refex savng throw aganst an attack that
normay deas haf damage on a successfu save, they nstead take no damage.
Evason can be used ony f a monk s wearng ght armor or no armor. A hepess
monk does not gan the beneft of evason.
onus Augment: At 2nd eve and every 5 eves thereafter, and at 20th eve, a
monk may seect a bonus Augment. These Augments must be taken from the
foowng st, Combat Refexes, Defect Arrows, Dodge, Scorpon Stye, and Throw
Anythng. At 6th eve, the foowng Augments are added to the st: Gorgons Fst,
Improved Bu Rush, Improved Dsarm, Improved Fent, Improved Trp, and Mobty.
At 10th eve, the foowng Augments are added to the st: Improved Crtca,
Medusas Wrath, Snatch Arrows, and Sprng Attack. A monk need not have any of the
prerequstes normay requred for these Augments to seect them.
Caution: At 3rd eve, a Monk gans the abty to react to danger before her senses
woud normay aow her to do so. They cannot be caught fat-footed, nor do they
ose ther Dex bonus to AC f the attacker s nvsbe. They st ose ther Dexterty
bonus to Armor Cass f mmobzed. A Monk wth ths abty can st ose her
Dexterty bonus to Armor Cass f an opponent successfuy uses the fent acton
aganst them.
If a monk aready has Cauton from a dfferent cass, they automatcay gan
mproved Cauton (see beow) nstead.
$he Monk
Ter Leve Base Attack Pumme Forttud Refex W Speca Technque
Bonus e s
Basc 1 +1 -1/-1 +2 +2 +2
Unarmed Strke, Pumme,
Improved Grappe
1
2 +2 +0/+0 +3 +3 +3 Evason, Bonus Augment 1
3 +3 +1/+1 +3 +3 +3
Cauton, Maneuver
Tranng, St Mnd
2
4 +4 +2/+2 +4 +4 +4 K Poo 2
5 +5 +3/+3 +4 +4 +4 Hgh |ump, Unscarred +1 2
Advance
d
6 +6/+1 +4/+4/-1 +5 +5 +5 Purty of Body 3
7 +7/+2 +5/+5/+0 +5 +5 +5 Bonus Augment 3
8 +8/+3 +6/+6/+1/+1 +6 +6 +6 4
9 +9/+4 +7/+7/+2/+2 +6 +6 +6 Improved Evason 4
10 +10/+5 +8/+8/+3/+3 +7 +7 +7
Improved Cauton,
Unscarred +2
4
Heroc 11 +11/+6/+1 +9/+9/+4/+4/-1 +7 +7 +7
Damond Body, Bonus
Augment
5
12 +12/+7/+2 +10/+10/+5/+5/+0 +8 +8 +8 5
13 +13/+8/+3 +11/+11/+6/+6/+1 +8 +8 +8 6
14 +14/+9/+4 +12/+12/+7/+7/+2 +9 +9 +9 6
15 +15/+10/+5 +13/+13/+8/+8/+3/+3 +9 +9 +9 Unscarred +3 7
Legendar
y
16 +16/+11/+6/+1 +14/+14/+9/+9/+4/+4/-1 +10 +10 +10 Bonus Augment 8
17 +17/+12/+7/+2
+15/+15/+10/+10/+5/+5
/+0
+10 +10 +10 8
18 +18/+13/+8/+3
+16/+16/+11/+11/+6/+6
/+1
+11 +11 +11 9
19 +19/+14/+9/+4
+17/+17/+12/+12/+7/+7
/+2
+11 +11 +11 9
20
+20/+15/+10/+
5
+18/+18/+13/+13/+8/+8
/+3
+12 +12 +12
Unscarred +4, Bonus
Augment
10
Maneuver $raining: At 3rd eve, a monk uses ther Monk eve n pace of ther
base attack bonus when cacuatng ther Combat Maneuver Bonus. Base attack
bonuses granted from other casses are unaffected and are added normay.
Still Mind: A monk of 3rd eve or hgher gans a +2 bonus on savng throws aganst
enchantment spes and effects.
2i Pool: At 4th eve, a monk gans a poo of k ponts, supernatura energy he can
use to accompsh amazng feats. The number of ponts n a monk's k poo s equa to
the Monks Wsdom modfer.
The Monk may spend ther k ponts on the foowng powers:
ha!ra: Spend 1 k pont to recover one ad|acent ays HP and MP by a
number of d6 equa to haf the Monks cass eve. Standard acton.
Holy Stri!e: Spend 1 k pont. A the monks attacks unt ther next turn are
Hoy-eementa. Free acton.
Holy Sign: Spend 1 k pont. Cast Dspe at no MP cost, usng the monks cass
eve as the caster eve. Standard acton.
"#orcise: Spend 2 k ponts. As Sanctfy (see Paadn), except usng the monks
eve and WIS modfer n pace of the paadns eve and CHA mods. Exorcse
s a snge-target meee touch attack usng the monks cass eve as ther
monk BAB. Paadn and monk eves stack for the purposes of usng Sanctfy or
Exorcse, but Sanctfy uses the casters CHA modfer, whe Exorcse uses WIS.
Standard acton.
Withering Stri!e: Spend 2 k ponts. On a successfu meee attack ro, for
every 8 HP beow maxmum, the monk nfcts 1d8 weapon-eementa
damage. Standard acton.
Li$e%ane: Spend 2 k ponts. On a successfu meee touch attack, the target
makes a w save (DC = 10 + monk cass eve + monk WIS mod). On a faure
of 5 or more, the vctm des (bocked by nstant death mmunty). On a faure
by ess than 5, the target s Doomed 5 (bocked by doom mmunty) and takes
1d4 damage for every two monk cass eves the attacker has. On a successfu
save, the vctm takes the damage but receves no status.
Revive: Spend 3 k ponts. Cast Rase, usng the monks cass eve as the
caster eve. The target must be ad|acent to the monk.
1nscarred: As a monk contnues ther tranng, they become more adept at takng
maxmum advantage of ther body when at peak heath. Startng at 5th eve, the
monk, when at fu HP, receves a +1 bonus to AC, attack ros, damage ros, combat
maneuver ros, and savng throws. Ths bonus asts unt the monk takes damage of
any knd, from any source (ncudng abty damage). Ths bonus ncreases by one
every fve eves, to a cap of +4 at 20th eve.
!igh Jump: At 5th eve, a monk adds hs eve to a Athetcs checks made to |ump,
both for vertca |umps and horzonta |umps. In addton, he aways counts as havng
a runnng start when makng |ump checks usng Athetcs. By spendng 1 pont from
hs k poo as a swft acton, a monk gans a +20 bonus on Athetcs checks made to
|ump for 1 round.
Purity o, ody: At 6th eve, a monk gans mmunty to the Dsease status effect.
*mproved Evasion: At 9th eve, a monk's evason abty mproves. He st takes no
damage on a successfu Refex savng throw aganst attacks, but henceforth he takes
ony haf damage on a faed save. A hepess monk does not gan the beneft of
mproved evason.
*mproved Caution: A monk of 10th eve or hgher can no onger be fanked.
Ths defense denes a thef the abty to sneak attack the character by fankng her,
uness the attacker has at east four more thef eves than the target has monk
eves.
If a character aready has Cauton (see above) from another cass, the eves from the
casses that grant Cauton stack to determne the mnmum thef eve requred to
fank the character.
'iamond ody: At 11th eve, a monk gans mmunty to Poson and Venom.
$echniques
asic $ier
Air Render - Use: Standard - Your punch shatters the ve of the very ar tsef and
rocks your target from a dstance. Make a standard ranged attack aganst a target
wthn 4 squares. On a successfu ht, that target takes 1D8+DEX Mod damage.
Roundhouse - Use: Standard - You dever an mpressve spnnng attack aganst
everyone around. Make a standard meee attack aganst a ad|acent creatures and
dea reguar damage on a ht. If one of these attacks mss, then a attacks foowng t
automatcay mss as we.
Somersault - Use: Standard - You dever and mpressve kck whst fppng away
from your opponent. Make a standard meee attack aganst an opponent and shft
two squares.
!one Senses - Use: Mnor - You focus on the heat of the batte and sow your
breathng, readyng your next mportant strke to count. Your next crtca threat s
automatcay confrmed and turned nto a crtca ht.
*nner Calm - Use: Standard - You cear your mnd of negatve thoughts and take a
moment to medtate. Wth a cear head, you can move more gracefuy across the
battefed. Unt the end of the encounter, you gan a +2 Dodge Bonus to your AC.
Advanced $ier
)urore - Use: Standard - You spn n a voent crce, shovng back a opponents
nearby to gve yoursef some breathng room. Make a standard meee attack aganst
a ad|acent creatures, ths attack deas haf damage on a successfu ht, but every
creature ht by the attack must make a forttude save (DC 10 + 1/2 Your Monk eve
+ Your STR Mod + Your WIS Mod) or be pushed back 1 square drecty away from
you.
Meteor 'rive - Use: Standard - You show your enemy what exacty a "Haymaker" s.
Make a standard meee attack aganst one enemy, dea reguar damage on a
successfu ht and knock your target 1 square drecty away from you and t s
knocked prone. If you use ths technque as part of a charge, dea maxmum damage
on a successfu ht.
Cross Counter - Use: Standard - Your enemy beeves he s ready for you. You
swfty prove hm wrong. Make a standard meee attack aganst one ad|acent enemy.
If ths enemy has or woud be aowed an mmedate acton n regards to ths attack,
such as Counter, Bnk Counter, or a readed acton. That enemy s dened that acton
and ths attack deas doube damage.
Counter - Use: Immedate - Your enemy attacks you, but you are ready for hm. Ths
technque can ony be used when an enemy ad|acent to you targets you wth an
attack. The attack s resoved as usua, after whch you may make a basc meee
attack aganst that enemy.
!elm Smash - Use: Standard - You punch your foe rght n the face, eavng t
reeng n pan. Make a standard meee attack aganst one enemy. In addton to
deang norma damage on a ht, that enemy must make a Forttude save (DC 10 +
Your Monk Leve + You WIS Modfer) or be stunned for 1 round. Enemes mmune to
crtca hts are mmune to the stun effect.
Smash - Use: Standard - Oops, that wasnt your poton was t? Make a standard
meee attack aganst one enemy. Dea reguar damage on a ht and that enemy must
make a Refex save (DC 10 + Your Monk Leve + You WIS Modfer) or have one
random restoratve tem or accessory destroyed.
!eroic
Aurablast - Use: Standard - Your punch creates a sma exposon of ar. Ths
technque functons ke Ar Render, except t s a burst 1 nstead of |ust a snge
target.
Earth Render - Use: Standard - You eap up and sam the ground wth tremendous
force, causng the earth tsef to erupt n protest underneath your enemes feet. Ths
technque s a ne wth a range of 6, each target n the ne must make a refex save
(DC 10 + Your Monk Leve + You WIS Modfer) or take 1D12 damage and fa
prone. A successfu save haves ths damage.
link Counter - Your counter sends your foe reeng backwards. Ths technque
functons ke Counter, except that on a successfu ht, your target s knocked back 1
square drecty away from you. If your target cannot be knocked back due to an
obstace, then t s knocked prone nstead.
Scream - Use: Standard - You et oose a terrfyng batte cry charged wth k,
shatterng the defenses of your surroundng foes. Every enemy ad|acent to you must
make a w save (DC 10 + Your Monk Leve + You WIS Modfer) or have every
postve status effect t s en|oyng removed, as f wth Dspe.
Smite o, Rage - Use: Standard - You et the rage of batte fue your next attack,
makng the batte for your opponent much harder. Make a standard meee attack
aganst one enemy. In addton to deang norma damage on a ht, that enemy must
make a Forttude save (DC 10 + Your Monk Leve + You WIS Modfer) or be
affcted by one of the status effects sted beow for 1D4 rounds. Ro a 1D6 to
determne the status effect.
1. Poson.
2. Sow.
3. Sence.
4. Stunned.
5. Immobze.
6. Dsabe.
%egendary
'ark Strike - Use: Standard - You use your own fe energy to dever a percng
attack. Take 1/8
th
of your tota HP n damage. Ths attack s a ne 2. Make a standard
meee attack aganst a enemes n ths ne. Dea crtca damage on a successfu ht.
If you ro a crtca ht aganst one or both of the enemes, they must make a
Forttude save (DC 10 + Your Monk Leve + Your WIS Modfer) or de. Enemes
mmune to nstant death need not make ths save.
*nner )ocus - Use: Fu round - You acceerate your bodys natura heang
propertes for a short whe. Gan Regen for a number of rounds equa to your wsdom
modfer. In addton you remove a debuffs that affct you, as f you had used Esuna.
344 )ists - Use: Fu round - You start punchng and refuse to stop. You must spend
a avaabe k ponts n order to use ths technque (mnmum 1). Ths technque
functons as Pumme wth the foowng exceptons. Make an attack wth your hghest
Pumme attack bonus, f ths strke hts, you may contnue to make ths attack so ong
as you keep httng. If you mss, you may make another attack at your next hghest
Pumme attack bonus and contnue makng attacks wth ths bonus unt you mss.
Repeat ths process unt you reach your owest Pumme attack bonus, at whch pont
the technque ends on a mss.
Re,le( - Use: Immedate - It take a tte bt more than that to ht you. Ths
technque can be used whenever you are targeted by any basc attack. The attack
automatcay msses.
2i last - Use: Standard - You use the essence of your sprt to rock your foe. Ths
technque can ony be used when you have no k ponts avaabe. Dea nstant 2D6
damage for every k pont you are mssng to one enemy wthn 3 squares.
Paladin
In every generaton, there are a few who emerge as true heroes, fghtng the forces
of n|ustce and shadow. Many of these heroc sous wed the |ob of Paadn; dvney-
bessed warrors who wed powerfu knght swords and hoy energy wth equa vgor.
They fearessy defend the weak from the woud-be predators that seek to run them,
or hunt the restess shades of the wakng dead n the dark corners of Ivace.

Roe
Paadns are tanks, wth access to heavy weapons and armor. They are found at the
front ne, vanqushng foes and supportng aes. Experenced Paadns have access
to Whte Magck, and a Paadns have technques that ad ther aes. Strength s
mportant for a Paadn, as they need to be good meee fghters. Charsma s ted to
many of ther abtes and technques as we as Specastng. A decent Wsdom
nsures md-eve Paadns to have an effectvey arge MP Poo.
Statistics
Starting !P5 10 + Consttuton Score
!P Gain per level: 5 + CON Modfer
Starting MP5 6 + Wsdom Score
MP Gain per level5 3 + WIS Modfer
Starting Gil5 1200 G
Job Skills (4 + APT Modfer Sk ranks per eve.) 5 Athetcs, Barterng,
Craftng, Endurance, Hea, Hstory, Insght, Professon, Rde, Wordpay
|ob Features
The Paadn
Ter
Leve

Base Attack
Bonus
Forttud
e
Refex W Speca
Technque
s
Spe
s
Basc 1 +1 +2 +0 +2
Cover, Dsarm,
Subdue
1 -
2 +2 +3 +0 +3 Grace, Nurse 1 -
3 +3 +3 +1 +3
Aura of Courage,
Mercy
2 -
4 +4 +4 +1 +4 Dvne Heath 2 -
5 +5 +4 +1 +4 Dvne Sou, Mount 2 -
Advance
d
6 +6/+1 +5 +2 +5
Sanctfy LV. 1,
Magck, Mercy
3 1
7 +7/+2 +5 +2 +5 3 1
8 +8/+3 +6 +2 +6 Aura of Resove 4 1
9 +9/+4 +6 +3 +6 Mercy 4 2
10 +10/+5 +7 +3 +7 4 2
Heroc 11 +11/+6/+1 +7 +3 +7 Sanctfy LV. 2 5 3
12 +12/+7/+2 +8 +4 +8 Mercy 5 3
13 +13/+8/+3 +8 +4 +8 6 4
14 +14/+9/+4 +9 +4 +9 Hoy Aura 6 4
15 +15/+10/+5 +9 +5 +9 Mercy 7 5
Legendar
y
16 +16/+11/+6/+1 +10 +5
+1
0
Sanctfy LV. 3 8 6
17 +17/+12/+7/+2 +10 +5 +1 Aura of 8 6
0 Rghteousness
18 +18/+13/+8/+3 +11 +6
+1
1
Mercy 9 7
19 +19/+14/+9/+4 +11 +6
+1
1
9 7
20
+20/+15/+10/+
5
+12 +6
+1
2
Champon 10 8
+eapon and Armor Pro,iciencies: Paadns are profcent wth Smpe Weapons,
Lght Bades, Heavy Bades, Weghted Weapons, Poearms, Heavy Armor, Lght
Armor, Robes, and Sheds.
Subdue: Paadns are taught to avod kng whenever possbe, and are traned n
pung ther punches. Paadns take no penaty when tryng to nfct nonetha
damage wth any meee weapon.
'isarm: The paadn s traned n dsarmng ther foe. The Paadn gans +4 to
combat maneuver checks to dsarm or avod beng dsarmed.
Cover: A Paadn seeks to prevent harm to ther aes. The paadn may, as am
Immedate Acton, act to prevent harm to an ad|acent ay ths turn and decare ths
ay covered. Any damage or attack effects that woud ht the ay ht the Paadn
nstead, regardess of the Paadn's AC or Save Bonuses. The covered unt receves a
+1 bonus to AC and savng throws. If the covered unt moves, the Paadn moves wth
t up to ther maxmum movement, stayng ad|acent to the unt. If the paadn cannot
reman ad|acent, the cover s broken. At 6th eve, the paadn may seect a cover
target from a dstance up to the Paadn's movement speed, movng nto the targets
square and bumpng them to an ad|acent square f they are attacked. If the Paadn
cannot reach the target usng norma movement, the cover s broken. A Paadn may
ony cover one ay per round, at the begnnng of hs next turn; he may decare a
dfferent ay the sub|ect of hs or her cover.
Grace: At 2nd eve, the Paadn earns to move and act wth grace and honor. Add
your Charsma modfer to a Savng Throws.
"urse: At 2nd eve, a Paadn can hea hs own wounds or the wounds of an ay by
channeng hoy energy. As a Standard acton, you can hea an amount of HP equa to
your Wsdom modfer + your Charsma Modfer + your Paadn eve to yoursef or an
ad|acent ay. You can use ths abty a number of tmes per day equa to 3 + your
Charsma modfer.
Aura o, Courage: At 3rd eve, a paadn s mmune to Fear (magcka or otherwse).
Each ay wthn 10 feet of you gans a +4 morae bonus on savng throws aganst
fear effects. Ths abty functons ony whe you are conscous, not f you are
unconscous or dead.
Mercy: At 3rd eve, and every three eves after that, a Paadn's Nurse abty aso
begns to hea status effects and provde bonuses. Choose one extra effect from the
st beow that's wthn your Ter. Postve effects created from your Nurse have an
effectve Spe eve equa to your Paadn eve.
%si$
Fatgue: Remove the Fatgued status.
Seep: Remove the Seep status.
Poson: Remove the Poson status.
O: Remove the O status.
Ad|acent: Nurse affects the Paadn and a ad|acent aes.
Ad&n$ed
Bnd: Remove the Bnd status.
Dsabe: Remove the Dsabe status.
Immobzed: Remove the Immobzed status.
Sence: Remove the Sence status.
Petrfy: Remove the Petrfed status.
Sow: Remove the Sow status.
Protect: Casts Protect.
She: Casts She.
!eroi$
Rase: Brngs a KO'd ay to Crtca Heath (20%) eve. Then the ay s heaed normay.
Doom: Removes the Doom status.
Dsease: Remove the Dsease status. Heang s apped after the status s removed.
Curse: Remove the Cursed status.
Stop: Remove the Stop status.
Adde: Remove the Addes status.
Haste: Casts Haste.
Vansh: Casts Vansh.
'egendry
Lfe: Resurrects a Dead ay wth no penates and brngs the ay to Crtca Heath eve. Then the
ay s heaed normay.
Zombe: Remove the Zombe status.
Re-rase: Casts Re-rase.
'ivine !ealth: At 4th eve, a Paadn becomes mmune to the Poson and Dsease
statuses.
'ivine Soul: The nner ght of the Paadn enabes them to resst Hoy attacks. At
5th eve, You receve Haf damage from Hoy damage (heang spes bypass ths).
Ths ncreases to Immune at 10th eve. At 20th eve, the paadn s so attuned to
Hoy power that they absorb Hoy damage regardess of equpment. They aso
become mmune to Zombfcaton at 5th eve (except va Zombe Powder, but a
paadn gets +4 to savng throws aganst at 5th eve, pus another +2 per addtona
eve of Dvne Sou).
Mount: At 5th eve, a Paadn gans access to a fathfu, oya, and unusuay
ntegent chocobo mount. Ths chocobo functons |ust ke any other chocobo does,
except that t has an Apttude score of 6, s traned for combat, and doesn't possess
Speuncaphoba (Fear of gong nto caves or dungeons) or Mst Fear.
In addton, you gan the Mounted Combat Augment f you do not aready have t.
Once per day, as a fu-round acton, you may magckay ca your mount to your
sde. Ths abty s the equvaent of a spe of a eve equa to one-thrd the paadn's
eve. The mount mmedatey appears ad|acent to you. You can use ths abty once
per day at 5th eve, and one addtona tme per day for every 4 eves thereafter, for
a tota of four tmes per day at 17th eve.
At 11th eve, the mount gans the Hoy creature tempate and becomes a magcka
beast for the purposes of determnng whch spes affect t.
At 15th eve, a your mount gans spe resstance equa to the your eve + 11.
Shoud your mount de, you may not summon another mount for 30 days or unt you
gan a paadn eve, whchever comes frst. Durng ths 30-day perod, you takes a -1
penaty on attack and weapon damage ros.
Sancti,y: At 6th eve, the Paadn can channe Hoy energy to smte the undead.
Usng Sanctfy s a standard acton that provokes attacks of opportunty, wth a range
of 4 Squares and an area of 1 Square. Faen Undead or Undead 3 or ess HD than the
Paadn's cass eve are destroyed wth no save. Undead wth HD up to the Paadn's
eve pus ther CHA modfer make a W save (DC = 10 + haf paadn eve + CHA
mod) or be destroyed. On a success, they take 2D6 Hoy damage. Undead wth more
HD take the hoy damage as above, havng t on a successfu W save. Sanctfy can
be used once per day.
Every 5 eves after obtanng ths abty, t gets stronger.
At 11th eve, the range ncreases to 5 Squares and t becomes a Bast 1. The
damage ncreases to 4D8 Hoy.
At 16th eve, The range ncreases to 6 Squares and t becomes a Bast 2. the Paadn
adds ther Wsdom modfer to ther Charsma modfer to determne HD of undead
affected and the savng throw DC. The damage de s aso ncreased to 6D10.
Magick: The paadn may begn castng spes from the Whte and Green Magck
Schoos (as a Whte Mage woud) at 6th eve. Castng s based off of CHA nstead of
APT, wherever possbe. Caster eve (and Ter eve) s equa to the paadns cass
eve - 5 (pus any eves of other caster casses the paadn has taken). Aso, a
Paadn cannot earn a Green Magck spe that causes a negatve status effect (Such
as Seep, Poson, O, etc.).
Aura o, Resolve: At 8th eve, a paadn s mmune to the Charm status. Each ay
wthn 2 Squares of you gans a +4 morae bonus on savng throws aganst the Charm
status.
Ths abty functons ony whe you are conscous, not f you are unconscous or
dead.
!oly Aura: At 14th eve, a paadn's weapons are treated as Hoy-eementa for the
purposes of overcomng Damage Reducton. Any attack made aganst an enemy
wthn 2 Squares of you s treated as Hoy-eementa for the purposes of overcomng
Damage Reducton.
Ths abty functons ony whe you are conscous, not f you are unconscous or
dead.
Aura o, Righteousness: At 17th eve, a paadn gans DR 5 aganst Dark and
mmunty to compuson spes and abtes (such as Confuson). Each ay wthn 2
squares of you gans a +4 morae bonus on savng throws aganst compuson
effects.
Ths abty functons ony whe you are conscous, not f you are unconscous or
dead.
Champion: At 20th eve, your name goes down n the hstory books as a name of
gory, vctory, and |ustce. You become mmune to the Dark eement. Addtonay,
whenever you attack an Undead or Faen Undead wth a meee attack, t s sub|ect to
your Sanctfy effect, regardess of your remanng uses of Sanctfy.
$echniques
asic
+ar Cry - Use: Standard - You et oose a resoundng roar for vctory, and nspre
your aes. You and any aes that hear you gan a +4 morae bonus to W and
Forttude saves for the rest of the encounter.
'e,end - Use: Standard - You adopt a defensve and age stance. Cast She and
Protect on yoursef wth a caster eve of 1, but wth no MP cost.
'iscipline - Use: Move - You ca upon you memores of tranng and practce to ad
you n batte. For 1D4 + your Wsdom Modfer rounds, you receve a +2 Competence
bonus to attack and damage ros.
Parley - Use: Fu-round - You try and persuade a foe to surrender, reasonng that hs
wounds are too great and that contnued batte s pontess. Make a Wordpay check
aganst one foe who can see, hear, and understand you (DC 10 + Foes Charsma
Modfer + 1/2 ts current HP). On a successfu ro, the foe agrees to qut the fed.
Treat the foe as san n terms of encounter progress and EXP gan, but you do not
gan any of ts oot or G except for what t eaves behnd.
!oly Circle - You bess the area around you, creatng a hoy crce that makes the
undead uncomfortabe. You create an aura around you wth a radus of 2 squares,
ths aura moves wth you. Any undead wthn the Aura that tres to make an attack of
any sort must make a W save (DC 10 + 1/2 your Paadn eve + Your Charsma
modfer) or ose the attack and the acton used to make t.
Advanced
'ivine Emblem - Use: Mnor - MP Cost: 8 - You summon a sacred mark before usng
your next dvne abty, makng t stronger. The next tme you use an attack that
deas Hoy damage, ncrease the Damage De by 1. If you use Sanctfy after usng
ths technque, the HD of undead that can be affected s reduced by one and the
Save DC s ncreased by 2. Addtonay, any abty that uses the DC for Sanctfy s
aso ncreased by 2.
Rend +eapon - Use: Mnor - "Carefu, you mght hurt someone wth that!" Doube
your Strength modfer on a sunder attempts made ths turn (both to ht and to
damage). You aso provoke no opportunty attacks for makng a sunder attempt.
Mo- 'o-n - Use: Fu-round, See text - You go a-out on one foe. You make a
attacks on your Fu Attack at your hghest bonus, but you grant Combat Advantage
and take a -4 penaty to your AC unt the start of your next turn. You are aso
consdered to have the Ceave Augment for ths attack.
Saint Cross - Use: Standard - MP Cost: 5 - A powerfu beam of ght erupts from the
ground around you. Dea 2D12 Hoy damage to a ad|acent enemes, a successfu
Refex save (DC = Sanctfy) haves ths damage.
Soul Sphere - Use: Standard - You sever your foe's te to The Mst. Ths technque
has a range of 4 Squares, your foe must make a W save (DC Sanctfy) or ose 2D12
MP.
!eroic
Aura - Use: Standard - MP Cost: 14 - You empower your Aura to an amost
overwhemng eve, Death w not cam you anytme soon. Cast Rerase and Regen
on yoursef at caster eve 6.
Meltdo-n - Use: Fu-round - You sacrfce yoursef wth the hopes that your foes are
comng wth you. Infct your Character Leve n D12 fre damage to a ad|acent unts.
A successfu Refex save (DC 10 + your Paadn eve + your Charsma modfer)
haves ths damage. You then are reduced to 0 HP.
Rasp - Use: Standard - MP Cost: 4 - You create a burst of energy that drans The Mst
from your foes. Ths Technque functons as the spe Rasp, wth a caster eve equa
to you Paadn eve.
Astra - Use: Standard - MP Cost: 4 - You utter a prayer of safety for you and your
aes. You and any ay wthn 2 Squares of you gan mmunty from any negatve
status effects for 1D4 rounds. Ths technque does not remove any status effects
aready affcted on you or an ay.
ul-ark - Use: Fu-round - Nothng harms you, nothng stops you, even the most
terrfyng army n Ivace coudn't harm you f they wanted to. Unt the end of your
next turn, you are mmune to a damage, but automatcay fa a Saves.
%egendary
!oly lade - Use: Standard - MP Cost: 12 - Your sword gows wth an awesome
power, ts burnng bade teng you to defeat your foe. Make a basc attack at your
fu Base Attack Bonus aganst one foe, the damage on a successfu ht s trped and
Hoy-eementa. Sanctfy can appy to ths technque wth the Draw Out Augment.
Stasis S-ord - Use: Standard - You stop ev n ts tracks. Ths attack has a range of
4 Squares. Infct damage as a norma meee attack on a successfu ranged touch
attack, ncrease the base weapon de by one step. In addton, the enemy must make
a W save (as Sanctfy) or be Stopped for 1d3 rounds.
Retribution - Use: Immedate - You et your enemy fee your pan. Ths Technque
can be used whenever you take damage from an enemy's attack. That enemy oses
as much HP as you do, no save.
Re,le( - Use: Immedate - It take a tte bt more than that to ht you. Ths
technque can be used whenever you are targeted by any basc attack. The attack
automatcay msses.
%ast Stand - Use: Immedate - You refuse to de before wnnng ths pvota batte.
Ths technque can ony be used when you are reduced to 0 HP or ess. Your HP s
restored to 1 and you become mmune to a damage for the rest of the encounter. In
addton, your attack bonus for a attacks s doubed and every ht s consdered a
crtca ht. At the end of the encounter, you de, and nothng short of an Arse spe
w brng you back to fe. Even then, the caster must make a Magcks check wth a
DC of 40 n order for the spe to brng you back, or ese t fas.
Red Mage
Red Mages are sked spe casters and |ack-of-trades that specazes n many feds,
but masters none. They can sustan frontne combat, cast offensve spes, and
support the party wth defensve spes, but ther meee capabtes are outshned by
Soders and Paadns, and have nowhere near the menta capabty of Whte or Back
Mages. Red Mages n the word of Ivace are typcay adventurers and storyteers,
offerng ther sks for the rght cause (or prce).
Roe
Red Mages are supporters, whether t's n combat or spe castng. They can mantan
themseves on the frontne, but once they run out of MP they're amost as vunerabe
as a Whte or Back Mage. They know many spes, but cannot earn the most
powerfu ones n Ivace. They make fne party eaders or new members, as they are
easy capabe of boostng the party effectveness as a whoe. Apttude s easy the
most mportant abty for a Red Mage, for spe castng and ther technques.
Strength ends to ther meee capabtes, and Wsdom gves them more MP to what
s ony a sub-par poo when compared to Back or Whte Mages.
Statistics
Starting !P: 8 + Constuton Score
!P Gain per level: 4 + CON Modfer
Starting MP5 6 + Wsdom Score
MP Gain per level5 3 + WIS Modfer
Starting Gil5 800 G
Job Skills (6+ APT Modfer Sk Ranks per eve)5 Acrobatcs, Craftng,
Dungeoneerng, Hea, Hstory, Insght, Magcks, Nature, Percepton,
Professon, Steath, Wordpay.
|ob Features
$he Red Mage
Ter
Leve

Base Attack
Bonus
Forttud
e
Refex W Speca
Technque
s
Spe
s
Basc 1 +0 +0 +2 +2
Red Magck, Red
Lore, Prestdgtaton
1 2
2 +1 +0 +3 +3
Combat Castng,
Mnor Mastery
1 3
3 +2 +1 +3 +3 1 4
4 +3 +1 +4 +4 Bonus Feat 2 5
5 +3 +1 +4 +4 Lore Master 2 6
Advance
d
6 +4 +2 +5 +5
Evason, Mnor
Mastery
2 7
7 +5 +2 +5 +5 3 8
8 +6/+1 +2 +6 +6 Bonus Feat 3 9
9 +6/+1 +3 +6 +6 3 10
10 +7/+2 +3 +7 +7 |ack-of-A-Trades 4 11
Heroc 11 +8/+3 +3 +7 +7
Improved Evason,
Moderate Mastery
4 12
12 +9/+4 +4 +8 +8 Bonus Feat 4 13
13 +9/+4 +4 +8 +8 5 14
14 +10/+5 +4 +9 +9 Convert 5 15
15 +11/+6/+1 +5 +9 +9 5 16
Legendar
y
16 +12/+7/+2 +5 +10
+1
0
Bonus Feat, Moderate
Mastery
6 17
17 +12/+7/+2 +5 +10
+1
0
6 18
18 +13/+8/+3 +6 +11
+1
1
6 19
19 +14/+9/+4 +6 +11
+1
1
7 20
20 +15/+10/+5 +6 +12
+1
2
Bonus Feat, Red
Master
7 21
+eapon and Armor Pro,iciency5 Smpe Weapons, Lght Bades, Mystc Weapons,
Lght Armor, and Mystc Armor.
Red Magick: Red Mages are among the most versate spe casters n Ivace, but
pay for ther versatty n power. At frst eve, a Red Mage must choose two spe sts
out of Back, Arcane, Green or Whte Magcks, and must choose a spe from the sts
you choose (For exampe, a 1st eve Red Mage can choose Back and Whte Magck,
and may know Fre and Cure, but not Fre and Thunder or Cure and Da). As a Red
Mage earns new spes, you cannot know more than 3 spes n a partcuar ter per
ter eve (I.E: A maxmum of 3 Basc Back Magck spes and 3 Advanced Back
Magck spes). You can ony earn spes wthn or beow your Ter.
When you eve up nto a new Ter, you may aso gan access to a new st of Magcks,
or you may "eve up" one of your exstng ters to aow access to Advanced Ter
Magcks. However, Red Mages cannot earn Heroc or Legendary Ter spes.
In order for you to cast a spe, you must have an Apttude Score of at east 12. For
Advanced Ter spes, you must have an Apttude of at east 14.
Red %ore: Red Mage's earn a ot n ther traves and studes, and add 1/2 ther Red
Mage eve (mnmum 1) to a Dungeoneerng, Hstory, Magcks, and Nature checks.
Prestidigitation: Mages of any sort are practced n usng Magck to ad n many
dfferng endeavors. Usng Magck n everyday occurrences s known as
Prestdgtaton, a catcha term for dfferent uses of Magck. Uses of Prestdgtaton
ncude: summonng forth a brght ght (6 Squares) on an ob|ect, such as the tp of a
staff, or a hat, or a rock, ght and snuff torches and sma campfres, cean food,
water, surfaces, etc. Lft up to 5 pounds of matera 4 squares away from you and
brng to your hands. Open or cose a contaner or door. Create ght and speca
effects, and other varous cosmetc or creatve effects. Reay the ony mts
Prestdgtaton has s that t cannot be used to dea or hea damage, nterrupt spe
castng, emuate a spe or spe effect or even be used for combat purposes at a. It
cannot be used to accompsh hgh-end Magcka effects or stmuate a response from
or ater Magcka tems. Prestdgtaton s smpy trcks and effects used to make fe
easer for the humbe and azy mage.
Combat Casting5 At 2nd eve, Red Mages gan Combat Castng as a bonus
Augment. If you aready have ths Augment or gan t ater, you gan an addton
beneft (Combat Castng +). You no onger provoke Opportunty Attacks when castng
a spe whe threatened.
Minor Mastery: As Red Mages become more experenced and powerfu, they earn
usefu trcks and technques to gve themseves an edge whe fghtng. At 2nd and
6th eve, you may choose one abty from the st beow.
Weapon &ond: Choose one weapon you are profcent wth, you gan the Weapon Specazaton
Augment for that weapon, even f you do not meet the requrements.
&onus Spell Augment: You gan an Augment seected from the Spe Augment st. You must meet
the requrements.
'agic! Attac! &onus: Spes that dea HP damage gan a +2 bonus to the damage deat.
lear 'ind: Increase your maxmum MP by 5.
onus Augment: At 4th eve, and every four eves thereafter, a Red Mage may
choose an Augment from the st provded; you must meet the requrements for ths
Augment. *LIST WIP*
%ore Master: At 5th eve, a Red Mage becomes so knowedgeabe that he can
summon nformaton nstanty. You may take 10 on a sks that are affected by your
Red Lore abty that you have ranks n. In addton, once per day as a Standard
Acton, you may take 20 on a sk affected by Red Lore, even f you have no ranks n
t.
Evasion: at 6th eve, a Red Mage can avod even magcka and unusua attacks wth
great agty. If you make a successfu Refex savng throw aganst an attack that
normay deas haf damage on a successfu save, you nstead take no damage.
Evason can be used ony f the Red Mage s wearng ght, mystc, or no armor. A
hepess Red Mage does not gan the beneft of Evason.
Jack&o,&All&$rades: At 10th eve, a Red Mage can use any sk, even f the sk
normay requres tranng to be used. At 16th eve, the Red Mage consders a sks
to be |ob sks. At 19th eve, the Red Mage can take 10 on any sk check, even f t
s not normay aowed.
(More to come)
$echniques
asic $ier
%ibra - Use: Mnor - You ca upon months of readng and study to dentfy the vta
heath, defenses, eementa weakness, and strengths of your Foes. You can
mmedatey dscern a enemes wthn your ght of sght's maxmum and current HP
vaue, AC, whch eements (f any) t s weak aganst, and whch eements (f any) t s
strong aganst. Some enemes can not be targeted wth ths abty.
Counterspell - Use: Speca (See Text) - You fght Fre wth Fre. Ths Technque can
ony be used f you are targeted wth a spe that you know. The spe beng cast at
you s resoved as usua, but as an Immedate Reacton, you may opt to cast the spe
back at the caster, so ong as you have the MP requred for t. On your next turn after
usng ths abty, you ose the acton requred to cast the spe you used as a
Counterspe(If the Counterspe woud usuay have a castng tme of a Standard
acton, you may ony make a Move and Mnor Acton on your next turn). You may ony
make one Counterspe per round.
Spell Strike - Use: Fu-Round - You mbue your weapon wth Back Magck and use t
to enhance your next strke - Choose a Offensve Magck spe you know and cast t,
spendng MP as usua, but ths spe does not target an enemy. The spe s nstead
cast nto your current weapon. On your next attack made wth the Magcked weapon,
the spe s uneashed. Make a basc attack aganst your target, on a successfu ht,
dea damage as usua, but the target s aso sub|ect to the spe you cast on your
weapon. Spes wth an Area of Effect are uneashed as norma wth the target as the
center pont, but do not affect you.
Sticky )ingers - Use: Immedate - You catch the knfe that was thrown at you. Ths
technque can be used when an tem that s now a pro|ecte from a weapon or a
weapon from the ''Thrown Weapon'' category s thrown at you and you have a free
hand. You catch that tem wth your free hand.
Soldier
Soders are competent warrors and mercenares that ve and de by the sword. Or
axe. Or spear. Unke Paadns, they come from more vared routes. They coud be
mercenares, guardsmen, thugs, armymen, cadets, or |ust someone who needed a
hobby. Abe to wed a wde varety of weapons and armor, Soders are feared men
on the battefed. In Ivace, Soders are ooked upon as roe-modes, who forge the
sword and shed of ther country.
'''Roe'''
Soders beong on the frontne. Wth an array of technques to keep the enemy's
attenton, they make sure that the squshy wzards can do ther |ob wthout the worry
of a monster breathng down ther back. Strength s ceary ther most mportant
abty, as t ads n wedng swords and weapons and n usng ther technques.
Consttuton gves a Soder more heath and aows hm to stay ave even onger.
Dexterty ads n ther Armor Cass, makng them even more frustratng combatants
and keepng them ave.
'''Startng HP'''
10 + Consttuton Score
'''HP Gan per eve'''
5 + CON Modfer
'''Startng MP'''
4 + Wsdom Score
'''MP Gan per eve'''
2 + WIS Modfer
'''Startng G'''
1000 G
'''|ob Sks'''
Athetcs, Craftng, Dungeoneerng, Endurance, Percepton, Pot, Professon, Rde.
2 + APT Modfer Sk Ranks per eve
'''|ob Features'''
The Soder
Ter Leve
Base
Attack
Bonus
Forttude Refex W Speca
Technque
s
Basc 1 +1 +2 +0 +0
Bonus
Feat
1
2 +2 +3 +0 +0
Bonus
Feat,
Bravery
2
3 +3 +3 +1 +1
Armor
Tranng
2
4 +4 +4 +1 +1
Bonus
Feat
3
5 +5 +4 +1 +1
Weapon
Tranng
3
Advanced 6 +6/+1 +5 +2 +2
Bonus
Feat,
Shed
bearer
4
7 +7/+2 +5 +2 +2
Armor
Tranng
4
8 +8/+3 +6 +2 +2
Bonus
Feat
5
9 +9/+4 +6 +3 +3
Weapon
Tranng
5
10 +10/+5 +7 +3 +3
Bonus
Feat
6
Heroc 11
+11/+6/+
1
+7 +3 +3
Armor
Tranng,
Monkey
Grp
7
12
+12/+7/+
2
+8 +4 +4
Bonus
Feat
7
13
+13/+8/+
3
+8 +4 +4
Weapon
Tranng
8
14
+14/+9/+
4
+9 +4 +4
Bonus
Feat
8
15
+15/+10/
+5
+9 +5 +5
Armor
Tranng
9
Legendary 16
+16/+11/
+6/+1
+10 +5 +5
Bonus
Feat,
Weapon of
Choce
10
17
+17/+12/
+7/+2
+10 +5 +5
Weapon
Tranng
10
18
+18/+13/
+8/+3
+11 +6 +6
Bonus
Feat
11
19
+19/+14/
+9/+4
+11 +6 +6
Armor
Tranng
11
20
+20/+15/
+10/+5
+12 +6 +6
Bonus
Feat,
Weapon
Master
12
''Weapon and Armor Profcency'': Smpe Weapons, Lght Bades, Heavy Bades,
Weghted Weapons, Poearms, Bows, Lght Armor, Heavy Armor, and Sheds.
''Bonus Augment'': At 1st eve, and at every even eve thereafter, a Soder gans a
bonus Augment chosen from the combat Augment st n addton to the Augments
ganed from reguar advancement; essentay meanng that the Soder gets an
Augment at every eve.
''Bravery'': At 2nd eve, the Soder gans a +1 bonus on W saves aganst ''Fear''.
Ths bonus ncreases by +1 for every four eves beyond 2nd.
''Armor Tranng'': Startng at 3rd eve, a Soder earns to be more maneuverabe
whe wearng armor. Whenever he s wearng armor, he reduces the armor check
penaty by 1 (to a mnmum of 0) and ncreases the maxmum Dexterty bonus
aowed by hs armor by 1. Every four eves thereafter (7th, 11th, 15th and 19th),
these bonuses ncrease by +1 each tme, to a maxmum -5 reducton of the armor
check penaty and a +5 ncrease of the maxmum Dexterty bonus aowed.
In addton, a Soder reduces the speed penaty of Armor by 1 at 7th eve. Ths
bonus ncreases to 2 at 15th eve. The speed penaty can be reduced to a maxmum
of 0 ths way (You can't gan speed by usng ths abty).
(More features to come ater)
'''Technques'''
'''''Basc'''''
''Frst Ad'' - Use: Standard - You hasty bandage together some n|ures. Recover 1D6
HP.
''Rend Power'' - Use: Standard - You bruse your enemy's musces, makng hs attacks
weaker. Make a Basc Attack aganst your opponent, on a successfu ht, that
opponent must make a Forttude Save (DC = 10 + 1/2 Your Soder eve + Your STR
Modfer) or suffer a -2 Penaty to physca attack damage for the rest of the
encounter.
''Rend MP'' - Use: Standard - "You honesty thought I'd et you cast that Bzzard?".
Make a Basc Attack aganst your opponent, on a successfu ht, the damage deat for
ths attack s aso done to the enemy's MP.
''Rend Magck'' - Use: Standard - Ths ought to brng that spe caster down a peg.
Make a Basc Attack aganst your opponent, on a successfu ht, that opponent must
make a W Save (DC = 10 + 1/2 Your Soder eve + Your STR Modfer) or suffer a
-2 Penaty to Magck attack damage for the rest of the encounter.
''Rend Speed'' - Use: Standard - "Woah! Sow down there!" Make a Basc Attack
aganst your opponent, on a successfu ht, that opponent must make a Forttude
Save (DC = 10 + 1/2 Your Soder eve + Your STR Modfer) or be moved back n the
ntatve order by one (effectvey reducng hs ntatve to a number ower than the
the next person's ntatve). If your target s aready at the end of the Intatve order,
you are paced n front of t nstead.
''Rush'' - Use: Standard - Your powerfu bow sends your target reeng back. Make a
Basc Attack aganst your opponent, as part of ths attack, you may make a Bu Rush
attempt aganst your opponent wthout provokng an opportunty attack.
$hie,
Sy trcksters that specaze n gettng what other peope don't want them to get,
Theves are the most notorous and hated |obs n Ivace. Some stea |ust to survve,
others see t as sport. Some stea from the corrupt and weathy, others from anyone
who sn't payng attenton. Whatever ther reason, Theves are sked and nmbe
combatants, who do what ther |ob mpes. They can stea the weapon out of a foe's
hand, the pouch on ther bets, or ther ves wth devastatng sneak attacks.
'''Roe'''
Theves are strkers, crcng the batte to ook for an enemy who sn't payng
attenton and then strke at them. They easy manuever the battefed, dodgng
bows and dstractng enemes. Dexterty s ther most mportant abty, as ther
sks, technques, and ghty armored frames rey on t. Apttude s aso hepfu, as
smart and advanced Theves can be even better at ther |obs by "Magckay" steang
thngs that shoudn't be physcay possbe to stea...
'''Startng HP'''
8 + Consttuton Score
'''HP Gan per eve'''
4 + CON Mod
'''Startng MP'''
6 + Wsdom Score
'''MP Gan per eve'''
3 + WIS Modfer
'''Startng G'''
800 G
'''|ob Sks'''
Acrobatcs, Athetcs, Barterng, Craftng, Dungeoneerng, Percepton, Pot,
Professon, Steath, Streetwse, Thevery, Wordpay.
6+ APT Modfer Sk Ranks per eve
'''|ob Features'''
The Thef
Ter Leve
Base
Attack
Bonus
Forttude Refex W Speca
Technque
s
Basc 1 +0 +0 +2 +0
Sneak
Attack
+1d6,
Trapfnder
1
2 +1 +0 +3 +0
Evason,
Taent
2
3 +2 +1 +3 +1
Sneak
Attack
+2d6,
Trap
Sense +1
2
4 +3 +1 +4 +1
Taent,
Cauton
3
5 +3 +1 +4 +1
Sneak
Attack
+3d6
3
Advanced 6 +4 +2 +5 +2
Taent,
Trap
Sense +2,
Pathfnder
4
7 +5 +2 +5 +2 Sneak
Attack
4
+4d6
8 +6/+1 +2 +6 +2
Improved
Cauton,
Taent
5
9 +6/+1 +3 +6 +3
Sneak
Attack
+5d6 Trap
Sense +3
5
10 +7/+2 +3 +7 +3
Advanced
Taents,
Taent
6
Heroc 11 +8/+3 +3 +7 +3
Sneak
Attack
+6d6,
Safeguard
7
12 +9/+4 +4 +8 +4
Taent,
Trap
Sense +4
7
13 +9/+4 +4 +8 +4
Sneak
Attack
+7d6
8
14 +10/+5 +4 +9 +4 Taent 8
15
+11/+6/+
1
+5 +9 +5
Sneak
Attack
+8d6,
Trap
Sense +5
9
Legendary 16
+12/+7/+
2
+5 +10 +5
Taent,
Trck
Attack
10
17
+12/+7/+
2
+5 +10 +5
Sneak
Attack
+9d6
10
18
+13/+8/+
3
+6 +11 +6
Taent,
Trap
Sense +6
11
19
+14/+9/+
4
+6 +11 +6
Sneak
Attack
+10d6
11
20
+15/+10/
+5
+6 +12 +6
Master
Thef,
Taent
12
''Weapon and Armor Profcency'': Smpe Weapons, Lght Bades, Marta Weapons,
Thrown Weapons, and Lght Armor.
''Sneak Attack'': If a Thef can catch an opponent off-guard, then you can strke a vta
spot for extra damage. Whenever you're opponent grants Combat Advantage (E.I.
He's Fanked, Prone, Hepess, Stunned, Etc.) you can dea a sneak attack. Ths extra
damage s 1d6 at 1st eve, and ncreases by 1d6 every two Thef eves thereafter.
Shoud the Thef score a crtca ht wth a sneak attack, ths extra damage s not
mutped. Ranged attacks can count as sneak attacks ony f the target s wthn 30
feet.
Wth a weapon that deas nonetha damage (ke a sap, mprovsed weapon, or an
unarmed strke), a Thef can make a sneak attack that deas nonetha damage
nstead of etha damage. You cannot use a weapon that deas etha damage to dea
nonetha damage n a sneak attack, not even wth the usua -4 penaty.
The Thef must be abe to see the target we enough to pck out a vta spot and must
be abe to reach such a spot. A Thef cannot sneak attack whe strkng a creature
wth conceament.
Creatures mmune to Crtca Hts are mmune to Sneak Attacks.
''Trapfnder'': A Thef adds 1/2 your eve to Percepton sk checks made to ocate
traps and to Thevery sk checks made to dsarm them (mnmum +1).
''Evason'': at 2nd eve, a Thef can avod even magcka and unusua attacks wth
great agty. If you make a successfu Refex savng throw aganst an attack that
normay deas haf damage on a successfu save, you nstead take no damage.
Evason can be used ony f the Thef s wearng ght, mystc, or no armor. A hepess
Thef does not gan the beneft of Evason.
''Taent'': At 2nd eve, a Thef starts earnng a sew of hepfu abtes that ad n and
out of combat. You gan an addtona Taent for every 2 eves of Thef attaned after
2nd eve. A Thef cannot seect an ndvdua Taent more than once.
Taents marked wth an astersk add effects to your sneak attack. Ony one of these
taents can be apped to an ndvdua attack and the decson must be made before
the attack ro s made.
* Beedng Attack*: A Thef wth ths abty can cause vng opponents to beed by
httng them wth a sneak attack. Ths attack causes the target to take 1 addtona
pont of damage each round for each de of the Thef's sneak attack (e.g., 4d6 equas
4 ponts of beed). Beedng creatures take that amount of damage every round at
the start of each of ther turns. The beedng can be stopped by a DC 15 Hea check
or the appcaton of any effect that heas ht pont damage (Such as a Cure spe or a
Poton). Beedng damage from ths abty does not stack wth tsef. Beedng
damage bypasses any damage reducton the creature mght possess.
* Combat Trck: A Thef that seects ths taent gans a bonus combat Augment (see
Augments).
* Fast Steath: Ths abty aows a Thef to move at fu speed usng the Steath sk
wthout penaty.
* Fnesse: A Thef that seects ths taent gans Weapon Fnesse as a bonus Augment.
* Ledge Waker: Ths abty aows a Thef to move aong narrow surfaces at fu
speed usng the Acrobatcs sk wthout penaty. In addton, a Thef wth ths taent s
not fat-footed when usng Acrobatcs to move aong narrow surfaces.
* Mnor Magck: Choose a Basc Ter spe from the Back Magck spe st. You earn
that spe and can cast t as a Back Mage woud.
* Ouck Dsabe: It takes a Thef wth ths abty haf the norma amount of tme to
dsabe a trap usng the Thevery sk (mnmum 1 round).
* Resency: Once per day, a Thef wth ths abty can gan a number of temporary
ht ponts equa to the Thef's eve. Actvatng ths abty s an mmedate acton that
can ony be performed when you are brought to beow 0 ht ponts. Ths abty can be
used to prevent you from dyng. These temporary ht ponts ast for 1 mnute. If the
Thef's ht ponts drop beow 0 due to the oss of these temporary ht ponts, you fa
unconscous and contnue dyng as norma.
* Rogue Craw: Whe prone, a Thef wth ths abty can move at fu speed, but
cannot run. Ths movement provokes Opportunty Attacks as norma. A Thef wth ths
taent can Shft whe crawng.
* Sow Reactons*: Opponents damaged by the Thef's sneak attack can't make
Opportunty Attacks unt the start of your next turn.
* Stand Up: A Thef wth ths abty can stand up from a prone poston as a free
acton. Ths st provokes attacks of opportunty for standng up whe threatened by
a foe.
* Surprse Attack: Durng a surprse round, opponents are aways consdered to be
grantng Combat Advantage to a Thef wth ths abty, even f they have aready
acted.
* Trap Spotter: Whenever a Thef wth ths taent comes wthn 10 feet of a trap, you
receve an mmedate Percepton sk check to notce the trap. Ths check s made
made n secret by the GM.
* Weapon Tranng: A Thef that seects ths taent gans ''Weapon Focus'' as a bonus
Augment.
''Trap Sense'': At 3rd eve, a Thef gans an ntutve sense that aerts you to danger
from traps, gvng you a +1 bonus on Refex saves made to avod traps and a +1
dodge bonus to AC aganst attacks made by traps. These bonuses rse to +2 when
the Thef reaches 6th eve, to +3 when you reach 9th eve, to +4 when you reach
12th eve, to +5 at 15th, and to +6 at 18th eve.
''Cauton'': Startng at 4th eve, you can react to danger before your senses woud
normay aow you to do so. You retan your Dexterty bonus to AC (f any) even f
you are caught fat-footed or struck by an nvsbe attacker. However, the you st
ose your Dexterty bonus to AC f mmobzed.
If a you aready have Cauton from a dfferent |ob, you automatcay gan Improved
Cauton nstead (see beow), and the eves from the |ob that grants Cauton stack to
determne the mnmum eve requred to fank you.
(more to come ater)
'''Technques''
'''''Basc Ter'''''
''Dash'' - Use: See Text - You dart across the battefed. Ths technque can be used
any tme you Shft. Shft 3 Squares
''Fee'' - Use: Move - A good Thef knows that outrunnng those he/she steas from s
aways frst prorty. Move at your Speed +2, ths movement gnores dffcut terran
and s not effected by Athetcs or Acrobatcs checks (I.E. When cmbng a surface or
swmmng, you're not reduced to haf of your speed).
''Cever Strke'' - Use: Standard - As ong as you're foe s dstracted by your ay, you
can and devastatng bows. Ths Technque can be used aganst a foe ad|acent to an
ay. Make a Basc Attack. Sneak Attack can appy to ths attack.
''Stea'' - Use: Standard - You swpe some random ob|ect from your opponent's pouch
n the mdst of combat. Make a Thevery check aganst an opponent wth a DC equa
to 10 + The Opponent's HD or Leve + The Opponent's Refex Save Bonus + The
Opponents Percepton Sk Bonus. Success grants you one random ob|ect chosen
from the Opponent's possessons that the opponent s not currenty wedng or
wearng. If no such possessons are avaabe, ths technque fas.
''Dstracton'' - Use: Standard - "Hey! Look over there!" Choose one enemy wthn 4
squares of you. That enemy must make a W Save (DC = 10 + 1/2 Your Thef Leve
+ Your APT Modfer) or grant Combat Advantage to you unt the end of your next
turn.
+hite Mage
Supportve specasters that focus on heang and buffng the party, Whte Mages
keep the party movng and ave, and as such are vauabe assets. Many Whte Mages
are who they are because or duty to ther church or because they fee the drve to ad
others. They are respected n the word of Ivace for beng abe to ad others and to
gude them.
'''Roe'''
Whte Mages are supportve, usng heang and defensve Magck to keep the party
ave and to make ther |obs easer. When not heang, they can end a hand n
combat wth debuffng Green Magck, and by usng bunt weapons, but not very
effectvey. Apttude s an mportant abty to Whte Mages, as t affects ther spes.
Wsdom s aso neccesary for more Mana, and Charsma s ted to some of ther
technques, makng t a fne abty to focus on.
'''Startng HP'''
6 + Consttuton Score
'''HP Gan per eve'''
3 + CON Modfer
'''Startng MP'''
10 + Wsdom Score
'''MP Gan per eve'''
5 + Wsdom Modfer
'''Startng G'''
600 G
'''|ob Sks'''
Craftng, Hea, Hstory, Insght, Magcks, Nature, Professon, Wordpay.
2 + APT Modfer Sk Ranks Per Leve.
'''|ob Features'''
The Whte Mage
Ter Leve
Base
Attack
Bonus
Forttude Refex W Speca
Technqu
es
Spes
Basc 1 +0 +2 +0 +2
Pray
1D6,
Whte
Lore,
Cure
1 3
2 +1 +3 +0 +3 1 3
3 +2 +3 +1 +3 Pray 2D6 1 4
4 +3 +4 +1 +4
Perfect
Heath
2 4
5 +3 +4 +1 +4 Pray 3D6 2 5
Advanced 6 +4 +5 +2 +5
Bessed
Arms
2 6
7 +5 +5 +2 +5 Pray 4D6 3 6
8 +6/+1 +6 +2 +6 3 7
9 +6/+1 +6 +3 +6 Pray 5D6 3 7
10 +7/+2 +7 +3 +7
Improve
d Perfect
Heath
4 8
Heroc 11 +8/+3 +7 +3 +7
Pray
6D6,
Mst
Fow
4 9
12 +9/+4 +8 +4 +8 4 9
13 +9/+4 +8 +4 +8 Pray 7D6 5 10
14 +10/+5 +9 +4 +9 5 10
15
+11/+6/
+1
+9 +5 +9 Pray 8D6 5 11
Legendary 16
+12/+7/
+2
+10 +5 +10
Tmeess
Body,
Serenty
6 12
17
+12/+7/
+2
+10 +5 +10 Pray 9D6 6 12
18
+13/+8/
+3
+11 +6 +11 6 13
19
+14/+9/
+4
+11 +6 +11
Pray
10D6
7 14
20
+15/+10
/+5
+12 +6 +12
Channe
ng
7 15
''Weapon and Armor Profcency'': Smpe Weapons, Weghted Weapons (Except for
Axes), Mystc Weapons, Lght Armor, Mystc Armor.
''Spes'': Whte Mages begn pay knowng 3 spes, whch can be chosen from the
Whte and Green Magck spe sts. Once a you have chosen your spes, they cannot
be changed. As you gan Whte Mage eves, you earn new spes. Whte Mages can
ony choose spes wthn or beow ther Ter, (It's mpossbe for a Basc Ter Whte
Mage to choose a Heroc spe, for nstance, but t s acceptabe for a Heroc Ter
Whte Mage to choose a Basc Ter spe.)
In order for you to cast a spe, you must have an Apttude Score of at east 12. For
every Ter beyond Basc, you must have an Apttude Score 2 hgher than 12 (14 for
Advanced, 16 for Heroc, and 18 for Legendary).
''Whte Lore'': Spes cast by Whte Mages are powerfu. When you cast a spe from
the Whte or Green Magck spe st that deas or heas damage, add your Whte
Mage eve to the damage deat or heaed up to a maxmum of the Spe's ter eve
(+5 for Basc, +10 for Advanced, and so on). In addton, Whte Mages are reputed
masters of Heang, and add ther cass eve to ther Hea sk check.
''Pray'': A Whte Mage's man purpose n the party s to keep everyone ave at a
costs and destroy the undead that pague Ivace. As a Fu-Round Acton, A Whte
Mage can utter a sacred prayer that revtazes your aes and harm the undead.
Prayng creates a burst of hoy energy that affects a aes and undead wthn a 6
Square radus centered on the Whte Mage. Prayng restores 1D6 HP to a aes
wthn the burst, and undead wthn the burst must make a W save (DC 10 + 1/2
The Whte Mages Leve + Your CHA Modfer) or take 1D6 ponts of damage as we.
Ths de ncreases at every odd eve of Whte Mage. You may choose to ncude or
excude yoursef from the effects of a Prayer.
''Cure'': A Whte Mages begn pay knowng the "Cure" Spe. Ths does not count
towards a Whte Mage's tota amount of spes known.
''Prestdgtaton'': Mages of any sort are practced n usng Magck to ad n many
dfferng endeavors. Usng Magck n everyday occurrences s known as
Prestdgtaton, a catcha term for dfferent uses of Magck. Uses of Prestdgtaton
ncude: summonng forth a brght ght (6 Squares) on an ob|ect, such as the tp of a
staff, or a hat, or a rock, ght and snuff torches and sma campfres, cean food,
water, surfaces, etc. Lft up to 5 pounds of matera 4 squares away from you and
brng to your hands. Open or cose a contaner or door. Create ght and speca
effects, and other varous cosmetc or creatve effects. Reay the ony mts
Prestdgtaton has s that t cannot be used to dea or hea damage, nterrupt spe
castng, emuate a spe or spe effect or even be used for combat purposes at a. It
cannot be used to accompsh hgh-end Magcka effects or stmuate a response from
or ater Magcka tems. Prestdgtaton s smpy trcks and effects used to make fe
easer for the humbe and azy mage.
(more to come)
'''Technques'''
'''Basc'''
''Lbra'' - Use: Mnor - You ca upon months of readng and study to dentfy the vta
heath, defenses, eementa weakness, and strengths of your Foes. You can
mmedatey dscern a enemes wthn your ght of sght's maxmum and current HP
vaue, AC, whch eements (f any) t s weak aganst, and whch eements (f any) t s
strong aganst. Some enemes can not be targeted wth ths abty.
''Dvne Sea'' - Use: Move - You weave together a hoy rune before castng a spe
through t, ampfyng ts power. After usng ths Technque, the next spe you cast s
more potent than usua. If your next spe heas damage, ncrease the damage by +4.
If your next spe causes a negatve status effect, the save DC for that check s
ncreased by 2 (DC 14 becomes DC 16). If your next spe does damage ''and'' causes
a negatve status effect, then appy both modfers mentoned above to the spe. Ths
effect ony appes to one spe you cast, and t must be the frst spe you cast after
usng ths Technque.
''Infuse'' - Use: Standard - You sacrfce your remanng magck to greaty hea your
Ay. Reduce your MP to 0. One ay you can see wthn 12 squares of you s heaed for
ten tmes the amount of MP sacrfced.
''Heathgver'' - Use: Move - Wth a tte bt of focus, you modfy your spes to affect
your aes around you. The next spe you cast that targets an ay s nstead a burst 2
centered on you that targets a aes n the burst, ncudng you. For nstance,
Protect s nstead a burst 2 centered on you, that grants the spes effect to a aes
wthn the burst.
Advanced |obs
There are some who go above and beyond herocs and the ca of duty, some who
pursue advanced teachngs and cangs, some who specaze n uncommon and
dfferent feds. These peope usuay have Advanced |obs. Advanced |obs are to
Ivace Aance what Prestge Casses are to Dungeons & Dragons. |obs that
specaze n a dfferent, more unque purpose. Advanced |obs are named so because
most of them cannot be taken at frst eve, or, ndeed, n the Basc Ter. A of them
have certan requrements that must be met before your character can obtan eves
n them. Most Advanced |obs are acceptabe n any campagn, but t's aways a good
dea to consut wth your GM before makng your character a Nn|a n a game about
potca ntrgue and dscusson.
The Advanced |obs of Ivace are as foows:
lue Mage
There are many creatures and beasts n Ivace that have unque abtes and access
to the Mst that most mages w forever reman perpexed about, and wonder why
they can't use the Mst ke those monsters can. Bue Mages are above those other
mages, and fgure that the best way to understand how a Monster uses ts sk s to
be at the brunt of t and ve to te the tae.
'''Roe'''
Bue Mages are a curous |ob, beng that ther roe s entrey defned by what abtes
they acqure aong ther traves, most retan the damage deang aspects that most
offensve mages have. But some, somehow, gan access to the supportve abtes of
monsters, and use them to buff ther aes. Regardess, Apttude s st the key to a
good Bue Mage, as t s wth any mage. Consttuton s aso vta, as acqurng
Monster sks s qute an occupatona hazard. Severa offensve Monster abtes rey
on Strength to work we, so t's a good dea to have a decent STR score.
'''Requrements'''
Nature 5 ranks, Magcks 5 ranks, Must have been the target of, been ht by, and
survved a Supernatura or Spe-ke abty from a Monster.
'''HP Gan per Leve'''
4 + CON modfer
'''MP Gan per Leve'''
4 + WIS modfer
'''|ob Sks'''
Craftng, Dungeoneerng, Hstory, Insght, Magcks, Nature, Professon, Streetwse. 2
+ APT modfer sk ponts/eve.
Attack/Save Progresson - Average attack bonus and refex saves, good forttude and
w saves. Max eve s 10
'''|ob Features'''
Weapon Profcency: Smpe weapons, ght bades, robes and ght armor. No sheds.
1st eve - Learnng: When a Monster uses a supernatura or spe-ke abty (that
costs the monster MP to use) wthn the bue mage's ne-of-sght, the bue mage may
once, as a free acton, make a DC 30 Magck check (Wth a bonus to ths ro equa to
the character's Bue Mage eve) to earn the sk mmedatey, the Bue Mage may
eect not to make ths check at no penaty or unt certan condtons are met to
satsfy the Bue Mage. If the abty successfuy targets and hts the Bue Mage,
reduce the DC by 5. For each tme the abty s observed by the Bue Mage after the
frst, the DC s reduced by 2, and another mmedate check may be made, ony one
check can be made per tme the Monster uses the abty. Aternatvey, or f the Bue
Mage fas to earn the abty n combat, The Bue Mage may spend one hour
medtatng out of batte to make ths check at an ncreased DC of 5. Ths must be
done wthn 12 hours of the encounter. If ths out of combat check fas, the Bue
Mage may not try to earn that partcuar abty agan unt after an Extended Rest. If
the abty cannot be seen by the Bue Mage due to bndness, unconscousness,
seep, etc., t cannot be earned from that observaton.
A Bue Mage may earn a number of Monster abtes up to ther Bue Mage eve +
1/2 ther APT modfer. The caster eve for these abtes s the character's tota
caster eve. A effects for these abtes run off of the Bue Mage's stats.
Monster Lore: A bue mage s experenced n the ways of monsters. They receve +4
to Nature checks reatng to monster knowedge.
4th eve - MP Shed: A Bue Mage may channe absorbed Mst nto a protectve she.
The bue mage may, as a move acton, perform one of the foowng actons: I) Spend
4 ponts of MP to add a +1 defecton bonus to AC (to a maxmum of 20 MP for a +5
AC bonus) unt the end of the Bue Mage's next turn. II) Unt the end of the Bue
Mage's next turn, damage nfcted s taken from MP frst. When MP runs out, further
damage hts HP.
5th eve - Monster Sou: As a Bue Mage absorbs monster abtes, they begn to ater
the Bue Mage's very form and boogca make-up. At 5th eve, the Bue Mage
chooses one monster famy from whch they have absorbed at east one abty. They
receve +2 to a nondamage ros nvovng creatures from ths famy, ncudng
earnng Bue Magck. Aso, sks earned from ths monster famy no onger count
towards the sk mt. At 7th eve, the nfuence of Bue Magck on the mage's sou
ncreases. The Bue Mage receves a permanent stat change (+2/-2) based on the
monster famy chosen at 5th eve (see st beow), n addton, the Mage can
communcate and speak wth monsters of ths famy at w. At 10th eve, the Bue
Mage has permanenty taken on certan characterstcs of the monster famy. The
stat change doubes (becomng +4/-4) and the Bue Mage receves an addtona
bonus abty based on the monster famy chosen. However, the monster trats at
ths eve damage the Bue Mage's abty to reate to non-monsters, causng a -4
penaty to Wordpay and Barter sks wth non-monsters.
* Monster Famy - Stat Change - 10th eve abty
** Baknamy - + STR/- WIS - Improved Crtca (weapon of BM's choce) Augment
** Coeur/Wof - + DEX/- APT - Combat Refexes Augment
** Sprte - + WIS/- CON - Spe Resstance 15
** Maboro - + CON/- CHA - +4 on savng throw vs. Bad Breath's aments (Bnd,
Poson, and Sence)
** Shebeast - + CON/- DEX - Natura Armor +4
** Fan - + CON/- WIS - Damage Reducton 5/Magck
** Headess - + STR/- APT - Bnd-Fght Augment
** Anton - + DEX/- WIS - Tremorsense
** Dragon - + STR/- DEX - Wngs, 8 Square fy speed wth good maneuverabty.
** Ghost - + DEX/- CHA - Movement: Teeport 3 Squares
'''Technques'''
'''''Advanced'''''
'''''Heroc'''''
'ragoon
The reputed master of the spear, Dragoons fy nto batte wearng fearsome armor
and wedng wcked spears. Dragoons are famous for ther unparaeed |umpng
abty. No other |ob n Ivace can eap as hgh or as far, some even surpass the Gra
n terms of aera abty. Dragoons are aso reputed for ther abty to say arge and
powerfu beasts. Notaby, Wyrms, Drakes, Dragons and other assorted arge reptan
beasts; so much so, that ther armor s often adorned wth a dragon motf. Dragoons
n Ivace are often prestgous members of a can, or oners huntng a dangerous
Mark.
'''Roe'''
Dragoons are usuay front-ne or supportve combatants. They are partcuary usefu
aganst arge beasts and Wyrms. They have access to powerfu attacks, the most
conc beng |ump. Strength s easy ther most mportant abty, as t drecty reates
to ther |umpng abty and damage deang capabty. Consttuton affects the brunt
of ther Technques as we as gvng the HP requred to survve the devastatng
attacks that arge beasts are known for. Dexterty mproves your Refex savng throw,
whch s aso vta for survvng aforementoned attacks.
'''Requrements'''
Base Attack Bonus +5, Athetcs 5 ranks, Sk Focus (Athetcs), Profcency wth
Heavy Armor and Poearms
'''HP Gan Per Leve'''
6 + CON Modfer
'''MP Gan Per Leve'''
3 + WIS Modfer
'''|ob Sks'''
Acrobatcs, Athetcs, Craftng, Endurance, Nature, Percepton, Wordpay.
2 + APT Modfer Sk Ponts per eve.
The Dragoon
Ter Leve
Base
Attack
Bonus
Forttude Refex W Speca
Technque
s
Advanced 1 +1 +1 +1 +0
Evason,
Sked
|umper
1
2 +2 +1 +1 +1
Spear
Mastery
1
3 +3 +2 +2 +1 2
4 +4 +2 +2 +1
Improved
Evason
2
5 +5 +3 +3 +2 3
Heroc 6 +6 +3 +3 +2
Wyrm
Sayer
3
7 +7 +4 +4 +2 4
8 +8 +4 +4 +3
Wyrmhear
t
4
9 +9 +5 +5 +3 5
10 +10 +5 +5 +3
Master
|ump
5
'''|ob Features'''
''Weapon and Armor Profcences'': Dragoons are profcent n the use of Smpe
Weapons, Lght Bades, Poearms, Lght Armor, and Heavy Armor.
''Evason'': A Dragoons are traned how to dodge barrages of fame and thunder
from the breathes of Drakes and Wyrms. If you make a successfu Refex savng
throw aganst an attack that normay deas haf damage on a successfu save, you
nstead take no damage. Unke the reguar verson of ths feature, ths abty st
works even f you are n Heavy Armor. But not whe unconscous or otherwse
hepess, as usua. Snce ths s an mprovement of the norma Evason, you do not
automatcay gan Improved Invason f you aready have Evason from another cass.
''Sked |umper'': Dragoons are amazngy age, even n the heavest of armor. As
tranng, they constanty |ump and move n t unt t fees as ght as reguar cothng.
Armor Check Penates to Acrobatcs and Athetcs no onger appy to a Dragoon that
s wearng armor. a Dragoon's DC to any checks to |ump are haved, and the formua
for fgurng vertca |ump heght s the same as for horzonta |ump heght (one foot
per pont on the check). Dragoons no onger need a runnng start when makng
Acrobatcs or Athetcs checks of any sort to |ump. In addton, you gan the Smooth
Landng Augment f you do not aready have t.
''Spear Mastery'': At 2nd eve, Dragoons have studed and mastered the varous
ways to use ther preferred and tradton weapon, the spear. You gan the Augment
Weapon Focus (Poearms) f you do not aready have t. You may aso use a reach
weapon to attack ad|acent squares as f t were not a reach weapon. In addton, the
crtca threat range wth poearms s ncreased by 1 (ths stacks wth anythng that
doubes the crtca threat range, but s added after the doubng).
''Improved Evason'': At 4th eve, a Dragoon's evason mproves. Ths abty works
ke evason, except that whe you st takes no damage on a successfu Refex
savng throw aganst attacks, you henceforth take ony haf damage on a faed save.
A hepess Dragoon does not gan the beneft of mproved evason.
''Wyrm Sayer'': At 6th eve, Wyrms and other arge creatures have a reason to fear
you. Whenever you fght an oppenent of Large sze or arger. A crtca hts are
automatcay confrmed and dea maxmum damage.
''Wyrmheart'': At 8th eve, a Dragoon's heart pumps wth the fow of batte and
harder than ever before, not even mstakes or bunders can stop your strde. Once
per encounter, whenever you take meee damage, you may gan the Rerase status
as an mmedate nterrupt acton.
''Master |ump'': At 10th eve, whenever a Dragoon eaves the ground, t's
comparabe to takng fght. Whenever you make an Acrobatcs or Athetcs check to
|ump, as part of the acton, you may fy wth a speed of twce your and speed pus
the dstance covered by the |ump check. You may ony fy n a straght ne and
cannot change drecton uness specfc structures (such as a wa) aow you to
"rcochet" off of them. You cannot use ths abty f you ro a natura 1 on the dce
when makng ths check.
Geomancer
WIP
Gladiator
Soders can be found n many roes: roya arms-men, caravan guards, mercenares,
adventurers, and of course arena fghters. Many ctes host arenas where hard-btten
professonas batte to entertan the masses for fame and fortune. The greatest of
these fghters are known as Gadators, mxng Magck and swordpay nto an a-out
assaut to brng the foe to ther knees as spectacuary as possbe. Most gadators
are seeq or bangaa, to whom the ntensy physca professon hods much appea.
Human gadators are aso fary common, wth a smatterng of raper-wedng vera
duests, festy mooge bademasters, or fearsome gra raptors fng out the ranks of
the gadators of Ivace.
'''Roe'''
Frontne fghters very much ke Soders, Gadators favor an a-out assaut strategy,
powerng up ther attacks wth eementa enhancements that grow stronger as they
do. Because of ther focus on offense, ther defence begns to suffer. Strength s vta
to the gadators abty to damage the foe, whe Dexterty and Consttuton are even
more mportant to the Gadator than they are to the Soder. Aso, a Gadator needs
an Apttude of at east 12 to be abe to empoy the swordspe abtes that they are
known for.
'''Requrements'''
Base attack bonus +5, Weapon Focus (any sword, ncudng rapers and daggers),
Apttude of at east 12.
'''HP Gan Per Leve'''
4 + CON modfer
'''MP Gan Per Leve'''
3 + WIS modfer
'''|ob Sks'''

Athetcs, Craftng, Dungeoneerng, Endurance, Percepton, Pot, Professon, Rde,
Streetwse, Wordpay. 2 + APT Modfer Sk Ranks per eve.
Attack/Save Progresson: Best attack bonus and good refex progresson, average
forttude and w saves. Max eve s 10
'''|ob Features'''
Weapon Profcences: Smpe Weapons, Lght Bades, Heavy Bades, Weghted
Weapons, sheds, ght armor.
1st eve - Doubehand: The gadator can everage more strength than norma when
wedng 1-handed weapons wth both hands. The gadator gets doube ther strength
modfer nstead of 1.5x when fghtng ke ths wth 1-handed weapons. Ths aso
extends to 2-handed weapons.
2nd eve - Spestrke: At 2nd eve, the gadator gans the abty to cast Fre,
Bzzard, or Thunder (and spend MP as f castng the spe) on ther weapon as a
mnor acton. Unt the gadators next turn, any attack made wth that weapon
nfcts +1d6 damage of the approprate eement, ncreasng every other eve as
beow (note that castng an ce spe on an nnatey fre weapon w cance out 1d6
damage, and vce versa). At 4th eve, the gadator gans Wnd, Earth, and Water as
possbe eement choces. At 6th eve, the gadator may add a HP dran or MP dran
effect n addton to ths damage, dranng HP or MP equa to the bonus damage
nfcted. If MP dran s used, the base damage effects HP, whe the bonus damage
effects MP.
Leve - Bonus Damage: 2:+1d6 - 4: +1d8 - 6: +1d10 - 8: +2d6 - 10: +2d8
5th eve - Bonus Augment: At 5th eve, the gadator receves one of the foowng
Augments for free, even f they do not meet the requrements for t: Whrwnd
Attack, Improved Burush, Improved Fent, or Improved Crtca |weapon of choce|.
'''Technques'''
'''''Advanced'''''
''Strke!'' Use: Move acton - You ray your aes and yoursef to batte, makng each
chance count. For a number of rounds equa to haf of your Gadator eve (mnmum
1), you and any ad|acent aed unts automatcay confrm crtca hts on a threat.
''Strkeback'' - Use: Standard acton - Your spread your egs, rase your weapon, and
stare down your opponent, darng hm to attack you. You take a Stance. If attacked
physcay from nsde the your weapon range, you make an attack ro. If you beat
the attackers ro and AC, the attack msses and you may make a norma attack
aganst the attacker. Ths does not count as an attack of opportunty. If the attackers
ro s beaten but not ther AC, the attack made aganst you msses, but you do not ht
the enemy. If the attacker's AC s beaten, but not the Attack Ro, you are ht, but you
attack hts as we.
''Provoke'' - Use: Standard acton (affected by Improved Fent) - You berate and nsut
your attacker, spurrng hs rage and urng hm to you. You taunt one opponent wthn
stenng range that understands your anguage. The target must make a W Save
(DC 10 + Gadator Leve + Wordpay Sk). If the target fas ts save, t becomes
Berserk for a number of rounds equa to the your Gadator eve and must attack you
as ts frst target.
'''''Heroc'''''
''Soueater'' - Use: Mnor acton - You dran your heath and add your feforce to your
weapon, grantng t a dark power. You take 3 HP damage to add and 1d8 extra dark
damage to a attacks ths round. You may take ths damage mutpe tmes at once to
further ncrease the damage de deat up to a maxmum of your Gadator eve (6 HP
for 2d8, 9 HP for 3D8 and so on).
''Utma Sword'' - Use: Fu-round - MP Cost: 50 - Your weapon shnes wth an
overwhemngy powerfu ght, ettng your next foe know that they are about to
enter a word of pan. You must be wedng a Meee Weapon. Make a basc attack at
your fu Base Attack Bonus. Ths attack gnores Damage Reducton and Spe
Resstance. Ths attack deas 10D10+50 ponts of damage on a successfu ht.
*llusionist
WIP
Judge
WIP
"in6a
Spes. Scouts. Theves. Assassns. The Nn|a serves n a of these roes. Known
prmary for ther sk wth dua bades, and for ther hdden nn|utsu crafts, the nn|a
s a preferred choce for those who favor a more... unconventona stye of warfare.
Many nn|a are Humes, come to Ivace from far-dstant regons of the word to py
ther trade as mercenares or adventurers. Vera and Gra Nn|as are not unheard of,
though most Vera choose to wak the path of Assassn nstead, wedng ther own
equay fearsome arts.
'''Roe'''
The Nn|a s a ght fghter. Wth few htponts and ght (f any) armor, the Nn|a rees
on ther nn|utsu ves, ther sk wth thrown weapons, and ther egendary steath to
survve an encounter. Therefore, Dexterty s the snge most mportant stat for a
nn|a, boostng ther evason and the ht rate of neary a ther attacks, as we as the
nn|as Steath sk. Strength mproves the nn|as abty to fght n meee, and can be
vta n ensurng that the nn|a can k before beng ked. Consttuton s mportant n
ncreasng the nn|as ht ponts by as much as possbe. Fnay, a hgh Apttude
modfer heps ncrease the chance of nfctng a status effect wth the nn|as ves.
'''Requrements'''
Base attack bonus +5, Steath 5 ranks, Sk Focus (Steath), Dua Wed Augment,
'''HP Gan Per Leve'''
3 + CON modfer
'''MP Gan Per Leve'''
3 + WIS modfer
'''|ob Sks'''
Acrobatcs, Athetcs, Barterng, Craftng, Dungeoneerng, Insght, Percepton,
Professon, Steath, Streetwse, Thevery, Wordpay.
4 + APT Modfer Sk Ranks per eve.
Attack/Save Progresson: Hgh attack and refex save, average w save, poor fort
save. Max eve 10
'''|ob Features'''
Weapon Profcences: Smpe Weapons, Lght Bades, Marta Weapons, Thrown
Weapons, and Lght Armor.
1st eve - Ves: By channeng Mst nto specay-prepared chemca compounds, the
nn|a can create bombs wth a varety of effects. The nn|a may spend one hour each
day preparng a number of ves equa to ther nn|a eve + APT modfer. Usng a ve
s a standard acton that provokes attacks of opportunty. Ves are ranged touch
attacks, have a range ncrement of 5 Squares, and nfct 1d4 damage + 1d4 every
three nn|a eves afterward and cost 4 MP to use. Ouck Draw aows the nn|a to use
mutpe ves n a round (as t effects thrown weapons), provded they have the MP to
use them. The DC for the ves added effects s 10 + nn|a eve + DEX modfer +
APT modfer. Ves are not affected by spe resstance.
* Wood Ve - non-eementa damage, Immobze for 1d4 rounds, refex save to avod
status. STR check (same DC) can break mmobze.
* Fre Ve - fre damage, Confuse for 1d4 rounds, w save to avod status.
* Water Ve - water damage, Sence for 1d4 rounds, fort save to avod status.
* Earth Ve - earth damage, Sow for 1d4 rounds, refex save to avod status.
* Meta Ve - non-eementa damage, Bnd for 1d4 rounds, fort save to avod status.
* Wnd Ve - wnd damage, Deafened for 1d4 rounds, fort save to avod status.
Throw: Nn|as are traned n throwng weapons. A one-handed weapons are
consdered to be throwabe wth a range ncrement of 4 Squares, wth no mprovsed
weapon penaty. Weapons wth a natura range ncrement (daggers, shurken, etc)
add the nn|as DEX modfer to the damage ro.
2nd eve - Improvsed Weapon User: Because the best nn|a s the one who ooks
nothng ke a nn|a, sometmes you have to fght wth whatever es at hand. A nn|a
s traned n makng do wth weapons that they woud not otherwse be profcent
wth, and therefore receves haf penates for usng mprovsed weapons.
6th eve - Improved Dua Wed: At 6th eve, the nn|a receves the Improved Dua
Wed Augment for free.
7th eve - Improvsed Weapon Master: At 7th eve, the nn|a becomes a master at
dong batte wth whatever es to hand. The nn|a no onger receves penates for
wedng mprovsed or unfamar weapons.
10th eve - Greater Dua Wed: At 10th eve, the nn|a receves the Greater Dua
Wed Augment for free.
'''Technques'''
'''''Advanced'''''
''Abandon'' - Use: Move - Your every strke makes t harder for your enemes to
retaate. For every successfu strke for a number of rounds equa to the your DEX
Modfer, you receve a +1 dodge bonus to AC.
''Waterwakng'' - Use: Free - You dash across the water wthout fang n. You can
wak on top of watery or marshy areas wthout mpedment unt the end of your next
turn. If you are st on the surface of water my the end of your next turn, you snk
and must make a Swm check to stay afoat (dependng on depth of water).
Aquaphobc creatures attemptng to use ths technque must make a W save (DC
same as swm check to stay afoat) or be shaken ths round.
''Image'' - Use: Move - MP Cost: 8 - You spt apart nto mutpe, dstractng mages of
yoursef. You create 1d4 mages of yoursef n the nearest avaabe squares. These
mages move at your speed as you drect them on your ntatve, have your AC, and
dsappear upon takng damage of any sort. These Images can ony make move
actons and cannot make attacks of any sort.
''Crtca Haste'' - Use: Immedate - Heavy n|ured, you summon energy wthn
yoursef to make a quck escape. You can use ths technque when you enter the HP
Crtca state. Gan the Haste status unt the end of the encounter.
'''''Heroc'''''
''Sunken State'' - Use: Immedate - You dever a furry of bows and then dsappear.
You must be wedng two weapons. Upon a successfu physca strke, you gan
nvsbty unt the end of your next turn. Ths Technque can ony be used at the end
of a fu attack acton.
''Unspe'' - Use: Standard - Your enemy may thnk he's safe behnd hs spes, but you
soon prove hm wrong. Cast Dspe on one foe at no MP cost wth a caster eve equa
to your character eve.
''Obvon'' - Use: Mnor acton - You spe dsaster for your enemy n one dangerous
attack. On your frst successfu attack ths round (meee strke, ranged strke, ve),
the target must make a W save (DC same as for ves), or suffer one of the foowng
statuses (your choce): Charm, Seep, Doom, Death. Ths Technque can ony be used
once per encounter.
Paravir
WIP
Ravager
WIP
Seer
WIP
Summoner
Edoons. Avatars. Mystc Beasts. Espers. No matter what they are caed, they are a
the same thng: mythca creatures of great power, from whom many egends are
derved. They can vary from the mghty, such as Famfrt, to the meek, such as Syph.
No matter ther power, no matter ther hstory, they a possess power greater than a
mere human coud possess. Power that you, as a Summoner, can now contro. |ust be
carefu, however, and remember: To summon, you MUST uphod your Pact, or ese
you w never amount to anythng.
Roe
The roe of a Summoner s vared, to say the east. More often than not ther roe n a
party s as a damage-deaer, but some summons can hea and support nstead of
damage. Summons are VERY MP-dranng, so Wsdom shoud be your hghest stat.
You shoud probaby aso focus on Apttude, as the power of your summoned
monsters are drecty enhanced by t. Fnay, whe you normay don't have to worry
about attractng enemy attenton, you shoud probaby st put ponts nto
Consttuton, est you run afou of Murphy's Law.
Requrements:
The potenta summoner must have dscovered a Tome of Summonng to earn the
secrets to ths cass. Ths can be found n a boss' treasure poo (10th eve or hgher,
at east), a treasure hoard of any sort (Agan, 10th eve and up), found n the Bazaar
(Requres a Streetwse or Percepton check of at east 15 to hear a rumor that t's n
the Bazaar, a Magcks check of at east 10 to recognze t for what t s, and possby a
decent Haggng check, dependng on how much G you have.), or receved as a
reward from a sde quest. Even after gettng the tome, though, you need at east 5
ranks of Magcks to understand the arcane secrets stored wthn t.
After you have been successfu n understandng sad secrets, you must then
summon your frst Ter-1 Esper, and form a pact wth t. Ths w take 5 days, 5000 g
n matera components, and a Magcks check of at east 10 to succeed n summonng
the Esper. You must then make a Wordpay check of at east 5 to form the pact, or
the Esper w attack you. If you are unsuccessfu n mpressng t wth your sver
tongue, however, you can st mpress t wth your power by defeatng t n combat. A
frst-ter Esper s a 10th eve Esper (Or outsder, or whatever they mght be caed n
ths game) wth 10d8 HP and 5d6 MP, 10 AC, +2 to a ther saves, and +2 eementa
resstance to ther eement (Uness they're Non-Eementa) and -2 eementa
vunerabty to ther opposng eement (Agan, uness they're Non-Eementa). They
have a standard meee or ranged attack (dependng on what cass they are) pus
ther frst speca abty.
No matter how you gan a pact wth the esper, once you have successfuy done so,
you are offcay a Summoner. If you wsh to, you may then get a second Frst Ter
esper, and though you can skp the 'pact' phase, you must st expend 5k g worth of
Matera Components and make a successfu Magcks Check.
HP Gan per eve
2 + Consttton Modfer
MP Gan per eve
8 + Wsdom Modfer
|ob Sks
Hstory, Insght, Magcks, Percepton
|ob Features
Weapon and Armor Profcency: Smpe Weapons, Wands, Orbs, Robes
1st Leve - Summon: Summoners start knowng one-two Frst Ter summons. As tme
goes by, the Summoner may come across opportuntes to make pacts wth other
Summon Creatures. The exact MP cost tends to vary, but summonng a creature
tends to dran a far amount, and you must aso expend MP every turn to mantan
your Summoned Creature's presence. A Summoner adds one quarter (rounded down)
of ther eve and ther Apttude bonus to a Summon's damage de and attack de, AC,
startng HP, and startng MP. They aso appy ther Apttude Bonus to a the Esper's
Abty scores.
Magcka Creature Lore: Summoners are we versed n the dentfacton of magcka
creatures, and so gan a +4 to Magck checks reatng to Monster Knowedge.
3rd Leve - Auto Refresh: At thrd eve, a Summoner attans the abty to sowy
restore ther mana. Every turn spent n batte restores 1d6 MP. Ths ncreases to 1d8
at eve 6, and 1d10 at eve 9.
5th Leve - Crtca: MP Restore: When the summoner has extremey ow (beow one
quarter, rounded down n the case of fractons) HP, they are abe to absorb Mst from
a around them n a sudden rush, toppng up ther MP. In addton, for every turn
ther HP remans crtca, Auto-Refresh gans an extra De (So, at 6th eve, for
exampe, t'd restore 2d8 MP nstead of 1d8). Ths effect asts unt ether the
Summoner's HP returns to above one thrd (rounded down n the case of fractons) or
the batte ends.
7th Leve - Mst Charge: At 7th eve, a Summoner s surprsngy effcent at utzng
Mst, and can actuay gan a 'charge' of Mst. Any MP restorng effects w work haf
agan as we on a Summoner as norma, and they can gan 'temporary MP' f they go
above ther max, up to twce ther maxmum amount.
10th Leve - Master Summoner: A 10th Leve summoner has mastered the art of
summonng, and s capabe of summonng much more powerfu espers than before.
They add one haf ther eve and twce ther Apttude Bonus to an Esper's damage
and attack de, AC, Startng HP, and startng MP, and aso add ther Apttude Bonus to
the Esper's Refex, Forttude, and W Saves.
Technques
Advanced Ter
Boost: 2 TP-Mnor Acton; You can temporary gve your Esper a surge of power.
When used, the Summoner's Esper gans an upgrade to t's damage de (1d4->1d6-
>1d8->1d10->2d4, etc.).
Fortfy: 2 TP-Mnor Acton; You can temporary enhance your Esper's defenses. When
used, the Esper gets a bonus +5 to t's AC and +1 to each of t's saves for one round.
Ths effect enhances at eve 15 and eve 20 by another +5 to AC and +1 to saves.
Send: 4 TP-Move Acton; you Teeport your Esper to where t's needed. You can
teeport your Esper to anywhere wthn 60 feet of of the Summoner that s wthn
ther vson range.
Frantc Ca: 4 TP-Instant Acton; Your Esper s nowhere near you, but your enemes
are. Then, n a fash, your esper has returned to your sde, ready to kck some more
ass. When ths abty s used, as ong as your esper s conscous, t w be teeported
to anywhere wthn 2 squares of you, and mmedatey gan a round of t's own to act
n. Ths technque can be used at any pont, but your Esper must wat unt after the
current character or NPC's round s over before t can act. Any actons an esper uses
n ths free round are not deducted from the Summoner's own. Can ony be used once
per encounter.
Heroc Ter
Hasten: 4 TP-Mnor Acton; Wth a bref bout of concentraton, a Summoner can
enhance ther Esper as f they had cast Haste on them.
Empower: 6 TP-Mnor Acton; The Summoner grants ther Esper greater power than
they normay possess. Your esper gans Vaor and Fath, as f you had cast the
approprate spes on them.
Protect: 6 TP-Mnor Acton; The Summoner erects a shed of magck around ther
esper, ganng the effects of Protect and She, as f they had cast the approprate
spes on them.
Restore Esper: 2 TP-Standard Acton; By expendng ther MP, a Summoner can hea
ther Esper's wounds and restore ther power. Expend 25% of the summoner's tota
MP (or a of t f they have ess than that), and then restore your esper's HP by 10
tmes that amount, and ther MP by 5 tmes that amount. They may aso make an
approprate savng throw aganst any negatve status effects currenty affectng
them, dspeng the effect on a success. Ony usabe once per encounter.
Legendary Ter
Astra Fow: 8 TP, mnor acton; A truy powerfu Summoner s capabe of empowerng
ther Esper for a short tme wth great power. For the next 5 turns or unt the end of
combat, whchever comes frst, the Summoner's summoned creature gans the
Summoner's eve and FOUR TIMES ther Apttude bonus to Damage and Attack de,
AC, HP, and MP, as we as TWICE ther apttude bonus to the Summon's Refex,
Forttude, and W Saves. In addton, for the duraton, the Summon no onger drans
the Summoner's MP at the start of ther every turn. Once the effect ends, the
Summoner s Exhausted unt they've taken a Short Rest, and cannot use Astra Fow
agan unt they've taken an Extended Rest.
Concernng Espers: Espers gan the foowng stats when they are summonabe by the
summoner:
Stat: Ters (Frst, Second, Thrd)
Startng Leve: 10+Summoner's eve
Startng HP: 10d8/10d10/10d12+1/4 Summoner's Leve (rounded down)
+Summoner's APT bonus
HP per Leve*: 8/10/12
Startng MP: 5d6/5d8/5d10 +1/4 Summoner's Leve (rounded down)+Summoner's
APT bonus
MP per eve*: 6/8/10
STR, CON, DEX, APT, CHA, WIS: Determne ke a reguar character's, then add
summoner's APT bonus, as we as another 2 abty ponts per 2 eves (Not 1 per
eve) assgned how the Summoner wshes.
Base Attack Bonus: +2/+4/+6+1/2 Summoner's Leve+Summoner's APT bonus+any
other bonuses
AC: 10/15/20+DEX bonus+1/2 Summoner's Leve+Summoner's APT bonus+any other
bonuses.
Saves: +2/4/6+approprate stat bonus+any other bonuses.
Speed**: Base of 40 feet. See ndvdua Esper entres for any bonuses or penates.
Spe Resstance: +2/+4/+6 versus ther partcuar eement (f appcabe), -2/-4/-6
versus ther opposng eement (f appcabe).
Damage Reducton: -2 base. See ndvdua Esper entres for any addtona bonuses
or penates.
Perpetuaton Cost: Speca stat for Espers. Bascay means how much MP they cost
per round to keep them on the fed. The base s 2 per ter per round. Ths becomes 1
per ter per round f n an area rch wth Mst, such as a |agd, and 3 per ter per round
n an area starved for Mst (f such s possbe). See ndvdua Esper entres for any
addtona stuatona bonuses or penates to ths cost.
Speca Abtes:
Eementa Strke: A meee eementa espers dea an addtona 1d4/1d6/2d4 damage
of ther eement, uness otherwse noted, whenever they make a successfu basc
attack.
-Power Strke: A meee non-eementa espers gan an addtona +2/+4/+6 to
damage they dea.
Fght: Fyng Espers naturay have a base fght speed of 60. See ndvdua entres
for each Esper for any addtona nfo.
-Fy-By Attack: Fyng Espers automatcay gan the monster-Augment Fy-By Attack.
(?)
Endess Ammo: Ranged espers that use actua weapons never run out of ammo, no
matter how many tmes they attack. They aso never need to reoad.
-Crtca Am: A Ranged Esper may opt to use a Fu Round Acton to am at a target,
ganng a +2 to ther Attack Bonus. They aso threaten a Crtca Ht on a ro of 19-20.
Random Notes: Esper Artfacts are a consderaton. Esper Artfacts are +10 Heroc-
Legendary Ter Wondrous Items that can be used to enhance an Esper n some way,
such as make Chocobo a Ter 3 Esper and gve t Fght ("Chocobo's Legendary Fyng
Armor") or gve Odn a ranged attack ("Gungnr, Spear of the A-Father"). In the
hands of norma payers they are unusabe, ether due to a powerfu enchantment or
smpy because of ther odd shape.
$ime Mage
WIP
Sks
'''Sk Ranks'''
Your |ob determnes how many ranks you gan to spend n sks each tme you eve
up. Regardess of what your |ob s or how ow your Apttude s you aways gan a
mnmum of one sk pont per eve.
You can spend these ponts however you wsh and put them nto any Sk you want
wthout penaty, but you get bonuses for tranng nto |ob sks (see beow). You can
spend up to 5 sk ponts per ter. For nstance, a Leve one Soder wth no Apt bonus
of penaty gets 2 Sk Ponts at eve one. He coud spend them n ether Athetcs or
Endurance, or put both n Athetcs. He puts both n Athetcs, and does t agan at
eve 2. At eve three, he can ony put 1 rank n Athetcs, brngng t up to 5 ranks,
and must spend hs remanng pont esewhere.
Let's say the Soder then decdes mutcass nto Thef. He gans 6 sk ponts to
spend and wants to poo them a nto the Steath sk. He can ony brng Steath up
to 5 n ths manner, and woud st have that ast 6th pont to spend esewhere. Beng
eve 4 and st n the Basc Ter, he can't put ths pont nto Athetcs unt eve 6,
when he gets nto the Advanced Ter. Once our Soder/Thef hts eve 6 n character
eve though, he can brng Steath and Athetcs up to 10 ranks. And 5 more for the
Heroc and Legendary ters.
The Sks n IA are as foows, and are sub|ect to change. The format s: Sk Name -
Abty t's ted to - quck descrpton.
* Acrobatcs - Dexterty - Tumbng, Baance, Escape Artst, stunts, some parkour.
* Athetcs - Strength - Runnng, |umpng, Swmmng, Cmbng, most parkour.
* Barterng - Charsma - Apprasa, haggng for prces, tradng, makng deas.
* Craftng - Apttude - Makng tems, machnery, fxng tems, technca knowedge.
* Dungeoneerng - Wsdom - Knowng where you are underground, dentfyng traps,
stonework, fndng food and water underground or n dungeons.
* Endurance - Consttuton - Survvng harsh cmates, streneous actvtes for
proonged perods.
* Hea - Wsdom - Treatng wounds, posons, etc. Usng restoratve tems.
* Hstory - Apttude - Dates, oca hstory, egends, wars.
* Insght - Wsdom - Common sense, catchng es, gettng cues, nvestgaton.
* Magcks - Apttude - Recognzng spes or unnatura beasts, specraftng, arcane
ore, Magck tems.
* Nature - Wsdom - Recognzng beasts, pants, posons, treatng beasts, fndng food
and water n the wd.
* Percepton - Wsdom - Searchng, spottng, stenng.
* Pot - Apttude - Fyng arshps, mannng vehces.
* Professon - Wsdom - day to day |obs, cassfcatons, makng G on a day bass
when not adventurng.
* Rde - Dexterty - Handng mounts n combat, stayng mounted, mounts n genera.
* Steath - Dexterty - Movng about unnotced, dsguses.
* Streetwse - Apttude - Loca nformaton, guds, cans, underground nfo.
* Thevery - Dexterty - Steang tems, openng ocks, dsabng traps, seght of hand.
* Wordpay - Charsma - Dpomacy, Intmdaton, Buffs, swayng atttudes,
Persuason.
'''Traned Sks'''
Your |ob determnes how many Sk Ranks you gan per eve and what your |ob Sks
are. Whe there s no penaty for puttng ranks (and thus "Tranng") nto sks that
are not |ob Sks, you gan bonuses for puttng ranks nto |ob Sks. If you put a Sk
Rank nto a |ob Sk, you mmedatey gan a +3 Tranng Bonus for that sk. Ths
bonus ony appes once and ony appes to |ob Sks.
Puttng Ranks nto a Sk means that you have "Traned" yoursef n that sk, and
can now do certan thngs wth that Sk that others cannot. For nstance, anyone can
wak aong a narrow surface or wrgge ther way out of rope bndngs, eventuay. But
ony traned Acrobats can Tumbe and ro nto dfferent postons n the mdst of
combat.
Augments
Augments for IA w go here. Most w be copypasta of the feats from
Pathfnder, but a few w be made for IA.
For the test payers, however, these w take forever and a goddamn
day. So I' make ths easy, for now. |ust crack open your D&D books
and choose somethng. Run t by me and I' tweak t to ft, f necessary.
* Paadn Specfc Augment: Draw Out - When wedng a hoy-
eementa weapon, use base weapon de nstead of d6 or d8 when
usng Sanctfy. Stacks wth Hoy Bade technque.
Equpment
Adventurng s a dangerous professon, and any traveer wth haf a bran knows that
a good bade and decent protecton s a godsend n the dangerous word of Ivace.
Whether you wed dagger or great sword, axe or spear, eather or pate ma,
equpment s one of the many defnng aspects of your character, and Ivace has
penty to offer.
Most basc ter equpment presented here s easy to fnd and procure n a reasonaby
szed town, and n any cty. However, the equpment avaabe shoud aways depend
on the GM. Sometmes equpment s sparse, possby due to an mpendng war.
The currency of Ivace s G, whch comes n varous shapes and vaues. G s mnted
n cons and has vaues of 1, 5, 10, 50, 100, 500, and 1000 G cons. In genera,
characters shoudn't worry about the weght of G they are carryng unt the amount
woud be rdcuous. If the GM wshes to take note, 100 cons (that's cons, not tota
G vaue) wegh one pound.
'''Treasure and Loot'''
In genera, weapons and armor and tems se for haf of ther buyng prce, when you
aren't usng Barter. However, most monsters you come across don't have weapons,
armor, or G on ther persons. But they do have oot. Pets, Skns, Caws, Stones, you
name t, the monster probaby has t, and Merchants go crazy for t. Loot s sted
under Monster entres wth the chances of the oot appearng and ts worth n G,
whch can be atered wth Barterng checks. Loot s aso an mportant process of
craftng, and shoud be taken nto account shoud a crafter want to create a powerfu
Magck tem, weapon, or armor.
+eapons
Weapons are dvded nto the foowng categores, used to determne profcences
and the weapons you can use when takng a profcency Augment.
Weapon Damage Bonuses: Some weapons are marked wth a damage bonus n
addton to ther reguar damage (such as the Iron Poe, whch deas 1D6+2 damage).
Ths damage stacks to the damage ganed from havng a hgh abty score, and s
apped to Crtca Hts reguary
FORMAT
Weapon (ame
Type: The specfc sub-category the weapon fas nto.
Cost: The cost of the weapon f t s avaabe on the market. Before Barter checks, weapons se
for haf of ther sted prce.
Damage: The damage the weapon does n combat, before modfers are added.
Hands: Denotes how many hands that are requred to wed the weapon effcenty.
Crtca: The dce range and crtca mutper for the weapon.
Range: How many squares the weapon can reach. Note that Opportunty Attacks can ony be
made aganst ad|acent enemes, regardess of your weapons reach.
Weght: The weght of the weapon, n pounds
Damage Type: Sashng, Percng, or Budgeonng, certan enemes are more resstant to certan
types of attacks than others.
Speca Ouates: Any unque propertes the weapon may have, such as addtona eementa
damage, or the abty to be used wth the Fnesse augment.
Simple +eapons
The smpe farmng utens turned weapon to the basc poe or cub. Smpe Weapons
requre next to no forma tranng to use, are cheap, and amost anyone knows how
to wed them.
Basc Ter
1narmed Strike: You resort to your God-gven resources and strke wth fst and feet.
Type: Unarmed
Cost: 0 G (You aways have your fsts)
Damage: 1D3
Hands: 0 (You can make an unarmed strke va ebow, knee, kcks, even headbutts.)
Crtca: X2
Range: Meee
Weght: N/A
Damage Type: Budgeonng
Speca Ouates: Provokes Opportunty Attacks, Fnesse, Non-etha
/aken Pole: Aso referred to as the Ouarterstaff. Ths suppe poe can be easy fashoned and acqured
anywhere where wood s pentfu.
Type: Poe
Cost: 0 G
Damage: 1D6/1D6
Hands: 2
Crtca: X2
Range: Meee
Weght: 4 bs.
Damage Type: Budgeonng
Speca Ouates: Doube Weapon
/aken Club: A thck, bunt cudge, a perfect, f somewhat prmtve method of bashng someone's head n.
Type: Mace
Cost: 0 G
Damage: 1D6
Hands: 1
Crtca: X2
Range: Meee
Weght: 3 bs.
Damage Type: Budgeonng
Speca Ouates: Versate
Sickle: A farmng too used to harvest grans; t makes an effectve weapon when necessary
Type: Dagger
Cost: 60 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: Meee
Weght: 2 bs.
Damage Type: Sashng
Speca Ouates: Trppng, Fnesse, Off-hand
*ron Pole: Ths handsomey crafted heavy poe s effcacous at crushng n skus.
Type: Poe
Cost: 2000 G
Damage: 1D6+2/1D6+2
Hands: 2
Crtca: X2
Range: Meee
Weght: 12 Lbs.
Damage Type: Budgeonng
Speca Ouates: Large, Doube Weapon
Cypress Pole5 A remarkaby ght staff hewn from the wood of dstant marshes.
Type: Poe
Cost: 1600 G
Damage: 1D6/1D6
Hands: 2
Crtca: X2
Range: Meee
Weght: 2 Lbs.
Damage Type: Budgeonng
Speca Ouates: Fnesse, Masterwork, Doube Weapon
ouncer Club: "We, f youre gong to crush someones head n, mght as we do t wth a more dgnfed
basher than the cavemen used." - The Traveers Tae, on the sub|ect of ths sender, meta cub.
Type: Mace
Cost: 1000 G
Damage: 1D6+2
Hands: 1
Crtca: X2
Range: Meee
Weght: 3 bs.
Damage Type: Budgeonng
Speca Ouates: Versate, Masterwork
Advanced Ter
Es7tam aton5 Chdren earned dances wth poes based off of ths desgn; tte dd they know they
traned for war.
Type: Poe
Cost: 2600 G
Damage: 1D6+2/1D6+2
Hands: 2
Crtca: X2
Range: Meee
Weght: 4 Lbs.
Damage Type: Budgeonng
Speca Ouates: Fnesse, Masterwork, Doube Weapon
Gokuu Pole5 Monks bess poes such as these wth charms for destroyng ev.
Type: Poe
Cost: 3200 G
Damage: 1D8+2/1D8+2
Hands: 2
Crtca: X2
Range: Meee
Weght: 3 Lbs.
Damage Type: Budgeonng
Speca Ouates: Fnesse, Masterwork, Doube Weapon, Bessed: When usng abtes or spes
that soey target undead (such as Sanctfy or Exorcse), ncrease the DC of these abtes by 2.
8ephyr Pole5 9We peered nto the storm of sand and there the raders stood, whrng ther staves, voces
rased n a uuatng war cry." - The Traveer's Tae, on the sub|ect of these enchanted poes.
Type: Poe
Cost: 4600 G
Damage: 1D6+2/1D6+2
Hands: 2
Crtca: X2
Range: Meee
Weght: 4 Lbs.
Damage Type: Budgeonng
Speca Ouates: Fnesse, Masterwork, Doube Weapon, +1d6 Wnd Damage.

%ight lades
The Dagger, Sword, Saber, and Raper make up the Lght Bade category, they fa
under the bades that can be weded wth one hand, and are easy to use. They are
favored by theves, mta, and most commoners wth fames to protect.
Basc Ter
'agger: A smpe, easy-to-use knfe.
Type: Dagger
Cost: 80 G
Damage: 1D4
Hands: 1
Crtca: 19-20 X2
Range: Meee or 4 Squares thrown
Weght: 1 b.
Damage Type: Sashng or Percng
Speca Ouates: Fnesse, Off-hand
Jackkni,e: Ths sma knfe s easy to concea n the pam of your hand or your enemys rbcage.
Type: Dagger
Cost: 160 G
Damage: 1D3
Hands: 1
Crtca: 19-20 X2
Range: Meee or 5 Squares thrown
Weght: b.
Damage Type: Sashng or Percng
Speca Ouates: Fnesse, Off-hand, You gan a +2 Bonus when usng Thevery to hde ths
weapon.
2ard: Ths sender bade s keen enough to shave the feathers off of a chocobo.
Type: Dagger
Cost: 1200 G
Damage: 1D4
Hands: 1
Crtca: 18-20 X2
Range: Meee or 4 Squares thrown
Weght: 1 b.
Damage Type: Sashng or Percng
Speca Ouates: Fnesse, Off-hand, Masterwork
Shorts-ord: Though ackng n destructve power, ths sword s ght, affordabe, and easy to use.
Type: Sword
Cost: 100 G
Damage: 1D6
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 2 bs.
Damage Type: Sashng
Speca Ouates: Fnesse, Off-hand
uster S-ord5 If youre n the busness of monster sayng, ook no further than ths reabe sword.
Type: Sword
Cost: 1200 G
Damage: 1D6+2
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 3 bs.
Damage Type: Sashng
Speca Ouates: Fnesse, Off-hand, Masterwork.
Scimitar: A wde saber wth a markedy curved bade.
Type: Saber
Cost: 200 G
Damage: 1D8
Hands: 1
Crtca: 18-20 X2
Range: Meee
Weght: 4 bs.
Damage Type: Sashng
Speca Ouates: Versate
$al-ar: Ths saber s a duests favorte, ts ht has a guard that protects the weders fst.
Type: Saber
Cost: 1400 G
Damage: 1D8
Hands: 1
Crtca: 18-20 X2
Range: Meee
Weght: 4 bs.
Damage Type: Sashng
Speca Ouates: Versate, Masterwork, +2 on savng throws versus Dsabe and Dsarmng
attacks.
Rapier: Ths sender sword s a favorte of Vera and dashng rogues ake.
Type: Raper
Cost: 220 G
Damage: 1D6
Hands: 1
Crtca: 18-20 X2
Range: Meee
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: Fnesse
Estoc: Dont be fooed by ts ght heft and sender bade, ths sword can perce the thckest of armors wth
ease.
Type: Raper
Cost: 1220 G
Damage: 1D6
Hands: 1
Crtca: 18-20 X2
Range: Meee
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: Fnesse, Masterwork
Advanced Ter
Mage Masher5 |eaous theves often use ths popuar dagger to sence mages, n one way or another.
Type: Dagger
Cost: 2200 G
Damage: 1D4
Hands: 1
Crtca: 18-20 X2
Range: Meee or 4 Squares thrown
Weght: 1 bs.
Damage Type: Sashng or Percng
Speca Ouates: Fnesse, Off-hand, Masterwork, On Ht: DC 12 W Save or be Senced for 1D4
rounds.
Assassin:s 'agger5 Your enemys gasp at the exquste decoratons of ths fne dagger w be ther ast.
Type: Dagger
Cost: 2000 G
Damage: 1D4
Hands: 1
Crtca: 18-20 X2
Range: Meee or 4 Squares thrown
Weght: 1 b.
Damage Type: Sashng or Percng
Speca Ouates: Fnesse, Off-hand, Masterwork, Bonus damage from Sneak Attack or Favored
Marks s ncreased by one damage de when ths dagger s used.
Gladius: Ths mpressve bade s often mstaken for a short sword, when t s ght enough to functon
easy as a dagger.
Type: Dagger or Sword
Cost: 2400 G
Damage: 1D6
Hands: 1
Crtca: 19-20 X2
Range: Meee or 4 Squares thrown
Weght: 2 bs.
Damage Type: Sashng or Percng
Speca Ouates: Fnesse, Off-hand, Masterwork, +1d4 Wnd Damage
lood S-ord5 It s sad that copous quanttes of bood have staned ths swords bade a rch crmson; to
attempt to cean t woud cause rreparabe damage to the bade.
Type: Dagger
Cost: 3600 G
Damage: 1D6
Hands: 1
Crtca: 18-20 X2
Range: Meee
Weght: 3 bs.
Damage Type: Sashng
Speca Ouates: Fnesse, Off-hand, Masterwork, On Ht: The weder s heaed n HP haf of the
damage deat, bonus damage (such as Sneak Attack) s not absorbed.
Aqua Saber5 A sea-bue saber, tempered n a maestrom and possessng ts power.
Type: Saber
Cost: 4000 G
Damage: 1D8
Hands: 1
Crtca: 18-20 X2
Range: Meee
Weght: 3 bs.
Damage Type: Sashng
Speca Ouates: Versate, Masterwork, +1d6 Water Damage
Scarlet Rapier5 The fames that dance aong ths bade have enchanted men n ther ast moments.
Type: Raper
Cost: 4220 G
Damage: 1D6
Hands: 1
Crtca: 18-20 X2
Range: Meee
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: Fnesse, Masterwork, +1d6 Fre Damage, shnes ght as a Torch when actve.
!eavy lades
The Knghtsword, Bade, Broadsword, Katana and Greatsword fa nto the Heavy
Bade category, they fa under the bades that requre certan tranng to use
effcenty and are the most commony used weapons amongst adventurers and
heroes.
Basc Ter
*ron lade: Sometmes t's easer to crush a hem than to ceave t, on such occasons, reach for ths
bade.
Type: Bade
Cost: 250 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee
Weght: 5 bs.
Damage Type: Budgeonng or Sashng
Speca Ouates: None
S-eep lade5 A bade made for cuttng down enemes n arge swaths, as f they were smpy wheat.
Type: Bade
Cost: 1250 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee
Weght: 4 bs.
Damage Type: Sashng
Speca Ouates: Masterwork
%ongs-ord: A sutabe weapon for a knght apprentce or traveng warror.
Type: Knghtsword
Cost: 400 G
Damage: 1D8
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 4 Lbs.
Damage Type: Sashng
Speca Ouates: Versate
'e,ender: Frs are for dresses, not swords. Ths s a practca, we-crafted sword for a practca, we-
traned swordsman.
Type: Knghtsword
Cost: 1400 G
Damage: 1D8
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 4 Lbs.
Damage Type: Sashng
Speca Ouates: Versate, Masterwork
)alchion: You coud cut through a og n one fe swng of ths hefty broadsword, but you woudn't want to.
Type: Broadsword
Cost: 600 G
Damage: 2D4
Hands: 2
Crtca: 18-20 X2
Range: Meee
Weght: 8 bs.
Damage Type: Sashng
Speca Ouates: Large
Predator5 Its hard to te where the warrors boodust ends, and ths red-hued, fame-shaped broadsword
begns.
Type: Broadsword
Cost: 1600 G
Damage: 2D4
Hands: 2
Crtca: 18-20 X2
Range: Meee
Weght: 8 bs.
Damage Type: Sashng
Speca Ouates: Large, Masterwork.
Claymore: Wedng a sword such as ths s not a warror's rght; t s a warror's prvege.
Type: Greatsword
Cost: 800 G
Damage: 2D6
Hands: 2
Crtca: 19-20 X2
Range: Meee
Weght: 8 bs.
Damage Type: Sashng
Speca Ouates: Large
arong: Ths arge sword s surprsngy ght and age n the hand.
Type: Greatsword
Cost: 1800 G
Damage: 2D6
Hands: 2
Crtca: 19-20 X2
Range: Meee
Weght: 6 bs.
Damage Type: Sashng
Speca Ouates: Large, Masterwork
Advanced Ter
Shado- lade5 Ths bade s dyed back for the purposes of nghttme combat.
Type: Bade
Cost: 2450 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee
Weght: 4 bs.
Damage Type: Sashng
Speca Ouates: Masterwork, +2 to attack when the weder s n dm ght or s underground.
Sun lade5 The power of the sun gves and nurtures fe, whereas ths bade harvests t.
Type: Bade
Cost: 2450 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee
Weght: 4 bs.
Damage Type: Sashng
Speca Ouates: Masterwork, +2 to attack when the weder s n brght ght or dayght.
Atomos lade5 Ths ghtnng bot-shaped bade has an nscrpton on ts ay, t reads "Lghtng spt the
sky n two, and the ar sang wth thunder."
Type: Bade
Cost: 3050 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee
Weght: 3 bs.
Damage Type: Sashng
Speca Ouates: Masterwork, +1D6 Lghtnng damage, shnes ght as a torch when actve.
#enus lade5 A sword carved of a red stone; ts bade radates fant warmth when nactve.
Type: Bade
Cost: 3050 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee
Weght: 3 bs.
Damage Type: Sashng
Speca Ouates: Masterwork, +1D6 Fre damage, shnes ght as a torch when actve.
Apocalypse5 To draw ths back bade s to know the horrors of war, and wecome them to your enemes.
Type: Knghtsword
Cost: 3200 G
Damage: 1D8
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 4 Lbs.
Damage Type: Sashng
Speca Ouates: Versate, Masterwork, +1D6 Dark Damage.
%ionheart5 A sword fashoned after the ones weded by knghts of a hero-kng of od.
Type: Knghtsword
Cost: 3000 G
Damage: 1D8+2
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 4 Lbs.
Damage Type: Sashng
Speca Ouates: Versate, Masterwork, +1 AC,
Samson S-ord: One woud have to be a warror of great strength to wed a broadsword such as ths wth
any stye.
Type: Broadsword
Cost: 3400 G
Damage: 2D4
Hands: 2
Crtca: 18-20 X2
Range: Meee
Weght: 14 bs.
Damage Type: Sashng
Speca Ouates: Large, Masterwork, +1D6 Earth Damage
El&Cid5 A proud sword, to be weded ony by the heroes that are defendng ther homeand.
Type: Broadsword
Cost: 5000 G
Damage: 2D4+4
Hands: 2
Crtca: 18-20 X2
Range: Meee
Weght: 14 bs.
Damage Type: Sashng
Speca Ouates: Large, Masterwork, +2 Strength to weder when hed.
;ankbras5 Massve s the ony word adequate enough to descrbe the cross-baded, bessed sword.
Type: Greatsword
Cost: 3600 G
Damage: 2D6
Hands: 2
Crtca: 19-20 X2
Range: Meee
Weght: 6 bs.
Damage Type: Sashng
Speca Ouates: Large, Masterwork, Weder s Immune to Poson and Venom.
Ancient S-ord5 Ths arge sword has been forged usng methods passed down from smth to smth snce
antquty.
Type: Greatsword
Cost: 4000 G
Damage: 2D6+2
Hands: 2
Crtca: 19-20 X2
Range: Meee
Weght: 6 bs.
Damage Type: Sashng
Speca Ouates: Large, Masterwork, Weder s mmune to petrfcaton.
+eighted +eapons
The Axe, Mace, and Hammer make up the Weghted Weapon category, they are
defned by havng heavy and somewhat unwedy heads that dea crushng and
devastatng bows.
Basc Ter
roada(e: The wde bade of ths axe s perfect for choppng through anythng that gets n your way.
Type: Axe
Cost: 420 G
Damage: 1D10
Hands: 1
Crtca: X3
Range: Meee
Weght: 6 Lbs.
Damage Type: Sashng
Speca Ouates: Versate
Slasher5 Fesh and snew offer no resstance to ths axes sender bade.
Type: Axe
Cost: 1420 G
Damage: 1D10
Hands: 1
Crtca: X3
Range: Meee
Weght: 5 Lbs.
Damage Type: Sashng
Speca Ouates: Versate, Masterwork
!ammerhead5 The desgn of ths weapon was desgned so that f the axe ddnt cut, the hammer woud
surey smash.
Type: Axe
Cost: 1600 G
Damage: 1D8+2
Hands: 1
Crtca: X3
Range: Meee
Weght: 8 Lbs.
Damage Type: Sashng/Budgeonng
Speca Ouates: Versate, Masterwork
*ron !ammer: "When the ca to war came, t was the common smths who frst rased ther weapons n
answer" -The Study of Arms
Type: Hammer
Cost: 220 G
Damage: 1D8
Hands: 1
Crtca: X3
Range: Meee
Weght: 5 bs.
Damage Type: Budgeonng
Speca Ouates: Versate
+ar !ammer5 It takes a musce-bound warror to wed ths heavy hammer, and a swft one to avod t.
Type: Hammer
Cost: 1220 G
Damage: 1D8
Hands: 1
Crtca: X3
Range: Meee
Weght: 6 bs.
Damage Type: Budgeonng
Speca Ouates: Versate, Masterwork
attle Mace: A bunt weapon, but no ess effectve than a sword n the proper hands.
Type: Mace
Cost: 180 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee
Weght: 8 bs.
Damage Type: Budgeonng
Speca Ouates: Versate
Morning Star5 The common thste nspred the desgn of these thorn-decorated batte maces.
Type: Mace
Cost: 1180 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee
Weght: 7 bs.
Damage Type: Budgeonng
Speca Ouates: Versate, Masterwork
Advanced Ter
Greata(e: Demons once stormed Ivace wedng these fearsome, gant axes. Had they been even arger,
t was key that men coud not have used them to drve them back.
Type: Axe
Cost: 4000 G
Damage: 2D10
Hands: 2
Crtca: X3
Range: Meee
Weght: 20 Lbs.
Damage Type: Sashng
Speca Ouates: Large, Masterwork, Requred Strength of 16 to wed propery.
Sledgehammer5 Hammers such as ths one are used n quarres to sunder arge chunks of rock. Imagne
what t s capabe of on the battefed.
Type: Hammer
Cost: 3620 G
Damage: 2D8
Hands: 2
Crtca: X3
Range: Meee
Weght: 16 bs.
Damage Type: Budgeonng
Speca Ouates: Large, Masterwork, Requred Strength of 14 to wed propery.
Energy Mace5 Ths mace has traces of magnetc matera n ts aoy that gudes t to the nvsbe
energes emtted by a vng thngs.
Type: Mace
Cost: 2180 G
Damage: 1D8+2
Hands: 1
Crtca: X2
Range: Meee
Weght: 6 bs.
Damage Type: Budgeonng
Speca Ouates: Versate, Masterwork +2
'ruid Mace5 Those who serve a hgher power wed ths unassumng, wooden mace.
Type: Mace
Cost: 3080 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee
Weght: 5 bs.
Damage Type: Budgeonng
Speca Ouates: Versate, Masterwork, +2 to a saves, +2 to Magck Attack and damage
(ncudng damage heaed by cure spes)
Polearms
Spears, Haberds and Scythes make up the Poearm category. Most of the weapons n
ths category requre two hands to wed, but are reatvey easy to use.
Basc Ter
Short Spear: Ths sma spear can be swung much as one woud swng a sword.
Type: Spear
Cost: 300 G
Damage: 1d6
Hands: 1
Crtca: X2
Range: Meee or 4 Squares thrown
Weght: 3 bs.
Damage Type: Percng
Speca Ouates: Fnesse, Versate
Javelin: A sma, but sharp bade tps ths spear. Desgned to be easy thrown.
Type: Spear
Cost: 500 G
Damage: 1D6
Hands: 1
Crtca: X2
Range: Meee or 6 squares thrown
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: Fnesse, Versate
$rident5 The nobe trdent, the weapon of the sea-kng and any brave enough to pough hs feds.
Type: Spear
Cost: 1500 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee or 6 squares thrown
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: Fnesse, Versate, Masterwork
Partisan: Ths spear s adorned wth a bade resembng a gant feather from a great stee brd.
Type: Haberd
Cost: 600 G
Damage: 1D10
Hands: 2
Crtca: X3
Range: Meee 2
Weght: 12 bs.
Damage Type: Sashng or Percng
Speca Ouates: Trppng, Brace, Large
!eavy %ance5 Ths wde-baded spear s the hamark weapon of a Dragoon.
Type: Haberd
Cost: 1600 G
Damage: 1D10
Hands: 2
Crtca: X3
Range: Meee 2
Weght: 14 bs.
Damage Type: Sashng or Percng
Speca Ouates: Trppng, Brace, Large, Masterwork
Scythe: Ths wcked bade cuts n a wde, dangerous crce
Type: Scythe
Cost: 480 G
Damage: 2D4
Hands: 2
Crtca: X4
Range: Meee
Weght: 10 bs.
Damage Type: Sashng or Percng
Speca Ouates: Large, Trppng
8aghnal: Ths straght-edged war-scythe was mported from a far-off and and repcated many tmes for
ts superor desgn.
Type: Scythe
Cost: 1480 G
Damage: 2D4
Hands: 2
Crtca: X4
Range: Meee
Weght: 10 bs.
Damage Type: Sashng or Percng
Speca Ouates: Large, Trppng, Masterwork
Advanced Ter
%ava Spear5 The bade of ths fery spear gows as f made from pure magma.
Type: Spear
Cost: 3500 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee or 6 squares thrown
Weght: 3 bs.
Damage Type: Percng
Speca Ouates: Fnesse, Versate, Masterwork, +1D6 Fre damage, shnes ght as a torch when
actve.
Gae olg5 Carvngs depctng the tae of a haf-man haf-beast hero of od adorn the shaft of ths spear.
Type: Spear
Cost: 3500 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee or 6 squares thrown
Weght: 3 bs.
Damage Type: Percng
Speca Ouates: Fnesse, Versate, Masterwork, +1D6 Lghtnng damage, shnes ght as a torch
when actve.
*ce %ance5 A ance of pure ce, kept eternay from metng by the ggas Shvas power.
Type: Spear
Cost: 3400 G
Damage: 1D8
Hands: 1
Crtca: X2
Range: Meee or 6 squares thrown
Weght: 3 bs.
Damage Type: Percng
Speca Ouates: Fnesse, Versate, Masterwork, +1D6 Ice damage.
2ain:s %ance5 Ths back ances desgn s sad to based off of the one that once beonged to a dragoon of
egend.
Type: Haberd
Cost: 3600 G
Damage: 1D10+2
Hands: 2
Crtca: X3
Range: Meee 2
Weght: 12 bs.
Damage Type: Sashng or Percng
Speca Ouates: Trppng, Brace, Large, Masterwork, Percng (can target enemes n a ne 2)
Serpette5 The bade of ths scythe s shaped ke a snakes fang, and s |ust as posonous.
Type: Scythe
Cost: 3480 G
Damage: 2D4
Hands: 2
Crtca: X4
Range: Meee
Weght: 10 bs.
Damage Type: Sashng or Percng
Speca Ouates: Large, Trppng, Masterwork, On Ht: DC 14 Forttude Save or be Posoned for
1D4 rounds.
Martial +eapons
Knuckes, Caws, Katana and Nn|a Bades, fa under the Marta Weapon category,
they are the weapons most commony used by Monks and Nn|a. Knuckes are unque
weapons n that ther man purpose s to aow the weder to dea unarmed damage
wthout provokng opportunty attacks, and as such, do not have damage de sted
(but can provde bonus modfer damage). In addton, Knuckes can be worn whst
wedng other weapons, but cannot be used.
%eather 2nuckles5 Propery braded, even the suppest of materas can be made deady, as these
padded goves demonstrate.
Type: Knuckes
Cost: 60 G
Damage: -
Hands: -
Crtca: X2
Range: Meee
Weght: -
Damage Type: Budgeonng
Speca Ouates: -
Metal 2nuckles5 Takng braws to the next eve, one fst at a tme.
Type: Knuckes
Cost: 200 G
Damage: +1
Hands: -
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: -
2aiser 2nuckles5 In the rght hands, these knuckes are capabe of deang as much damage as a sword
or spear.
Type: Knuckes
Cost: 1200 G
Damage: +2
Hands: -
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: Masterwork.
Cat Cla-s: These goves are ftted wth sma, short, but sharp caws.
Type: Caws
Cost: 600 G
Damage: 1D4/1D4
Hands: 2
Crtca: X3
Range: Meee
Weght: -
Damage Type: Sashng
Speca Ouates: Doube Weapon
*mpact Cla-s5 "What manner of beast nfcted those wounds? I once asked a man n the nfrmary. He
tod me t was no beast, but a man." - The Traveers Tae, on the sub|ect of these caws.
Type: Caws
Cost: 1800 G
Damage: 1D4+1/1D4+1
Hands: 2
Crtca: X3
Range: Meee
Weght: -
Damage Type: Sashng
Speca Ouates: Doube Weapon, Masterwork
2unai5 The nn|a knows that a bade may make a passng good adder, key, or spnt; yet he aso knows
that ts best used for kng.
Type: Nn|a Bade
Cost: 400
Damage: 1D6
Hands: 1
Crtca: X2
Range: Meee or 4 Squares thrown
Weght: 2 bs.
Damage Type: Percng or Budgeonng
Speca Ouates: Fnesse
2otetsu5 You may wonder how such a roughy hewn bade cuts so ceany. Its because the sword knows
no such doubt.
Type: Katana
Cost: 500
Damage: 1D10
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 5 bs.
Damage Type: Sashng
Speca Ouates: Versate, Fnesse
/sa,une: The probem wth ron hems s the weght and the heat - and the fact that swords such as these
ceave straght through them.
Type: Katana
Cost: 1500
Damage: 1D10
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 4 bs.
Damage Type: Sashng
Speca Ouates: Versate, Masterwork, Fnesse
Advanced Ter
Rising Sun: Introduce your enemes to the power of dawn wth the fres of the sun n your hands.
Type: Knuckes
Cost: 2400 G
Damage: +2
Hands: -
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: Masterwork, +1D4 Fre damage
Poison 2nuckles5 For those of use whom nature has not bessed wth venom, these knuckes provde t.
Sma thorns dever the goods.
Type: Knuckes
Cost: 2600 G
Damage: +2
Hands: -
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: Masterwork, On Ht: DC 14 Forttude Save or be Posoned for 1D4 rounds.
'ream Cla-s5 A sweet uaby devered wth the force of a batterng ram.
Type: Caws
Cost: 3200 G
Damage: 1D6/1D6
Hands: 2
Crtca: X3
Range: Meee
Weght: -
Damage Type: Sashng
Speca Ouates: Doube Weapon, Masterwork, On Ht: DC 14 W Save or fa aseep for 1D4
rounds.
Sakura5 Sweet pedas of a cherry tree that bear btter frut are engraved on ths bade. Its hard to te the
bood of your enemes apart from the desgn.
Type: Nn|a Bade
Cost: 400
Damage: 1D6
Hands: 1
Crtca: 18-20 X2
Range: Meee or 4 Squares thrown
Weght: 2 bs.
Damage Type: Percng or Budgeonng
Speca Ouates: Fnesse, Masterwork, +1D4 Dark damage.
Muramase5 Soft rans fe when ths sword was forged, and the dew st rses on t each evenng to wash
away the days bood.
Type: Katana
Cost: 4500
Damage: 1D10
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 4 bs.
Damage Type: Sashng
Speca Ouates: Versate, Masterwork, Fnesse, +1D6 Water damage
Ashura5 Ths fery sword has knded the bood-rage of many. Its a testament to ts quaty of aways
fndng a new owner afterwards.
Type: Katana
Cost: 4500
Damage: 1D10
Hands: 1
Crtca: 19-20 X2
Range: Meee
Weght: 4 bs.
Damage Type: Sashng
Speca Ouates: Versate, Masterwork, Fnesse, +1D6 FIre damage
Mystic +eapons
Staves and Rods, make up the Mystc Weapon category. These weapons are most
commony weded by specasters and usuay aren't used for meee combat, but for
enhancng the power and accuracy of spes.
Basc Ter
Rod: Ths short staff s a perfect focus for magcka energy.
Type: Rod
Cost: 260 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: Specastng: +1 Attack To Magcks
/aken Sta,,: Ths gnared staff s the hamark of any practced mage.
Type: Staff
Cost: 400 G
Damage: 1D6
Hands: 1
Crtca: X2
Range: Meee
Weght: 3 bs.
Damage Type: Budgeonng
Speca Ouates: Specastng: +1 Damage to Magcks
+hite Sta,,5 A Whte Mage of the hghest order bessed ths pure vory staff
Type: Staff
Cost: 500 G
Damage: 1D6
Hands: 1
Crtca: X2
Range: Meee
Weght: 3 bs.
Damage Type: Budgeonng
Speca Ouates: Specastng: +2 to HP heaed when usng "Cure" Magcks
+i7ard0s Sta,,: Ths dark bue staff has a spra constructon at the end, and s a great too for focusng
magcks.
Type: Staff
Cost: 1400 G
Damage: 1D6
Hands: 1
Crtca: X2
Range: Meee
Weght: 3 bs.
Damage Type: Budgeonng
Speca Ouates: Specastng: +2 Damage to Magcks
)orce Rod5 Sometmes the rght rod s a t takes to awaken the power wthn.
Type: Rod
Cost: 1800 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: Specastng: +2 Attack, +1 Damage To Magcks
Advanced Ter
)ire-heel Rod5 A troupe of mummers once used these rods to surround an nvadng army wth whees of
deady fame.
Type: Rod
Cost: 2600 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: Specastng: +4 Attack and Damage to spes that dea Fre Damage
$hunder Rod5 Insuatng resn from a certan gum tree coats the grp of ths rod, so that the thunder and
ghtnng t summons does not destroy the Summoner.
Type: Rod
Cost: 2600 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: Specastng: +4 Attack and Damage to spes that dea Lghtnng Damage
Sleet Rod5 Some seek sheter from the storm, whe others ca the storm to them and reve n ts cy
chaos.
Type: Rod
Cost: 2600 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: Specastng: +4 Attack and Damage to spes that dea Ice Damage
$erre Rod5 A bone from an earth wyrm graces the hande of ths rod.
Type: Rod
Cost: 2600 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: Meee
Weght: 1 b.
Damage Type: Budgeonng
Speca Ouates: Specastng: +4 Attack and Damage to spes that dea Earth Damage
Sta,, o, Protection5 A band of tempe guardans once weded these staves n eu of arms and armor -
and thus the frst order of monks was founded.
Type: Staff
Cost: 3400 G
Damage: 1D6
Hands: 1
Crtca: X2
Range: Meee
Weght: 3 bs.
Damage Type: Budgeonng
Speca Ouates: +2 AC, Masterwork, Specastng: +2 Damage to Magcks
Pomegranate Sta,,5 The garnet that tops ths staff s nfused wth great power.
Type: Staff
Cost: 4400 G
Damage: 1D6
Hands: 1
Crtca: X2
Range: Meee
Weght: 3 bs.
Damage Type: Budgeonng
Speca Ouates: Specastng: +3 Attack and Damage to Magcks
o-s
Crossbows, Bows, and Greatbows make up the Bows category. They don't have as
much range or power as Frearms, but are much easer to reoad and can be used for
Fu Attacks (wth the excepton of Greatbows, whch cannot be used for Fu Attacks,
but make up for ths by beng composte and possby the strongest weapons n the
game). Reoadng a Bow s a mnor acton.
Basc Ter
o-gun: Ths smpe devce shoots out powerfu bots over a short dstance
Type: Crossbow
Cost: 100 G
Damage: 1D10
Hands: 2
Crtca: 19-20X2
Range: 10 Squares
Weght: 8 bs.
Damage Type: Percng
Speca Ouates: None
Paramina Crossbo-5 A beautfu whte crossbow carved from the few trees of the cy Paramna rft.
Type: Crossbow
Cost: 1100 G
Damage: 1D10
Hands: 2
Crtca: 19-20X2
Range: 10 Squares
Weght: 8 bs.
Damage Type: Percng
Speca Ouates: Masterwork
Shortbo-: A smpe, unadorned bow
Type: Bow
Cost: 100 G
Damage: 1D6
Hands: 2
Crtca: X3
Range: 15 Squares
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: None
%ongbo-: The doube bowstrng on ths bow ensures that the arrow fes far.
Type: Bow
Cost: 150 G
Damage: 1D8
Hands: 2
Crtca: X3
Range: 20 Squares
Weght: 3 bs.
Damage Type: Percng
Speca Ouates: Large
Silver o-5 It was the Vera who frst dscovered that a strand of sver n the bow made the arrows fy
farther and harder.
Type: Bow
Cost: 1300 G
Damage: 1D8+1
Hands: 2
Crtca: X3
Range: 22 Squares
Weght: 3 bs.
Damage Type: Percng
Speca Ouates: Large, Masterwork
Composite o-: The dramatc forward curves at the ends of ths arge bow consderaby mprove ts
power. That s, f you can draw t.
Type: Greatbow
Cost: 220 G
Damage: 1D10
Hands: 2
Crtca: X4
Range: 25 Squares
Weght: 4 bs.
Damage Type: Percng
Speca Ouates: Large, Composte (Add your STR modfer to the damage deat)
!unting o-5 Another bow mght be suffcent to cam a hare, or wound a hart, but s t good enough to
spt a har, or perce a heart?
Type: Greatbow
Cost: 1220 G
Damage: 1D10
Hands: 2
Crtca: X4
Range: 25 Squares
Weght: 4 bs.
Damage Type: Percng
Speca Ouates: Large, Masterwork, Composte (Add your STR modfer to the damage deat)
Advanced Ter
Recurve Crossbo-5 The wder strng of ths crossbow aows ts bots to fy farther and harder.
Type: Crossbow
Cost: 1600 G
Damage: 1D10+2
Hands: 2
Crtca: 19-20X2
Range: 12 Squares
Weght: 8 bs.
Damage Type: Percng
Speca Ouates: Masterwork
"ail o-5 It s sad that a ne of archers wth these bows once voey nto a wood. When the eaves had
setted, there stood a sturdy constructed cabn.
Type: Bow
Cost: 2300 G
Damage: 1D8+2
Hands: 2
Crtca: X3
Range: 22 Squares
Weght: 3 bs.
Damage Type: Percng
Speca Ouates: Large, Masterwork, On Ht: DC 12 Forttude Save or be Immobozed for 1D4
rounds.
$horn o-5 "I often thought that, shoud I run out of arrows n the mdst of batte, I coud pu off one of
the thorns and shoot that nstead." - The Study of Arms
Type: Bow
Cost: 2300 G
Damage: 1D8+2
Hands: 2
Crtca: X3
Range: 22 Squares
Weght: 3 bs.
Damage Type: Percng
Speca Ouates: Large, Masterwork, On Ht: DC 12 Forttude Save or be Posoned for 1D4 rounds.
+indslash o-5 Ths bow fres arrows so swfty, even the wnd cannot catch them.
Type: Greatbow
Cost: 5200 G
Damage: 1D10
Hands: 2
Crtca: X4
Range: 25 Squares
Weght: 4 bs.
Damage Type: Percng
Speca Ouates: Large, Masterwork, Composte (Add your STR modfer to the damage deat),
+1D6 Wnd Damage, weather condtons do not affect pro|ectes fred from ths bow.
)irearms
Guns, Hand Cannons, and Hexaguns make up the Frearms category. They are the
hghest ranged weapons n Ivace, and generay strong weapons n genera, but are
dffcut to master and reoad and cannot be used for Fu Attacks, the excepton
beng Hexaguns. Frearms requre a move acton to reoad.
Basc Ter
Altair: A smpe, ow mantenance gun.
Type: Gun
Cost: 500 G
Damage: 2D4
Hands: 2 (to reoad, but can be fred wth 1 at no penaty)
Crtca: X3
Range: 30 Squares
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: None
Capella: Ths fney crafted, ong-barre rfe s a Goug cassc.
Type: Gun
Cost: 1500 G
Damage: 2D4
Hands: 2 (to reoad, but can be fred wth 1 at no penaty)
Crtca: X3
Range: 32 Squares
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: Masterwork
!and Cannon: A sma, portabe cannon that's easy to carry around
Type: Hand Cannon
Cost: 600 G
Damage: 2D6
Hands: 2
Crtca: X2
Range: 25 Squares
Weght: 10 bs.
Damage Type: Budgeonng
Speca Ouates: None
/mnis Cannon5 Ths cannons narrower body offers ncreased muzze veocty.
Type: Hand Cannon
Cost: 1600 G
Damage: 2D6
Hands: 2
Crtca: X2
Range: 26 Squares
Weght: 10 bs.
Damage Type: Budgeonng
Speca Ouates: Masterwork
Advanced Ter
#ega5 The cross desgns at the tp of ths guns barre are ony the gunners savaton, and certany not
the targets.
Type: Gun
Cost: 4500 G
Damage: 2D4 +2
Hands: 2 (to reoad, but can be fred wth 1 at no penaty)
Crtca: X3
Range: 32 Squares
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: Masterwork, +1D4 Hoy Damage
Sirius5 Ths gun, deveoped by a warord on the eve of a revouton, soon became the standard weapon of
hs new ream.
Type: Gun
Cost: 4500 G
Damage: 2D4 +2
Hands: 2 (to reoad, but can be fred wth 1 at no penaty)
Crtca: X3
Range: 32 Squares
Weght: 2 bs.
Damage Type: Percng
Speca Ouates: Masterwork, +1D4 Dark Damage
Supernal Ray5 A rare cannon crafted by mages. Ony ts creators know the arcane prncpes by whch t
fres.
Type: Hand Cannon
Cost: 3600 G
Damage: 2D6+2
Hands: 2
Crtca: X2
Range: 28 Squares
Weght: 10 bs.
Damage Type: Budgeonng
Speca Ouates: Masterwork +2
!e(agun5 The hamark of tecknoogca advancement for the art of war, ths gun can fre 6 shots before t
needs to be reoaded.
Type: Hexagun
Cost: 6000 G
Damage: 1D8+2
Hands: 2 (to reoad, but can be fred wth 1 at no penaty)
Crtca: X3
Range: 30 Squares
Weght: 3 bs.
Damage Type: Percng
Speca Ouates: Masterwork, Magazne 6,
$hro-n +eapons
Shurkens, and Hand-bombs make up the Thrown Weapon category. As the name
suggests, they are weapons that are thrown physcay at the enemy, they range n
power from weak to potentay devastatng, can be used wth a Fu Attack and have
speca quates other Ranged Weapons ack.
$hro-ing 2ni,e: Ths set of sma, sender knves s desgned to be easy fung, preferaby nto someone's
eye, as such; they are not desgned for meee combat.
Type: Shurken
Cost: 150 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: 6 Squares
Weght: 5 bs.
Damage Type: Percng
Speca Ouates: None
$hro-ing Star: Ths 4 edged shurken fes swfty and senty through the ar.
Type: Shurken
Cost: 180 G
Damage: 1D3
Hands: 1
Crtca: X2
Range: 8 Squares
Weght: 3 Lbs.
Damage Type: Percng
Speca Ouates: None
Ra7or Ring5 These sma rngs are du on the nsde, for safety, and sharp on the outsde, for harm.
Type: Shurken
Cost: 1150 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: 8 Squares
Weght: 4 bs.
Damage Type: Percng
Speca Ouates: Masterwork
!ornito5 Ths Hand-bomb contaner s remnscent of the hghy exposve monster the weapon s based off
of.
Type: Hand-bomb
Cost: 1800 G
Damage: 1D12
Hands: 1
Crtca: X3
Range: 10 Squares
Weght: 6 Lbs.
Damage Type: Fre
Speca Ouates: None
Advanced Ter
Crystal Cross5 Ther shape resembes the four wnds, whch s precsey where the remans of your
enemes w be scattered.
Type: Shurken
Cost: 2200 G
Damage: 1D4
Hands: 1
Crtca: X2
Range: 8 Squares
Weght: 4 bs.
Damage Type: Percng
Speca Ouates: Masterwork, +1D4 Wnd Damage
)umarole5 The depths burst n protest, and we wtnessed the powers of the deep.
Type: Hand-bomb
Cost: 2800 G
Damage: 1D12
Hands: 1
Crtca: X3
Range: 10 Squares
Weght: 6 Lbs.
Damage Type: Water
Speca Ouates: Masterwork, +1D6 Water Damage
Armor
Armor s dvded nto the foowng categores, used to determne profcences and
the armor you can don when takng a profcency Augment.
)/RMA$
Armor Name
Cost:
AC Bonus:
Save Bonus:
Maxmum Aowed DEX Bonus:
Armor Check Penaty:
Magcks Faure Chance:
Weght:
Speed Penaty:
Speca Ouates:
%ight Armor
Leathers, Vests, Hdes, and Chan make up the Lght Armor category. A Lght Armor
does not reduce movement speed and the Sk Penates assocated wth wearng
Lght Armor s mnma to none. Nmbe characters that rey on sks and agty prefer
to wear Lght Armor, and very few casses are not profcent wth t.
Basc Ter
%eather Clothing5 Rugged yet ght cothes made from ayered eather.
Cost: 200 G
AC Bonus: +2
Save Bonus: -
Maxmum Aowed DEX Bonus: +6
Armor Check Penaty: 0
Magcks Faure Chance: 10%
Weght: 15 bs.
Speed Penaty: 0
Speca Ouates: None
Chainmail: Ths sut of armor s made from nterwoven meta nks
Cost: 400
AC Bonus: +4
Save Bonus: -
Maxmum Aowed DEX Bonus: +4
Armor Check Penaty: -2
Magcks Faure Chance: 20%
Weght: 25 bs.
Speed Penaty: 0
Speca Ouates: none
Survival #est: The thck cotton and eather of ths vest ensures that the wearer's body stays warm and
protected n the harshest of envrons
Cost: 600
AC Bonus: +3
Save Bonus: +1 Forttude
Maxmum Aowed DEX Bonus: +6
Armor Check Penaty: 0
Magcks Faure Chance: 10%
Weght: 10 bs.
Speed Penaty: 0
Speca Ouates: +2 on Endurance Checks made aganst Weather effects and hazards.
rigandine: Ths sut of armor s cevery desgned so that no two peces of meta rub together
Cost: 800
AC Bonus: +4
Save Bonus: -
Maxmum Aowed DEX Bonus: +6
Armor Check Penaty: -2
Magcks Faure Chance: 20%
Weght: 20 bs.
Speed Penaty: 0
Speca Ouates: None
||/foder||
||foder:-Heavy Armor-||
'''Heavy Armor''': Curasses, Breastpates, Scaema and Patema
make up the Heavy Armor category. In terms of pretecton, Heavy
Armor s second-to-none, provdng the argest bonuses to AC G can
buy. However, they sow the wearer down and appy heavy penates to
sks, n addton, nmbe characters are restrcted when wearng Heavy
Armor, and mght not be abe to get as much of a bonus from Dexterty
to AC when wearng t.
'''Basc Ter'''
'''Lnen Curass''': Ths armor s fashoned out of tghty woven rough
nens; uncomfortabe, but t serves amost as we as stee n a pnch.
* Cost: 250 G
* AC Bonus: +4
* Save Bonus: -
* Maxmum Aowed DEX Bonus: +4
* Armor Check Penaty: -3
* Magcks Faure Chance: 20%
* Weght: 25 bs.
* Speed Penaty: -1
* Speca Ouates: None
'''Scaema''': Ths armor s made up of dozens of sma overappng
meta pates, resembng the skn of a arge serpent.
* Cost: 400 G
* AC Bonus: +5
* Save Bonus: -
* Maxmum Aowed DEX Bonus: +4
* Armor Check Penaty: -3
* Magcks Faure Chance: 25%
* Weght: 30 bs.
* Speed Penaty: -1
* Speca Ouates: None
'''Iron Breastpate''': Ths heavy armor's most promnent feature s the
pate of sod ron protectng the chest.
* Cost: 800 G
* AC Bonus: +6
* Save Bonus: -
* Maxmum Aowed DEX Bonus: +3
* Armor Check Penaty: -4
* Magcks Faure Chance: 25%
* Weght: 30 bs.
* Speed Penaty: -1
* Speca Ouates: None
'''Patema''': Overappng meta pates are attached to a ayer of
chanma to make ths mpressve fu body armor.
* Cost: 1400 G
* AC Bonus: +8
* Save Bonus: -
* Maxmum Aowed DEX Bonus: +2
* Armor Check Penaty: -6
* Magcks Faure Chance: 40%
* Weght: 50 bs.
* Speed Penaty: -2
* Speca Ouates: None
||/foder||
||foder:-Mystc Armor-||
'''Mystc Armor''': Robes, Mantes, Habts, and Gowns make up Mystc
Armor, and are unque n that Mystc Armor s usuay magcka before
provdng usefu benfets. Regardess, Mystc Armor does provde a
bonus to Refex Saves aganst hoste Magck, and can be worn by
Mages wthout provdng a penaty to spe castng.
'''Basc Ter'''
'''Hempen Robe''': A smpe robe woven out of coarse thread.
* Cost: 150 G
* AC Bonus: +0
* Save Bonus: +2
* Maxmum Aowed DEX Bonus: -
* Armor Check Penaty: 0
* Magcks Faure Chance: 0
* Weght: 5 bs.
* Speed Penaty: 0
* Speca Ouates: VS. Magck (Save Bonuses ony appy to Magcka
Attacks)
'''Magus Robe''': Ths robe futters about n the wnd much ke a cape.
It s the symbo of a mage.
* Cost: 600 G
* AC Bonus: +1
* Save Bonus: +3
* Maxmum Aowed DEX Bonus: -
* Armor Check Penaty: 0
* Magcks Faure Chance: 0
* Weght: 5 bs.
* Speed Penaty: 0
* Speca Ouates: VS. Magck
||/foder||
||foder:-Sheds-||
'''Sheds''': Buckers, Lght Sheds, and Heavy Sheds make up the
Shed Category. Sheds provde addtona bonuses to AC and Refex
saves aganst most, but not a, attacks. Specastng s dffcut to do
wth Sheds equpped, and they do come wth a mnor Sk penaty,
but the bonuses they provde can save your fe.
'''Basc Ter'''
'''Bucker''': A smpe shed of taut eather on a wooden frame.
* Cost: 200 G
* AC Bonus: +1
* Save Bonus: -
* Maxmum Aowed DEX Bonus: -
* Armor Check Penaty: -1
* Magcks Faure Chance: 5%
* Weght: 5 bs.
* Speed Penaty: -
* Speca Ouates: None
'''Round Shed''': A crcuar shed that's good at defectng attacks.
* Cost: 400 G
* AC Bonus: +2
* Save Bonus: +1 Refex
* Maxmum Aowed DEX Bonus: -
* Armor Check Penaty: -1
* Magcks Faure Chance: 5%
* Weght: 5 bs.
* Speed Penaty: -
* Speca Ouates: None
'''Kte Shed''': Ths arge shed often comes embazoned wth a coat of
arms.
* Cost: 800 G
* AC Bonus: +3
* Save Bonus: +2 Refex
* Maxmum Aowed DEX Bonus: -
* Armor Check Penaty: -2
* Magcks Faure Chance: 15%
* Weght: 10 Lbs
* Speed Penaty: -
* Speca Ouates: Cover
||/foder||
'''-Restoratve Items-'''
* Poton: 50 G, Restore 10 HP
* H-Poton: 200 G, Restore 30 HP
* X-Poton: 500 G, Restore 50 HP
* Ether: 800 G, Restore 15 MP
* H-Ether: 2000 G, Restore 40 MP
* Exer: 10000 G, Competey restore HP and MP
* Phoenx Down: 300 G, Restore a KO'd Character to 1/5 of ther max
HP.
* Echo Herbs: 100 G, Remove ''Sence''
* Maden's Kss: 500 G, Remove ''Toad''
* God Neede: 500 G, Remove ''Stone''
* Antdote: 100 G, Remove ''Poson''
* Eyedrops: 100 G, Remove ''Bnd''
* Bandage: 200 G, Remove ''Immobze'' and ''Dsabe''
* Remedy: 1000 G, Cures varous debuffs.
* Handkerchef: 200 G, Remove ''O''
'''-Genera Goods-'''
||foder:Accessores||
'''Festva Rbbon''': Ths somewhat garsh rbbon s a far cry from the
rea dea, but st makes you fee warm nsde.
* Effect: +1 on a Savng throws.
* Prce: 200 G
||/foder||
||foder:Mundane Goods||
'''Adventurer's Pack''': Ths backpack set comes wth everythng the
buddng traveer needs to |ourney across Ivace. For a prce cheaper
than the sum of ts parts
* Prce: 150 G
* Weght: 23 LBS
* Contans: One Backpack, Sma Pouch, Bedro, 10 Days Tra Ratons,
Waterskn, 2 Sunstones, Fnt & Stee, and a Traveer's Outft.
'''Tent (Sma)''': Ths sma tent s easy to set up and can comfortabe
sheter 2 persons.
* Prce: 100 G
* Weght: 20 Lbs.
'''Tent (Large)''': Ths arge tent s a common buy amongst cans, as t
can sheter up to 6 peope.
* Prce: 250 G
* Weght: 30 Lbs.
'''Rope (Hemp)''': Ths rope s 50 feet ong, and sees many uses
amongst many peope. You can never have enough rope!
* Prce: 10 G
* Weght: 10 Lbs.
'''Lantern''': Ths ron antern s commony seen t n the homes across
Ivace, and burns onger than conventona torches. A t antern shnes
ght n a 4 square radus, and 8 squares of dm ght. It burns for 4
hours
* Prce: 70 G, 5 G for O.
* Weght: 2 Lbs. O fasks weght 1/2 Lb.
||/foder||
||foder: Everyday Cothes||
'''Artsans outft'''
'''Cercs vestments'''
'''Cod-weather outft'''
'''Courters outft'''
'''Entertaners outft'''
'''Exporers outft'''
'''Monks outft'''
'''Nobes outft'''
'''Peasants outft'''
'''Roya outft'''
'''Schoars outft'''
'''Traveers outft'''
||/foder||
Combat
Ivace s a dangerous pace. Woves, Fans, Behemoths, Gobns,
Coeurs, Serpents, Werewoves, Espers, Scons, Demons, Imps,
Dreamhares, Enttes and the common Bandt constanty roam the
roads and reaches of ths and. And combat s an nevtabe affar n
Ivace Aance Tabetop. So draw swords warror, and prepare for
batte!
'''Begnnng an Encounter'''
In Ivace Aance Tabetop, notabe events are resoved and payed
through n what s known as an Encounter
In order to begn what s known as an "Encounter," severa thngs must
be present and estabshed.\\
Frsty, there must two or more opposng sdes. Ths can range from
the monsters versus the heroes, two sdes of a potca debate, the two
headhunters chasng a mark, or the rver that the man cast needs to
swm across.\\
Next, Intatve must be estabshed. Intatve s decded by rong a
D20 and addng your Dexterty modfer. There are some Augments
and abtes that aso modfy your Intatve. Inanmate ob|ects, or
persons not drecty nvoved n the Encounter, or un/natura
phenomena (such as an avaanche, a heavy concentraton of Mst,
cave-n, or rver current) aways have an Intatve count of 0. Persons
wth the hghest Intatve Ro go frst, descendng down n order unt
the person wth the owest Intatve Ro goes, then the round ends and
the process starts agan wth the person who roed hghest.
'''The Round'''
In an encounter, a Round s the process of tme t takes for everyone to
act n ntatve at east once. In combat, rounds usuay ast 6 seconds.
In a other cases, a round can ast as ong as necessary as ong as the
two or more sdes keep actvey opposng each other. When a PC's
Intatve comes up n a round, t s that PC's "Turn." Once the PC
fnshes hs or her turn, the next partcpant's turn comes up. Once
every partcpant has had at east one turn. The Round s up, and a
new one begns, usng the same ntatves as roed at the begnnng of
the encounter. Ths keeps gong unt ony one opposng sde remans
n the encounter, or the other sde concedes or s overcome.
'''Combat'''
However, n the PC's cases, most Rounds w be n combat. In combat,
you are mted to ony your magnaton n what you can or can't do,
and the actons you have remanng for your turn. Durng your turn n a
combat encounter, you receve a Standard, Move, and Mnor acton. Or
you can forgoe those actons and perform what s known as a Fu-
Round Acton. A st of what you can do wth these actons s beow.
Actons marked wth an astersk "*" provoke Opportunty Attacks.
'''STANDARD ACTIONS'''\\
* Admnster a Restoratve Item*: Use a Restoratve Item on an
ad|acent creature that s wng to accept t, or s unconscous or
hepess.
* Ad another: Improve an ad|acent ays attack ro, defense, sk
check, or abty check.
* Meee attack: Make a basc meee attack.
* Ranged attack*: Make a basc ranged attack.
* Unarmed attack*: Make a basc unarmed attack (note: ths doesn't
provoke an attack of opportunty f your target s aso unarmed)
* Cast most Magcks*: Most Magck spes requre a standard acton, as
a rue of thumb.
* Combat Maneuver: Perform a Combat Maneuver, such as a Bu Rush
or Grappe.
* Charge: Move and then make a meee basc attack or a bu rush, but
receve a penaty to AC unt the start of your next turn.
* Ready an acton: Ready an acton to perform when a specfed trgger
occurs
* Defensve stance: Gan a +2 bonus to your AC and saves unt the
start of your next turn
* Use a Magck Item: Actvate an tem's speca power or abty
* Draw a Hdden Weapon: Draw a weapon that you have hdden usng
Thevery.
* Stabze*: Prevent the HP oss of a dyng ay.
* Perform A Ouckenng: Spend a or some MP to perform a
Ouckenng, and thus potentay start a Ouckenng Chan. (See
Optona Rues)
'''MOVE ACTIONS'''\\
* Move: Move usng one of your sted speeds.
* Craw*: Whe prone, move up to haf your speed.
* Escape: Escape a grappe and shft
* Run*: Move up to your speed + 2; grant combat advantage unt the
begnnng of your next turn.
* Stand up*: Stand up from prone.
* Squeeze*: Reduce your space by 1, move up to haf your speed, and
grant combat advantage.
* Equp or stow a shed: Use a shed or put t away
* Load a Frearm: Load a Frearm so that t can be fred.
* Retreve an Item: Retreve a mundane tem n your backpack.
'''MINOR ACTIONS'''\\
* Draw or sheathe a weapon*: You can draw or sheathe a weapon.
* Drnk a poton*: Consume a poton.
* Drop prone: Drop down so that you are yng on the ground.
* Load a Bow: Load a Bow so that you can fre t.
* Open or cose a door: Open or cose a door or contaner that snt
ocked or stuck.
* Pck up an tem: Pck up an ob|ect n your space or n an unoccuped
square wthn reach.
* Retreve or stow a restoratve Item: Retreve or stow a restoratve
tem on your person.
'''IMMEDIATE ACTION'''\\
* Readed acton: Take your readed acton when ts trgger occurs
* Contrbute to a Ouckenng Chan: Spend a or some MP to perform a
Ouckenng wth your aes n a Ouckenng Chan n progress. (See
Optona Rues)
'''OPPORTUNITY ACTION'''\\
* Opportunty attack: Make a meee basc attack aganst an enemy that
provokes an opportunty attack
'''FREE ACTIONS'''\\
* Drop hed tems: Drop any tems you currenty hod
* End a grappe: Let go of an enemy
* Shft: Move 1 square wthout provokng opportunty attacks. You
cannot move after makng a Shft.
* Spend an acton pont: Spend an acton pont to take an extra
Standard acton (once per encounter, not n a surprse round)
* Tak: Speak a few sentences
'''NO ACTION'''\\
* Deay: Put off your turn unt ater n the ntatve order
'''FULL-ROUND ACTION'''\\
* Fu Attack: Make mutpe attacks, f your Base Attack Bonus aows
for t.
* Coup de grace (COO-DI-GRAH)*: Make an nstant crtca ht aganst a
hepess enemy.
* Escape Bndngs*: Use Acrobatcs to attempt to escape from a net,
bndngs, etc.
* Extngush Fames: Stomp out or put out fames n your square or on
your person.
* Lght a Torch*: Lght a torch usng fnt and stee.
* Move 1 square n Dffcut Terran*: Move 1 square through terran
that otherwse brngs your speed to 0 and sn't a natura hazard (such
as Oucksand).
* Sprnt*: Move up to 4 tmes your speed n a straght ne, grant
combat advantage unt the begnnng of your next turn.
* Wthdraw: Move up to doube your speed, do not provoke opportunty
attacks from the square you start n.
'''''Optona Rues'''''
'''Ouckenngs'''
The Mst s a powerfu force, ever present throughout a of Ivace,
though usuay n sma, neary unnotceabe quanttes. There are
some, who don't even practce Magck, who use the Mst to perform
potentay devastatng attacks. The and dssoves, the hero stands n
front of hs opponent n a vast fed of cosmc swrng energy, a gow of
pure energy surrounds our hero, and hs opponent manages a
||OhCrap bref ook of dawnng reazaton|| before the ar around hm
s torn asunder by pure magcka energy. In the ensung chaos, the
hero's aes take the opportunty to |on n wth ther own power,
shoud enough of these attacks occur, the gathered Mst erupts n a
cacophony of power, sometmes enough to scatter a sma army.
These attacks are caed Ouckenngs. And ther potenta resuts are
caed Concurrences.
Ouckenngs are an optona rue because they are desgned to gve a
sma party (3 or 4 payers) extra frepower to contend aganst IAT's
powerfu and dangerous monsters. They are good for sma partes
because they can turn the tde of batte and grant vctory where t
woud otherwse be frutess. They are resoved qucky, and dea a
respectabe amount of damage to an enemy that was otherwse takng
hardy any from the party's efforts.
Lkewse, Ouckenngs are not recommended for arge partes (6 or
more payers) because ths extra frepower can easy turn nto too
much frepower. If a arge party gets ucky wth ther Ouckenng Chan,
there s a scary arge chance that the damage count smpy. W. Not.
End. Thus, a arge party wth a arge Ouckenng Chan can easy k
the bg dffcut boss ther GM prepared |ust for them n one round.
Whe ths chance aso exsts wth smaer partes, t s aso a
reasonaby sma chance, and the aforementoned stuaton s key not
to happen.
''Yes, but what exacty '''IS''' a Ouckenng?''
A Ouckenng s to Magck what a Rocket Launcher s to a gunfght.
They can be ether devastatng or worthess, and f you use enough of
them, eventuay t won't matter. A character does not begn pay
knowng a Ouckenng, but can earn 3 of them over the course of hs
or her adventures. A character earns and gans access to a Ouckenng
at 6th, 11th, and 16th eve (When they advance to ther next ters).
Ouckenngs are 100% pure concentrated Mst, and by extenson,
Magck. Thusy, whe a Ouckenng can essentay ook however you
want t to ook ke, they typcay do not nvove your character usng
an equpped weapon or ob|ect to attack an enemy, but rather,
assautng your foe wth pure magcka energy, or f you reay wsh to,
con|urng a temporary weapon or ob|ect, and usng that to attack your
enemy. A typca Ouckenng can take the form of a arge mutcoored
exposon, a beam of pure energy, or enveopng your foe wth a
rampage of eectrcty, or fre, or wnd, or a three combned.
Mechancay, a Ouckenng functons smpy as nstant, non-eementa
damage (meanng that damage resstance or reducton based on
eements or meee damage s gnored, but genera DR (DR/-) s not
gnored, enemes under the nfuence of a pang or otherwse are
mpervous to damage receve no damage as usua) to a snge
opponent wthn 10 squares of the Ouckenng ntator, aes who wsh
to |on n and contrbute to a Ouckenng Chan need not be wthn ths
range, but must have ne of sght to the target. Ouckenngs dea
damage based on ther ter: An Advanced Ter Ouckenng (the frst one
earned) deas 1D10 damage, Heroc Ter Ouckenngs (the second one
earned) dea 1D20, and Legendary Ter Ouckenngs (the ast one
earned) dea 2D20 damage.
Ouckenngs have an MP cost dependng on the character's ter and the
ter of the quckenng beng used. Consut the tabe beow to determne
the MP cost of a Ouckenng. Of course, a Ouckenng cannot be used f
you do not have the requred MP to cast t.
Advanced Ter
Ouckenng
Heroc Ter Ouckenng
Legendary Ter
Ouckenng
Advanced Ter Character 100% MP Cost - -
Heroc Ter Character 50% MP Cost 100% MP Cost -
Legendary Ter Character 33% MP Cost 66& MP Cost 100% MP Cost
||/foder||
Magck
'''The Magck Attack'''
Castng a spe on your foe s vasty dfferent than swngng at hm wth
a bade. Magcked fre has a tendency to gnore even the hardest pate
ma, after a. In order to fgure out f your spe affects a foe, you
make a Magck Attack. Fgurng your Magck Attack Bonus s a smpe
matter. The equaton s so: Base Attack Bonus + The Approprate
Modfer (usuay APT) + Any bonuses ganed from equpment or
accessores.
When you fgure out ths bonus, you then make a Magck Attack as you
cast a spe. There s no DC to beat when you make ths attack, uness
the spe specfcay targets AC. In whch case t essentay functons
as a norma attack.
Otherwse, when you ro that D20, you're settng the DC.
After the DC s set by your ro, the opponent who s targeted by your
spe makes the approprate save. If he makes the save, one of two
thngs happens, the spe msses, or he takes haf damage, dependng
on the spe descrpton. If he fas, then he suffers the fu extent of the
spes effect, whch can be damage, a status effect, or both.
For exampe. Aae, a 1st eve Vera Red Mage, wants to cast Thunder
on a Baknamy. Aae's Base Attack Bonus s 0, her Apttude Modfer s
+3, and she's wedng a Rod, whch adds +1 to her Magck Attack,
brngng her tota bonus up to pus 4. Aae ros and gets a 12. 12 + 4 s
16, so the Baknamy must make a Refex save versus a DC 16 to avod
the brunt of the eectrca onsaught.
||foder:-Back Magck-||
'''Basc Ter'''
* ''Fre'' - You str up a gout of fame on top of your opponent.
** 4 MP: APT Vs Ref: 2d6 + APT mod Fre Damage to 1 Target wthn
Range 10.
* ''Thunder'' -
** 4 MP: APT Vs Ref: 2d6+ APT mod Lghtnng Damage to 1 Target
wthn Range 10.
* ''Bzzard'' -
** 4 MP: APT Vs Fort: 2d6+ APT mod Ice Damage to 1 Target wthn
Range 10.
* ''Water'' -
** 6 MP: APT Vs AC: 3d4+ APT mod Water Damage to 1 Target wthn
Range 15.
* ''Ouake'' -
** 8 MP: APT Vs AC: 1d10+ APT mod Earth Damage to a Targets n a
Burst 1 wthn Range 5.
* ''Aero'' -
** 8 MP: APT Vs Ref: 1d10+ APT mod Wnd Damage to a Targets n a
Burst 1 wthn Range 5.
'''Advanced Ter'''
* ''Fra'' - APT Vs Ref, 2d10+ APT mod Fre Damage, Range 10, Costs 9
Mana
* ''Thundara'' - APT Vs Ref, 2d10+ APT mod Lghtnng Damage, Range
10, Costs 9 Mana
* ''Bzzara'' - APT Vs Fort, 2d10+ APT mod Ice Damage, Range 10,
Costs 9 Mana
* ''Watera'' - APT Vs Ref, 5d4+ APT mod Water Damage, Range 15,
Costs 12 Mana
* ''Ouakera'' - APT Vs AC, 3d6+ APT mod Water Damage, Burst 1 n
Range 10, Costs 17 Mana
* ''Aerora'' - APT Vs Ref, 3d6+ APT mod Water Damage, Burst 1 n
Range 10, Costs 17 Mana
* ''Bo'' - APT Vs Fort, 2d4+ APT mod Poson Damage, Infcts ''Poson'',
Range 10, Costs 12 Mana
'''Heroc Ter'''
* ''Fraga'' - APT Vs Ref, 3d10+ APT mod Fre Damage, Infcts ''Burn'',
burst 2 n Range 10, Costs 21 Mana
* ''Thundaga'' - APT Vs Ref, 3d10+ APT mod Lghtnng Damage, Infcts
''Stun'', burst 2 n Range 10, Costs 21 Mana
* ''Bzzaga'' - APT Vs Fort, 3d10+ APT mod Ice Damage, Infcts
''Freeze'', burst 2 n Range 10, Costs 21 Mana
* ''Waterga'' - APT Vs Ref, 5d6+ APT mod Water Damage, burst 2 n
Range 20, Costs 23 Mana
* ''Ouakega'' - APT Vs AC, 3d8+ APT mod Earth Damage, Knock target
Prone, burst 3 n Range 10, Costs 24 Mana
* ''Aeroga'' - APT Vs Ref, 3d8+ APT mod Wnd Damage, Sde target 1
square, burst 3 n Range 10, Costs 24 Mana
* ''Fare'' - APT Vs AC, 4d10+ APT mod Fre Damage, burst 3 n Range
10, Costs 28 Mana
* ''Shock'' - APT Vs AC, 3d12+ APT mod Damage, burst 1 n Range 10,
Costs 26 Mana
* ''Scourge'' - APT Vs Fort, 2d8+ APT mod Poson Damage, Infcts
''Sap'', Burst 2 n Range 10, Costs 26 Mana
'''Legendary Ter'''
* ''Fra|a'' - APT Vs Ref, 5d10+ APT mod Fre Damage, Infcts Burn,
burst 3 n Range 10, Costs 36 Mana
* ''Thunda|a'' - APT Vs Ref, 5d10+ APT mod Lghtnng Damage, Infcts
Stun, burst 3 n Range 10, Costs 36 Mana
* ''Bzza|a'' - APT Vs Fort, 5d10+ APT mod Ice Damage, Infcts Freeze,
burst 3 n Range 10, Costs 36 Mana
* ''Water|a'' - APT Vs Ref, 4d12+ APT mod Water Damage, burst 3 n
Range 10, Costs 39 Mana
* ''Ouake|a'' - APT Vs AC, 7d6+ APT mod Fre Damage, Knock target
Prone, burst 4 n Range 10, Costs 42 Mana
* ''Aero|a'' - APT Vs Ref, 7d6+ APT mod Wnd Damage, Sde target 1
square, burst 4 n Range 10, Costs 42 Mana
* ''Meteor'' - APT Vs AC, 6d12+ APT mod Fre Damage, burst 5 n Range
10, Costs 75 Mana
* ''Utma'' - APT Vs Fort, 10d12+ APT mod Damage, burst 1 n Range
10, Costs 100 Mana, gnore DR and SR
* ''Scathe'' - APT Vs Ref, 10d8+ APT mod Damage for 10 squares n a
straght Lne of Sght, Costs 47 Mana
||/foder||
||foder:-Arcane Magck-||
'''Basc Ter'''
* ''Dark'' -
* ''Gravty'' -
* ''Berserk'' -
* ''Confuse'' -
* ''Bane'' -
* ''Rasp'' -
'''Advanced Ter'''
* ''Darkra'' -
* ''Gravra'' -
* ''Decoy'' -
* ''Dran'' -
* ''Vansh'' -
* ''Syphon'' -
* ''Morph'' -
'''Heroc Ter'''
* ''Darkga'' -
* ''Gravga'' -
* ''Corrupton'' -
* ''Death'' -
* ''Bubbe'' -
* ''Charm'' -
* ''Vanshga'' -
'''Legendary Ter'''
* ''Dark|a'' -
* ''Grav|a'' -
* ''Reverse'' -
* ''Ardor'' -
* ''Morphga'' -
* ''Domnate'' -
||/foder||
||foder:-Green Magck-||
'''Basc Ter'''
* ''Protect'' - Gve an ay Damage Resstance (3 + 1/2 your caster
eve) versus mundane attacks for a number of rounds equa to 3 +
your APT Modfer, range 10, Costs 4 MP
* ''Bnd'' - APT Vs W, Lower an Enemys Attack by your APT mod unt
the end of your next turn, range 10, Costs 4 MP
* ''Poson'' - APT Vs. Fort, Infcts ''Poson'', range 10, Costs 5 MP
* ''She'' - Gve an ay Damage Resstance (3 + 1/2 your caster eve)
versus Magcka attacks and effects for a number of rounds equa to 3
+ your APT Modfer, range 10, Costs 4 MP
* ''Seep'' - APT Vs. W, Infcts ''Seep'', range 10, Costs 5 MP
* ''O'' - APT Vs. Ref, Infcts ''O'', Burst 2 n range 10, Costs 5 MP
'''Advanced Ter'''
* ''Tranq'' -
* ''Leap'' -
* ''Bravery'' -
* ''Fath'' -
* ''Sence'' -
* ''Nu'' -
'''Heroc Ter'''
* ''Fy'' -
* ''Toxfy'' -
* ''Protectga'' -
* ''Shega'' -
* ''Seepga'' -
* ''Bndga'' -
* ''Refect'' -
'''Legendary Ter'''
* ''Sencega'' -
* ''Deathward'' -
* ''Vaor'' -
* ''Beef'' -
||/foder||
||foder:-Whte Magck-||
'''Basc Ter'''
* ''Cure'' - Heas 2d8+APT mod, range 10, Costs 4 MP
* ''Posona'' - Cures ''Poson'', Range 10, Costs 3 MP
* ''Bndna'' - Cures ''Bnd'', Range 10, Costs 3 MP
* ''Vox'' - Cures ''Sence'', Range 10, Costs 3 MP
* ''Da'' - APT Vs W, Causes 2d4 Damage to a undead enemes
wthn 50 squares, Costs 6 MP
'''Advanced Ter'''
* ''Cura'' - Heas 2d12+APT mod, range 10, Costs 14 MP
* ''Mn'' - APT Vs W (ony appcabe when used on a hoste target),
Infcts/Cures ''Mn'', range 10, Costs 10 MP
* ''Stona'' - Cures ''Petrfy'', Range 10, Costs 10 MP
* ''Ceanse'' - Cures ''Dsease'' and ''O'', Range 10, Costs 10 MP
* ''Bnk'' - Grants ''Bnk'', Range 10, Costs 10 MP
'''Heroc Ter'''
* ''Curaga'' - Heas 3d12+APT mod, burst 1 n range 10, Costs 26 MP
* ''Rase'' - Brng one |=KOed=| ay back to haf-heath, Range 10,
Costs 20 MP
* ''Esuna'' - Heas a status aments (barrng ''Sow, Stop, Doom,
Dsease, O, KO,'' And ''Death''), Range 10, Costs 12 MP
* ''Regen'' - Grants ''Regen'', Range 10, Costs 16 MP
* ''Dspe'' - APT Vs W, Removes any postve status effects, Range
10, Costs 16 MP.
* ''Hoy'' - APT Vs W, 4d10+APT mod Hoy Damage, Burst 1 n Range
10, Costs 30 MP
'''Legendary Ter'''
* ''Cura|a'' - Heas 5d12+APT mod, burst 2 n range 10, Costs 26 MP
* ''Renew'' - Fuy restore 1 Ays Heath + Hea a status effects (Bar
''KO'' and ''Death''), range 10, costs 49 MP
* ''Arse'' - Brng one |=KOed=| or Dead ay back to Fu heath, Range
10, Costs 52 MP
* ''Rerase'' - Grants Auto-Lfe, Range 10, Costs 62 MP.
* ''Dspega'' - APT Vs W, Removes any postve status effects, Burst 1
n Range 10, Costs 36 MP.
* ''Esunaga'' - Remove a status aments (Bar ''KO'' and ''Death''),
burst 2 n range 10, Costs 36 MP
* ''Daga'' - APT Vs W, Causes 5d8 Damage to a undead enemes
wthn 50 squares, Costs 34 MP
||/foder||
Gossary
Beow s a st of terms, affctons, and statuses commony seen n the
Ivace word.
'''Berserk'''
A character who s Berserk s experencng an unnaturay bnd rage,
usuay brought on by magcka nfuences. A character who s berserk
can st desgnate frend from foe, but cannot use Magck or
Technques unt the rage subsdes. A character who s Berserk
mmedatey attacks the nearest known hoste enemy, f more than
one enemy s wthn equa dstance of the character, t s the
characters choce of who to attack. Berserk characters get a +4 Morae
bonus to STR, but a -2 penaty to AC.
'''Bnd'''
Another common status ament n the Fna Fantasy Mythos. Bnded
characters can no onger effectvey see ther opponents and are prone
to mssng wth a of ther attacks. Bnded characters take a -2
penaty to Armor Cass, oses ther Dexterty bonus to AC (f any), and
take a -4 penaty on most Strength- and Dexterty-based sk checks
and on opposed Percepton sk checks. A checks and actvtes that
rey on vson (such as readng and Percepton checks based on sght)
automatcay fa. A opponents are consdered to have tota
conceament (50% mss chance) aganst the bnded character. Bnd
creatures must make a DC 10 Acrobatcs sk check to move faster
than haf speed. Creatures that fa ths check fa prone. Characters
who reman bnded for a ong tme (or who are Bangaa) grow
accustomed to these drawbacks and can overcome some or even most
of them. Uness stated otherwse, Bnd asts unt the end of the
encounter or can be removed through the use of Eye-Drops, ''Bndna'',
or ''Esuna''.
'''Confused'''
Characters who are confused can no onger desgnate frend from foe.
Usuay a menta condton, Confused characters are dangerous n a
batte, as they mght wnd up attackng ther teammates! Payers who
are confused no onger have fu contro of ther characters and
randomy attack anyone on the battefed, ncudng hm/hersef! n
order to pay ths, count the number of peope nvoved n combat and
the character may reach n a snge move acton and ro dce
accordngy, f there are a number of combatants un-equa to a proper
dce, gnore the combatants farthest from the Confused character unt
a dce may be represented, f more than 1 characters are an equa
dstance away, the DM chooses one. Exampe: There are 7 actve
partcpants n a current batte. 1 of these partcpants becomes
confused. In order to determne who the confused character attacks,
the GM starts assgnng numbers to characters, the Confused character
s 1, snce there are 6 remanng characters n batte, the person
farthest from the confused character s eft out, so a D6 (sx-sded dce)
may be roed to determne who the confused character attacks. Once
a character has been chosen, the confused character's turn s spent
movng to that character (takng attacks of oppurtunty as appropate)
and makng a snge basc atack aganst that character.
'''Mn'''
Mn shrnks the target down to a mere fracton of ther orgna sze.
Targets are shrunk down by three sze categores, to the owest sze
category of Fne. For Medum, Larger or Sma characters, ths means
that they take up ess than 1 square of space when they are under the
Mn condton. Ths means that more than one such creature can ft
nto a snge square. A Tny creature typcay occupes a space ony 2-
1/2 feet across, so four can ft nto a snge square. 25 Dmnutve
creatures or 100 Fne creatures can ft nto a snge square. Mn'd
characters take up ess than 1 square of space and have a natura
reach of 0 feet, meanng they cant reach nto ad|acent squares. They
must enter an opponents square to attack n meee. Ths provokes an
attack of opportunty from the opponent. You can attack Mn'd
characters n your own square f you need to, so you can attack such
creatures normay. Snce they have no natura reach, they do not
threaten the squares around them. You can move past them wthout
provokng attacks of opportunty. They aso cant fank an enemy.
On occason, t may be necessary to be under ths condton for varous
reasons, such as to enter a sma hoe or sneak past a group of
powerfu enemes. Sometmes characters must be n the Mn status to
expore a dungeon. In whch case the dungeon shoud be scaed
appropratey and there characters shoud be treated as ther reguar
sze for the purpose of combat wthn the dungeon.
However, f a character s Mn'd outsde of these crcumstances, then
the foowng rues appy: A physca damage deat by a Mn'd
character deas 1 damage, regardess of what that character s
wedng. The Mn status does not affect spe castng damage. Mn'd
character's gan a +8 sze bonus to Attack ros and AC, a -8 penaty to
ther Combat Maneuver Bonus and Combat Maneuver Defense, have
a of ther speeds reduced to 2 Squares, and receve a +16 sze bonus
on Steath checks. Damage deat to a Mn'd character s doubed.
Agan, the bonuses and penates sted above ony appy under
crcumstances where the Mn'd character s fghtng reguar szed
opponents on a reguar battefed. Dungeons and areas where the Mn
status s necessary for them to be entered and expored treat the
characters as reguar szed for a ntents and purposes of the dungeon.
'''O'''
A character s covered n hghy fammabe O. Any attacks that dea
Fre damage to ths character dea doube damage. O asts ndefntey
on a character and can be removed wth ''Ceanse'', a Handkerchef, or
a bath and cothes-washng.
'''Restng'''
There are, n genera, 2 types of restng, Short Rests and Extended
Rests.
Short Rests are usuay at east 5 mnutes ong, but no onger than an
hour, and are usuay taken |ust after an encounter. Most adventurng
partes take a short rest after a batte f they know another encounter
s not mmnent. Short Rests restore HP equa to a character's eve. For
a ntents and purposes, a party can take ony one short rest between
encounters. If the party wshes to spend more tme restng n order to
restore HP, then they shoud take an Extended Rest.
Extended Rests ast at east 8 hours, and represent a nght of seep,
reaxng, and restoraton. Partes take extended rests at camp or n
town, when no danger s present or w present tsef soon. Extended
Rests competey restore party HP and revve Unconscous party
members, gven that the party has food and water to noursh
themseves wth. Once a party has taken an Extended Rest, there
shoud be no need to take another unt after the next combat
encounter. Techncay, Extended Rests can ast as ong as the party
wants, so ong as they have the resources to survve. Party members
can do non-strenuous actvtes whe takng an extended rest, such as
purchasng tems, wanderng around (assumng they don't run nto
troube), acceptng and fnshng quests, workng, and so on. Once the
party sets out and contnues questng or gets nto combat, the
Extended Rest ends.
'''Poson'''
Poson s a cassc and we known affcton n the Fna Fantasy
unverse, and s no dfferent n IAT. When a character s Posoned, he or
she sowy takes damage throughout the batte as the poson runs t's
course. At the begnnng of a Posoned character's turn, that character
takes 1/16th of ther maxmum HP n damage (mnmum 1).
||hottp:*:Ths number can be easy fgured by ookng at the affcted
characters Max HP and gong by mutpes of 16. 31 or ess max HP
aways takes 1 damage. 32 to 47 takes 2, 48 to 63 takes 3, 64 to 79
takes 4, and so on. Or f you have a cacuator, |ust dvde the
character's max HP by 16 and they take that much damage.|| Poson
can be removed through an Antdote, Remedy, ''Posona'', and
''Esuna''. Uness stated otherwse, Poson asts unt the end of the
encounter.
'''Seep'''
Asde from the basc seep that characters use to rest. Seep as a
status effect occurs n batte usuay through Magcka means. Seepng
characters fa Prone, enter a deep sumber, are consdered
Unconscous (and Hepess) and, of course, grant Combat Advantage. A
Seepng character wakes up when takng damage of any sort, or
another character spends a Standard Acton to wake the character up
(usuay through shakng and yeng oudy at them), or the spe
''Esuna'' s used on them. If a Seepng character s eft to sumber,
uness stated otherwse, they' wake up n an hour or two.
'''Sence'''
The character oses the abty to speak, usuay through magcka
means. Senced characters cannot cast Magcks or perform any
actons whch requre the use of ther voce. Uness stated otherwse,
Sence asts unt the end of the encounter. Sence can be removed
through the use of Echo Herbs, ''Vox'', or ''Esuna''.
'''Venom'''
The stronger cousn of Poson. Venom acts exacty as Poson does
except that t deas 1/8th of the affcted character's max HP n damage
nstead of 1/16th (Mnmum 2). ||hottp:*:As Poson, nstead now work
by mutpes of 8, wth 2 damage as the owest number. Anyone wth
23 or ess HP takes 2 damage, 24 to 31 takes 3, 32 to 39 takes 4, 40 to
47 takes 5, and so on. Or dvde the max HP by 8 and they take that
much damage.||

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