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Action Points

Action points give character the means to affect game play in significant ways, by improving
important rolls or unlocking special abilities. Each character has a limited number of action
points, and once an action point is spent, it is gone for good.
Metagame Analysis: Action Points
Action points give players some control over poor die rolls. Although this has little effect in
an average encounter, it makes it a little more likely that characters will survive extremely
challenging encounters and less likely that a single character will fall to what would otherwise be a balanced foe because of bad luck. A reserve of action points lets even careful players expose their characters to more risks, heightening the games tension and opening the
door to even more heroic action. This variant also makes it less likely that an entire adventuring group will fall victim to one powerful effect, such as circle of death or cloudkill.
Action points also make it more likely that the use of a characters most potent abilities will
be successful.
Acquiring Action Points
A beginning (1st-level) character starts the game with 2 action points. A character above 1st
level starts the game with a number of action points equal to 2 + 1/2 his current character
level.
Every time a character participates in two encounters, he gains an action point. Some Advanced Trades might allow a faster rate of accrual, at the GMs option.
Using Action Points
You can spend 1 action point either to add to a single d20 roll, to take a special action, or
to improve the use of a feat, skill or talent.
You can spend 1 action point in a round. If you spend a point to use a special action (see
below), you cant spend another one in the same round to improve a die roll, and vice versa.
When you spend 1 action point to improve a d20 roll, you add
the result of a 1d6 to your d20 roll (including attack rolls, saves,
checks, or any other roll of a d20) to help you meet or exceed
the target number. You can declare the use of 1 action point to
alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You cant use an action point to alter
the result of a d20 roll when you are taking 10 or taking 20.

Action Dice Added to a


Roll
Action
Level
Point Dice
Rolled
1st-7th
1d6
8th-14th
2d6
15th-20th
3d6

Depending on character level (see table), a character might be


able to roll more than one d6 when he spends 1 action point. If so, apply the highest result
and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take
the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20
roll.

Special Actions
A character can perform certain tasks by spending an action point. In addition to the actions
described below, some Advanced Trades or feats (see below) might allow the expenditure of
action points in order to gain or activate specific abilities, at the GMs option.


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4/28/08 12:10:06 AM

Activate Class Talent


A character can spend 1 action point to gain another use of a class ability that has a limited
number of uses per day. For example, a Cleric might use an action point to gain another
turn undead roll.
Boost Defense
A character can spend 1 action point as a free action when fighting defensively. This gives
him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).
Emulate Feat
At the beginning of a characters turn, he may spend 1 action point as a free action to gain
the benefit of a feat he doesnt have. He must meet the prerequisites of the feat. He gains
the benefit until the beginning of his next turn.
Extra attack
During any round in which a character takes a full attack action, he may spend 1 action
point to make an extra attack at his highest base attack bonus. Action points may be used
in this way with both melee and ranged attacks.
Spell Boost
A character can spend 1 action point as a free action to increase the effective caster level of
one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.
Stable
Any time a character is dying, he can spend 1 action point to become stable at his current
hit point total.
Improving Feats
The use of action points opens up a whole range of possible feats. However, its easier on
characters simply to improve existing feats to take advantage of action pointsthat way,
characters neednt spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats.
Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

Blind-Fight
You can spend 1 action point to negate your miss chance for a single attack.
Combat Expertise
You can spend 1 action point to double the bonus to Armor Class granted by the feat. For
example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.
Dodge
You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
Improved Critical
You can spend 1 action point to double your critical threat range from 20 to 19-20. Since


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two doublings equals a tripling, this benefit increases your critical range from 19-20 to
18-20, from 18-20 to 16-20, or from 16-20 to 13-20, including the effect of your Improved
Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other
effects that increase critical range.

Improved Initiative
You can spend 1 action point to double the bonus on initiative checks granted by the feat,
from +4 to +8.
Metamagic Feats
You can spend 1 action point to add the effect of any one metamagic feat that you have to
a spell you are casting. The spell is cast at its normal level (without any level adjustment
because of the feat) and takes no extra time to cast.
Heighten Spell automatically raises a spells effective level to the highest level of spell you
are capable of casting.

Power Attack
You can spend 1 action point to double the bonus on damage rolls granted by the feat. For
example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.
Spell Focus
You can spend 1 action point to double the increase to save DCs granted by the feat, from
+1 to +2.
Spell Penetration
You can spend 1 action point to double the bonus on caster level checks granted by the
feat, from +2 to +4. The effect lasts for the entire encounter.

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4/28/08 12:10:10 AM

Damage Threshold

Damage Threshold is a character trait that represents the amount of damage a character
can endure before moving down a level on the condition track. Damage Thresholds are
calculated by taking the total Fort Defensive of your character and adding your size modifier
and any miscellaneous bonuses for improving damage
threshold.
Size Modifiers for Damage
Once a character takes damage in excess of his damage
Threshold
threshold with out losing consciousness he moves down
Size
Modifier
one level of the condition track.
Small
+0
Medium
+0
Second Wind
Large
+5
If a character
falls below one half his total hit points he
Version1.002/18/2008
Huge
may catch a second
wind as a swift action. This action
SpecialCombatRules
WeaponRanges
p.129+10
AreaAttackp.155
Pt.Blk(0)/Short(2)/Med(5)/Long(10)
+20
heals one quarter of your
full hit point total (roundedWeaponTypeGargantuan
Make a single atk. If result is 10, compare with the Ref. Def. of all
Thrown
6 / 8 / 10 / 12
down) or targetsintheAoE.Thosehittakefulldmg,missedtakehalfdmg.
a number of hit points equal to your constituPistols&Simple Colossal
20 / 40 / 60+50
/ 80
Natural20sautohit,butdonotdeal2xdmg.Targetswithcovertake
tion score, which ever is higher. Second wind may only
Rifles
30 / 60 / 150 / 300
nodamageiftheresultfailstoovercometheirRef.Def.(5applies)
50 / 100 / 250 / 500
be used once a day. There
are talents and feats that Heavy
alAutofirep.156
Makeasingleatkat5andcomparewiththeRef.Def.ofalltargetsin
ExamplesofActions
p.150be
 used
low a character
to use Second wind more than once a day but
the ability can never
the 2sq x 2sq AoE. Those hit take full dmg, missed take half dmg.
Standard:
Move:
Swift:
FullRound:
more than
once
in
a
single
encounter.
Consumes10shots/bullets.
Activatean
Attack
Move
Coupde
BurstRadius&SplashWeaponsp.155
AidAnother
item
Drawor
Grace
Same as Area Attack above; Center of burst/grenade must be on a
Suppress
Aim(x2)
Holster
FullAttack
crosshairofsquaresongamematgrid.
Charge
Catcha
Weapon
Run
Disarm
Dmg Strength
SecondWind
Manipulate
The condition
track represents
of debilitating
attacks on characters, items and
StatisticsforObjects
p.151the
 DR effects
Fight
HP Thr (Break)
DropanItem
anItem
Defensively
vehicles in
the
game.
ManufacturedObjects
FallProne
StandUp
Grab
Fine(comlink)

1 in 5
1(10)
Recover(x3)
Withdraw
Items, vehicles
and constructs remain
a debilitated
condition
until
repaired.
Grapple
Diminutive(datapad)

1
5
1(10)
Switch

Condition Track

Tiny(computer)

les

h the Ref. Def. of all


dtakehalfdmg.
rgetswithcovertake
ef.Def.(5applies)

f.Def.ofalltargetsin
missed take half dmg.

sp.155
enade must be on a

HP

Dmg Strength
Thr (Break)

2

5

1(10)

WeaponMode

Characters
may improve their condition
3 swift actions
to regain p.146
one level of
Small(storagebin)
2
3 by
6 spending
4 (12)
SecondWind
Medium(desk)
5
5
10
10(15)
condition. Note some persistent effects can not be removed
by using 3 swift actions, spell,
Onceperday,IfyouarereducedtoyourmaxHP,youcan
Large(bed)
5 10 20 10 (15)
catchasecondwindasaswiftaction.Thishealsyourmax
environmental
effects
and
others
must
be
waited
out
or
regained
some other way.
Huge(conferencetable)
10 10 35 20(20)
HP
total
or
a
total
equal
to your Con score,
whichever is
HPPer
Gargantuan(smallbridge)
WeaponRangesp.129 10 20 55 40(30)
StatisticsforSubstances
p.152 DR
greater.
CM
Colossal(house)
10
30
85
80
(50)
WeaponType
Resting
for eight Pt.Blk(0)/Short(2)/Med(5)/Long(10)
consecutive uninterrupted Paper(flimsiplast,durasheet)
ConditionTrack p.148 1
Thrown ToolsandWeapons
/ 8 / 10 / 12
hours willComputerConsole
remove all6 debilitating
condition
track
Rope(syntherope,liquidcable)

1
Normalstate(nopenalties)

5
10
10(15)
Pistols&Simple
20 / 40 / 60 / 80
1step+1step
SoftPlastic(synthmesh,synthleather)

1
Weapon,Tiny(holdoutblaster)
levels
the condition
Riflesunless
30 / 60 is/persistent.
1505 / 2
300 10 10(15)
Heavy Weapon,Small(BlasterPistol)
50 / 100 / 2505 / 5
500 12

Weapon,Med.(BlasterRifle)
5 10 15
ExamplesofActions p.150

Weapon,Large(HeavyBlastRifle)
10 10 17
Standard:
Move:
Swift:
FullRound:
Weapon,Huge(EWeb)
10
20 30
Activatean
Attack
Move
Coupde

Bindings
AidAnother
Drawor
SuppressMeshTape
Holster
Charge LiquidCable
Weapon
Disarm Syntherope
Manipulate
Fight Chain anItem
Defensively
BinderCuffs
StandUp
Grab Locks Withdraw
Grapple

item
Grace

1
15
Aim(x2)
FullAttack

2
19
Catcha
Run

4
20
SecondWind
26
DropanItem 10 5
10 20 25
FallProne
Recover(x3)
Switch

1
5
WeaponMode 2
5
10

1penaltytoalldefenses;
Glass(duraplex,plastex)

1
15(17)
1penaltyonattackrolls,abilitychecks,andskillchecks
Iceordelicatecrystal

1
20(20)
1step+1step 
Ceramic(ceramisteel)
1
25(25)
2penaltytoalldefenses;
HardPlastic(duraplast,plasteel)
2
2
30(30)
2penaltyonattackrolls,abilitychecks,andskillchecks

Wood(synthwoodoranynaturalwood)
5
5
1step+1step
LightMetal(transparisteel)
5
5
20(20)
5penaltytoalldefenses;
Stone(permacrete,ferrocrete)
10
5
28(24)
5penaltyonattackrolls,abilitychecks,andskillchecks
Metal(durasteel,quadaniumsteel)
10
10
30(25)
1step+1step
HeavyMetal(duranium,lanthanide)
10
15
Moveathalfspeed;10penaltytoalldefenses;
32(26)
ExoticMetal(neutronium,MandalorianSteel)
20
20
10penaltyonatkrolls,abilitychecks,andskillchecks
40(30)

Statisticsf

Paper(flimsiplas
Rope(syntherop
SoftPlastic(syn
Glass(duraplex,
Iceordelicatecr
Ceramic(cerami
HardPlastic(dur
Wood(synthwoo
LightMetal(tran
Stone(permacre
Metal(durastee
HeavyMetal(du
ExoticMetal(ne
+vsFort

En

Acid
+5

2d6ac
everyr

+5

1d6 da
onmis
theco

+20

1d6 da
on mi
Canno
creatu
exposu

+5

2d6 te
miss t
theco

+5

1d6fir

1step+1step
EnvironmentalHazards

+5
2d6 te
Helpless(unconsciousordisabled)
miss t
1(10)
+vsFort
Effectonhitormiss
theco
10(15)
Acid&CorrosiveAtmosphere
p.253
DamagefromFallingObjects
p.254
20(20)+5
2d6aciddamage
onmisstakeshalf.Thisattackoccurs
Object
Atk.
Whenacreature,d
50(35)
everyrounduntiltheacidiswashedoffortreated.
Size
Example(s)
Bonus Dmg StrCheckDC
vs. its Fort Defens
60(40)
ToxicAtmosphere
Tiny
Blaster,Datapad p.253 5
1d4

fallen(max20d6).
+5
1d6
damage
&
1
persistent
step
on
condition
track.

Barriers
Small
BlasterRifle
2
1d6

HP total or a total equal to your Con score, whichever is
landsprone.
onmisstakeshalfdamageanddoesnotmovedownon
10 30 25 40(30)
greater. Metalbars(2cmthick)
Med.
Locker,HeavyArmor
+0
2d6
5
Exception: Those t
theconditiontrack.
Permacretewall(30cmthick)
10 150 30 50(35)
(DC15)and3addi
Large
SpeederBike
+2
4d6
10
ConditionTrack
p.148
Metalwallorhull(15cmthick)
10 150 35 60(40)
Vacuum p.253
checksucceedsand
Normalstate(nopenalties)
8d6
1d6 damage &Landspeeder
2 persistent step on+5
condition
track.  15
Woodendoor(5cmthick)
5 25 10 10(15)+20 Huge
1step+1step
Gargantuan
Starfighter
+10down
12d6
on miss takes no
damage but moves
1 step. 20
Metaldoor/Airlock(5cmthick)
10 50 30 50(35)
Jedi,Please!Youd
1penaltytoalldefenses;
Colossal
+20 Unconscious
20d6
25
Cannot move up ATAT
until out of vacuum.
Blastdoor(50cmthick)
10 750 40 70(45)
newcharactershee
1penaltyonattackrolls,abilitychecks,andskillchecks
creatures take cumulative 1d6 damage per round of

1step+1step
CompiledbyDominicAcetaminophenCrawford,withmanythanksto:RavingDork,Jindy,Daeglan,EmirikolTheChaotic,CodeArtist0815&everyonewhofindsthisuseful.Forno
exposure.

1
1
2
3
5
10
10
20
30

5
5
5
6
10
20
35
55
85

1(10)
1(10)
1(10)
4 (12)
10(15)
10 (15)
20(20)
40(30)
80 (50)

5
2
5
10
10
20

10
10
12
15
17
30

10(15)
10(15)
15(17)
20(20)
25(25)
30(30)

1
2
4

15
19
20

20(20)
Cadwallon-1.indb
28(24)
30(25)

Cheap
Average
Good SecondWind p.146 5 10 15
HighSecurity
10 120 30
Onceperday,IfyouarereducedtoyourmaxHP,youcan
UltrahighSecurity
20 150 35
catchasecondwindasaswiftaction.Thishealsyourmax

2penaltytoalldefenses;
ForusewithStarWarsSAGAeditionRolePlayingGame,whichisthepropertyandcopyrightofWizardsoftheCoastandLucasfilm,Ltd.Ijustformatstuff,andmakenoclaim
ExtremeHeatorCold p.254
2penaltyonattackrolls,abilitychecks,andskillchecks
Checkhttp://forums.gleemax.com/showthread.php?t=979888tosubmitcorrections,newversions,andanythingelserelatedtothisscreen.
+5
2d6
temp
& 1 persistent step on condition track on
1step+1step
miss takes half damage and does not move down on 4/28/08 12:10:43 AM
5penaltytoalldefenses;
theconditiontrack.
5penaltyonattackrolls,abilitychecks,andskillchecks
Fire p.255
1step+1step

Weapon by Revolution

Revolutionary Arms
Type
Damage Range Increment Size Load
Black Powder
Exotic Weapon
2d4P
30ft
M
1
Exotic Weapon
2d6P
30ft
M
1
Exotic Weapon
2d6P
30ft
M
1
Exotic Weapon
2d4P
20ft
M
1
Personal Firearm
2d4P
20ft
M
1
Personal Firearm
2d8P
30ft
L
1
Personal Firearm
2d8P
5ft
M
1
Personal Firearm 2d10P
5ft
L
1
Personal Firearm 2d10P
20ft
L
2

Handcannon
Arquebus
Caliver
Horse Caliver
Snaplock Pistol
SnaplockMusket
Blunderbuss Pistol
Blunderbuss Musket
Brown Bess
Imperial Long Tom
Personal Firearm
Musket
Knife Bayonet
Simple
Sword Bayonet
Simple
Black-powder Grenade
Simple
Pepper Box
Personal Firearm
Imperial Piece Maker Personal Firearm

2d12P

40ft

Weight

1d4P
S
1d6P
M
2d6B
Thrown
S
1
2d10P
5ft
M
4
2d6P
30ft
M
6
Steam
Dwarven Wrecker
Exotic Weapon
2d10P
L
1
The Hammer & Anvil Personal Firearm
2d8B
20ft
M
3
Dwarven Blunderbuss Personal Firearm 2d10P
25ft
L
2
Dwarven Bombardier Personal Firearm 2d10P
30ft (Indirect)
L
1
Pneumatic Hammer
Exotic Weapon
2d12B
L
Pneumatic Axe
Exotic Weapon
2d12S
L
Naphta
Goblin Vaporizor
Personal Firearm Special
5ft
L
1
Sultan Slayer
Personal Firearm 2d10P
10ft
M
2
Strohm Musket
Personal Firearm 2d10P
15ft
L
1
Fuse (Fools) Bomb
Simple
2d12B
Thrown
M
1
Rummers Winkle
Simple
2d6P
S
1
Goblin Vaporizor DamageVeil of Soot: creates a wall of smoke and ash that blocks line of sight. The soot cloud
the area of a 10 cube.

12lb
10lb
10lb
8lb
3lb
14lb
6lb
14lb
10lb
10lb
1lb
2lb
1lb
5lb
5lb
10lb
5lb
10lb
20lb
15lb
15lb
10lb
6lb
14lb
20lb
2lb
fills

Stinging Cloud: any creature caught in the cloud must make a DC 17 Fort defense roll or fall
victim to the chemical irritants and lose all actions until the end of the round. Any one succeeding the Fort Defense roll must leave the cloud area imediatly. The Stinging Cloud takes
up the area of a 10 cube.
Frenzy Vapor: Failing a DC 17 Will Defense causes the victim to fall into a berzerker rage (-4
all Defense, one additional regular attack per round). The Frenzy Vapor takes up the area of
a 10 cube.


Cadwallon-1.indb 5

4/28/08 12:10:47 AM

Premise
The premise is the campaign is simple to start. You have left your country of origin, and
perhaps even your faction, to join the City of Thieves. Your reasons for leaving I will let you
determine; you may be an exile, a coward, or you may be seeking something that cant be
found in your homeland. Again, your reasons for coming to Cadwallon are also yours. Perhaps you seek glory, perhaps money, perhaps even a person. Feel free to plant your own
plot seeds.
My suggestions for characters are to be as outgoing as possible. The Poisoned Rose is a
dangerous city, and no man - no matter how powerful - can survive alone. As an outsider in
the city, without friends, allies, or connections, you will have to move quickly to establish
yourself.
The basis of character creation is to select a race, a faction, and three ranks in trades. Your
ranks may be spent on one trade, two trades, or three.

Character Generation
- 8s in all abilities, 28 points to spend
- choose Culture, then Race
- Race gives other adjustments

Rules Changes

- All characters get a free Talent from Culture (note that technically, any talent can be
chosen, but a list of RECOMMENDED talents appear with each Culture choosing a different
talent requires GM approval.)
- Cross-class skills do NOT cost double
- Cross-class skills still have the normal cap on ranks
- Armor provides DR in addition to AC
- ex. Medium armor might provide DR 1/piercing, Heavy armors might provide DR 2 or 3/
piercing (only the heaviest armors should provide DR 3, such as full plate)
- Verify rules on detection spells for alignments: these should not be automatically
successful (Will save to avoid); failure reads it as True Neutral
- divine casters can only heal characters faithful to the casters deity/religion
- bards only transfer the number of hp that would normally be healed from lethal damage to
non-lethal damage
- No multi-class penalties
-A natural 20 i a critical hit- no confirmation is required. Weapons have no crit ranges.

Cultures
-

Defines what races the character may choose.


Culture defines the characters Automatic and Bonus Languages.
Gives a list of talents for the characters free Cultural Talent.
May give a character additional special abilities.

Lions of Alahan:

- Human (+1 Cha)


- Automatic Languages: Barhan
- Bonus Languages: Cadwe, Akkylannian, Cynwall, Goblin


Cadwallon-1.indb 6

4/28/08 12:10:48 AM

Lion Talent Tree


Steadfast: Lions give a +1 resistence to Fear and Fearsome effects to themselves and all
allies within LOS

Into the Fire: Lions can remove fear effects from any one touched 1x a day. Prerequisit
Steadfast.
Lions Roar: Lions can spend an action point to uleash a battle cry of peticular feirceness,
move any oppenet in melee range down one condition track for the remainder of the
encounter. Prerequisit Steadfast.
Bravery: Lions grant all allies within LOS immunity to Fear.

Akkylannie Griffons:

- Human (+1 Wis)


- Automatic Languages: Akkylannian
- Bonus Languages: Cadwe, Cynwall, Goblin, Barhan, Gheims Tongue, Syhar, Orc
-Griffin Talent Tree
Disciplined: Griffins can add their wisdom bonus to Armor Bonus instead of Dex.

Coordinated Attack: Griffin Characters give a +1 bonus to hit and damage per ally adjacent
to a creature in meele range of the Griffin character. Prerequisite Disciplined.
Fanatic: A Griffin Character may use his wisdom bonus in place of his Strength Bonus when
determining Attack and Damage bonuses.
Hyperian: The Griffin Character becomes fearless. No Fear effects will hinder him. By
spending one action point the Griffin can also become Fearsome to Creatures that cause
Fear even if the creature is immune to fear, the DC to resist is the same as the attacking
creatures Fear DC Plus the Griffins wisdom bonus. Prerequisit Fanatic and Coordinated
Attack.

Kelt Sessairs:

- Human (+1 Str), Shifter


- Automatic Languages: Kels Tongue
- Bonus Languages: Cadwe, Wolfen, Cynwall, Goblin, Drune
-Kelt Talent Tree
Danus Rage: The Kelt gains the ability to transfer one piont of Defense to add to his Attack
bonus. This Talent Stacks.

Bulls Strength: By spending an action point the Kelt can affect himself with Bulls Strengthas the spell for the remainder of the encounter. Prerequisit Danus Rage.
Danus Eyes: The Kelt can sense shapeshifters as the detect


Cadwallon-1.indb 7

4/28/08 12:10:48 AM

Creature/Object

Rating

Shifter/Lancanthrope

HD

Magic item or spell

Caster level x
1/2

Aberration, construct, dragon, elemental,


undead creature

HD x 1/2

Quasi-real Alterations Illusionary Disguises

HD x 1/5

Rating

Aura Power

1 or lower

Faint

24

Moderate

510

Strong

11 or higher

Overwhelming

War Fury: When a Kelt spends an action point he may auto-crit on his next attack. If for the
roll to hit the kelt gets a natural 20 then the damage for the critical is trippled.

Alchemists of Dirz:

- Human* (+1 Int), Changelings


- Gain the Mutagenic special ability and one point in Addiction/Mutagenic:
- Automatic Languages: Syhar
- Bonus Languages: Cadwe, Akkylannian, Orc, Goblin, Akkyshan, Dark
_All Dirz Player Characters that are human are actually considered Clones. This has no game
effects (treat the characters race as Human with all the normal benefits of doing so), but
has profound consequences in terms of the characters background and role in the game.
_Free feat at character creation must be Mutagenic. Mutagenic once activated increases one
stat based bonus by +1 or speed by a factor of 10 for one hour. Upon activation the player
must make an addiction test DC 12 +1/rank of addiction/mutagenic. If the test fails the
player automatically earns another rank of Addiction/Mutagenic and suffers from addiction
penalties one the Mutagenic duration is ended.
-Scorpion Talent Tree
Addiction resistence: The Dirz with this talent can re-roll any failed addiciton test once.

Scorpions Tail: When this talent is activated the Dirz gains the benifit of an aditional limb
and an additional regular attack. This effect lasts until the end of an encounter.


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Scorpions Claws: When this talent is activated the Dirz gains the benifit of two aditional
limbs and two additional regular attacks. This effect lasts until the end of an encounter.
Prerequisit Scorpions Tail.
Abberation: When the Dirz spends an action point he can take on the traits of an Alchemical
abberation. The Dirz is granted 5 points to assign to any ability bonus for the rest of
the encounter, the Dirz also increases in size by one catagorey during this activation.
Prerequisit Scorpions Claw.

Kelt Drunes:

- Human (+1 Con), Shifter


- Automatic Languages: Drune
- Bonus Languages: Cadwe, Underworld, Goblin, Akkyshan, Dark, Wolfen, Kels Tongue
-The Drune Talent Tree
Cernunnos Gift: the Drune with this talent may increase his threshold by 25%. This talent
does not stack.

Horns of the Stag: a Drune may disarm an oppenent if they accept damage equivalent to a
max damage regular attack from his opponent. Prerequist Cernunnos Gift.
The Soft Rain: A Dune with this talent may ignore one negative level on the condition track.
Prerequisit Cernunnos Gift.
Fierce: A Drune with this talent may spend an action point to gain a Second Wind.
Prerequistit Soft Rain.

Cadwallon:

- Any (Upper City: +1 Cha; Lower City: +1 Con)


- Automatic Languages: Cadwe
- Bonus Languages: All
-Cadwallon Talent Tree
A Cadwallon character may choose from any Talent Tree listed in this book. Once the tree is
selected it can not be changed or subsitiuted for another.

Undead of Acheron:

- Human (+1 Int), Dwarf (non-Mid-Nor), Elf, Half-Elf (+1 Int), Orc, Ogre, Wolfen, Goblin,
Shifter, Changeling
- Must apply the Undead or Ghoul template per below
- Automatic Languages: Dark
- Bonus Languages: All
Undead:
* Undead of Acheron cannot use a second wind unless aquired through a talent tree.
- Choose a base race and add the appropriate template. The standard undead of Acheron
were originally Human.
- LA +1, ECL varies (= monstrous levels + total LA)
- As Undead creatures, they have the following traits:
* No Constitution score.
* Darkvision out to 60 feet.


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* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and


morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to
damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to
fatigue and exhaustion effects.
* Negative energy (such as an inflict spell) can heal undead creatures. Positive energy inflicts
damage on undead creatures.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on
objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is
immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true
resurrection can affect undead creatures. These spells turn undead creatures back into the
living creatures they were before becoming undead.
* Proficient with its natural weapons.
* Undead do not breathe, eat, or sleep.
-Ghoul of Acheron:
* Ghouls of Acheron cannot use a second wind unless aquired through a talent tree.
*Choose a base race and add the Ghoul of Acheron template. The standard undead of
Acheron were originally Human.
*Only Humans, Elves, and Half-Elves are known to become Ghouls of Acheron. Other races
can become undead zombies or skeletons, but not Ghouls of Acheron.
o Ghoul of Acheron: Acquired Template
o +2 natural armor
o Add bite attack (1d6 medium/1d8 large) and 2 claws (1d3 medium/1d4 large); claws are
secondary attacks. Note that if the creature already has natural attacks, these statistics
REPLACE their normal natural attacks.
o Dex +2, Con +4, Wis -2, Cha 2
o LA +1
o ECL 1 (so a 1st level Ghoul of Acheron is a 2nd level character)
Living Dead Talent Tree
Soul of Void: The Living Dead has no soul and therfore can not be shadow bound or effect
by other magics that effect the soul.

Eye of Fear: The Living Dead has an aura of fear that extends for 5. The DC to save verses
this effect is 10 plus the combined levels of the Living Dead. This talent Stacks and can be
taken several times to increase the radius only.
The Botherhood of Bones: A living dead with this talent is ignored by undead of lower level
then himself. This effect only lasts until the Living dead attacks the undead. Prerequisit Soul
of the Void.
The Resolution of the Ram: Living Dead with this talent may spend an action piont to gain a
second wind.

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Cynwall Elves:

- Elf (non-Akkyshan), Half-Elf (+1 Wis), Warforged


- Automatic Languages: Cynwall
- Bonus Languages: Cadwe, Daikinee, Akkyshan, Akkylannian, Barhan, Kels Tongue, Goblin
-Cynwall Talent Tree
The Rivers Path: Cynwall with this talent may add their level to any Bluff check.

Water Flows: a Cynwall that succeeds on a bluff check oppesed by an openents sense
motive check may may move through a threatened area with out risking an attack of
opportunity. Prerequisit The Rivers Path
Pitch of the Waves: Cynwall that has mastered this talent may after a successfull attack
roll instead of doing damage move his opponent down one level on the condition track.
Prerequisit Water Flows
Feint of Noesis: The Cynwall that has mastered this talent may, after a successfull attack
roll, instead of doing damage remove an attack from his oppenents attack rutine for that
round. Prerequisit Pitch of the Waves.\

Daikinee Elves:

- Elf (non-Akkyshan) Half-Elf(+1 Con)


- Automatic Languages: Daikinee
- Bonus Languages: Cadwe, Cynwall, Akkyshan, Gheims Tongue, Wolfen, Orc, Goblin
-Scarab Talen Tree
Scarabs Repose: A Daikinee with this ability may regain his full hitpoints by resting for one
hour for each level of condition track of damage.

Earhes Symmetry: A Daikinee may regenerate a limb given 24 hours of rest. Prerequisit
Scarabs Repose.
The Spring of Quithayran: A Daikienee with this talent gains Regeneration 1. This ability
stacks. Prerequisit Earhes Symmetry.
The Dust of Regeneration: A Daikenee that posseses this talent may spend an action piont
to revive himself after death. The Daikienee awakes at 25% full hitpoints. The Daikienee may
regenerate from any state.

Akkyshan Elves:

- Akkyshan Elf, Half-Elf (+1 Dex) Slave races Human, Dwarf, Ogre (-1 Wis, +1 Con)
- Automatic Languages: Akkyshan
- Bonus Languages: Cadwe, Cynwall, Daikinee, Dark, Underworld, Syhar, Drune
_The Spider Talent Tree
Born of the Web: The Akkyshan with this talent can detect pioson by sight smell or taste.
In addition an Akkyshan may also attempt a Knowledge Toxins roll adding his level to the
bonuses. Success against a DC 17 will yeild the antidote.

Lilliths Grace: The Akkyshan with this talent is immune to all forms of Toxins. Prerequisit
Born of the Web.

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Spiders Site: The Akkyshan with this talent may never be flanked and has a 360 degree field
of vision. Prerequisite Born of the Web.
Spiders Kiss:The Akkyshans blood is toxic and does a 1d6 damage per evey three
combined levels of the Akkyshan. The DC is 15 + the combined level of the Akkyshan.

Wolfen of Yllia:

- Wolfen
- Automatic Languages: Wolfen
- Bonus Languages: Cade, Goblin, Drune, Syhar
-Wolfen Talent Tree
The Unseen Moon: Wolfen may gain a bonus equal to their combined levels to intimidation
checks.

Eyes in the Dark: After a successful charge the Wolfen reduces their opponent buy one level
on the condition track for one round. This ability stacks up to a maximum of 3 levels of the
condition track. Prerequisit Unseen Moon.
Howl of Yilla: Wolfen who spend an action point radiate an aura of menace causing fear in
creates within a 5 radius. The DC to save verses this effect is 10 plus the combined levels
of the Wolfen. This talent Stacks and can be taken several times to increase the radius only.
Prerequisit Eyes in the Dark.
Born Killer: After spending an action point a Wolfen gains an additional full attack every
round until the end of the encounter.

Devourers of Vile-Tis:

- Wolfen, Half-Elf (+1 Con)


- Automatic Languages: Wolfen
- Bonus Languages: Cade, Goblin, Drune, Syhar
-Hyena Talent Tree
The Wieght of the Godless: Hyena may gain a bonus equal to their combined levels to
intimidation checks.

Armored Defense: Your Defense score is considered to be +1 point higher when wearing any
type of armor you are proficient with.
Juggernaut: Your armor does not reduce your speed or the distance you can move while
running. You must be proficient with the armor you are wearing to gain this benefit.
Prerequisite: Armored Defense.
Howl of Vile-Tis: Hyenas who spend an action point radiate an aura of menace causing fear
in creates within a 5 radius. The DC to save verses this effect is 10 plus the combined levels
of the Hyena. This talent Stacks and can be taken several times to increase the radius only.
Prerequisit The Wieght of the Godless
Born Killer: After spending an action point a Hyena gains an additional full attack every
round until the end of the encounter.

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Dwarves of Tir-Na-Bor:

- Dwarf
- Automatic Languages: Gheims Tongue
- Bonus Languages: Cadwe, Akkylannia,
-Boar Talent Tree
Razorback: The Dwarf that has mastered this talent gains a DR rating of one. This Talent
Stacks with itself and other DR talent trees.

Blah-Lahal: The Dwarf that learns this talent can utter a battle cry that will often through the
enemy into confusion. After a successful charge the Dwarf reduces the opponents defense
by 1 per evey combined level of the Dwarf.
The Red Dwarf: This talent allows a Dwarf to fight beyond his total hitpoints ignoring
the condition track until the dwarf has reached a negative hit point score equal to his
constitution. Prerequisit Razorback.
Thermopriest: This Dwarf talent enables them to operate a steam powered vehicle or device
with a steam power source with a greatly reduced chance of boiler failure. any time a fumble
is rolled on a steam driven vehicle or item in use by a Dwarf with this talent the d20 is rolled
again and the new result, even if its another fumble must be kept.

Dwarves of Mid-Nor:

- Dwarf, Human (+1 Str), Elf, Half-Elf (+1 Str), Wolfen, Shifter, Changeling, Ogre, Orc, Goblin
- Must apply the Possessed template (per below)
- Automatic Languages: Underworld
- Bonus Languages: Cadwe, Dark, Drune, Syhar
THE POSSESSED TEMPLATE
- Inherited template
- Creatures type and HD stay the same
- Alignment must become Chaotic neutral or Chaotic Evil
- Creature gains Resistance: Cold 10
- Creature gains the following traits: immunity to all mind-affecting effects; not affected by
raise dead and reincarnate; does not breathe or eat, however they do need rest that is the
equivalent to sleep (for their bodies to regenerate, or at the very least, not decay further)
Hydra Talent Tree
Communion of Darkness: This talent allows a Midnor dwarf to hear the communion of MidNor even if they have been removed from the collective. The Communion is often difficult to
understand a concentration check is required to sort out any relavent information. The chart
below explains the results

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Result

Communion Power

1-10

Failure: No information can be gained.

10-15

Faint: you are aware if there are any Mid-Nor in the immeadiate area.

1520

Moderate: You are aware of the exact number of Mid-Nor in the area
and their state of mind.

21 or
higher

Strong: You can hear the whispers of the Despot himself, you become
aware of the surface thoughts of the Mid-Nor in the area

Commuion can be hazardous for a Mid-Nor to use- a result of 30 or more will draw the
attention of the Despot a the Mid-Nor must make a DC 20 Will Defense or fall into the
influence of the Communion of the Hydra.

Cannibalize: This Talent allow the Mid-Nor to heal himself by using the tissues of the freshly
dead to reform his damaged body. For every Hit Die a freshly dead victim had in life the
Mid-Nor may heal 1d8 hit points. The Dwarfs Total Stitch skill bonus may be added to the
d8 result. This process takes 1 turn per d8 rolled.
Canopic Doll: The Mid-Nor with this Talent may create a canopic doll to act as a familliar.
The Mid-Nor must spend an action point in its creation and sacrifice 1 HD of hit points. The
Doll has a sensory link to its creator and has the following stats-

Canopic Doll

Tiny Construct
Hit Dice: 1 (hp= those sacrificed at creation)
Initiative: +3
Speed: 10 ft.
Armor Class: 15 (+3 size, +2 Dex), touch 15, flat-footed 13
Base Attack/Grapple: NA
Space/Reach: 1 ft./1 ft.
Special Attacks: Baby Made a Boom-Boom- 1d6, 5ft radius AOE, DC 12 Reflex halves
Special Qualities: Low-light vision, Sensory Link
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 6, Dex 15, Con 10, Int 10, Wis 15, Cha 3
Skills: Listen +4, Move Silently +4, Spot +4,
Feats: Alertness
Environment: Any
Organization: NA
Challenge Rating: 1
Treasure: NA
Alignment: LN
Advancement: By character class
Level Adjustment: +0
Prerequisit Communion of Darkness

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Swallow Your Soul: This talent allows a Mid-Nor to remove bits of an opponents soul. With
a successful attack roll the Mid-Nor may spend an action piont and reduce the victims
condition track by one level. Prerequisit Communion.

Goblins of No-Dan-Kar:
- Goblin
- Automatic Languages: All
- Bonus Languages: NA

Rat Talent Trees:


Ears of the Rat: This talent allows a Goblin to comprehend any non-player-race language.
The Goblin must be able to hear or, in the case of writing, see the language, then he must
make a Knowledge Languages roll DC 15. If the roll is successful the goblin can understand
the language. This Talent extends to secret toungues, magic writting and symbols.

Ive Got a Brother: This Talent allows this Goblin to improve the reaction of any goblin he
meets by one rank.
Ninja: a Goblin with this talent gains a +2 competency bonus on any Hide, Move Silently,
or related rolls. This bonus increases by two points each time the Art of Stealth ability is
gained. This bonus is in addition to any others that the Goblin may have picked up through
skills or feats.
With this ability, a Goblin can also use the Hide skill even while being observed. As long
as he is within 10 feet of some sort of shadow, a Goblin can hide himself from view in the
open without having anything to actually hide behind. He cannot, however, hide in his own
shadow.
Pirate: A Goblin with this talent gains a +1 attack and armor bonous while on a moving
vehicle. The Goblins sealegs also render him immune to and Knock down or knock back
effects.
Mutant: A goblin with this talent is a mutant as soon as this talent is taken the goblin must
spend an action point and roll d% on the table below.

d%
01-02
03-04
05-06
07-08
09-10
11-12
13-14

Mutation
Extra digit
Fins
Forked tongue
Horns
Scaly skin
Thin fur coat
Unnatural eyes

15-16

Unnatural hair

17-18
19-20

Unnatural skin
Unnatural voice

Mutations
Type
Game Effect
Cosmetic +1 Dex to fine motor tasks
Cosmetic +5 Movement in liquid
Cosmetic +1 to Intimidation Checks
Cosmetic +1 to Intimidation Checks
Cosmetic None, Pick color
Cosmetic None, Pick color
Cosmetic +1 to Intimidation Checks, Pick color
None, Spines, Vegitable, elemental, Pick
Cosmetic
color
Cosmetic None, Pick color
Cosmetic +1 to Intimidation Checks

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21-22

Acidic saliva

23
24
25-26
27
28
29-30
31-32
33-34
35-36

Adrenaline jolt
Chameleon skin
Claws
Darkvision
Direction sense
Energy diffusion
Fangs
Ability decay
Gill

37-38

Great horns

39
40
41

Hypersensitivity
Leaper
Living furnace

42

Achilles heel

43
44
45-46
47-48
49-50
51
52
53
54
55-56
57
58
59
60
61
62
64
64
65-66
67-68
69-70

Damage resistance 1
Scaly armor
Scent
Second wind
Smokescreen
Tail
Thick fur coat
Thick hide
Trip attack
Ultra immune system
Wall crawler
Webbed digits
Adaptive body
Blindsight
Danger sense
Dual brains
Echolocator
Elasticity
Magic Resistence 1
Enlarged form
Exoskeleton

71

Extra arm

Spit cause 1d3 Acid damage Range touch


attack
Minor
+2 to one ability or movement score
Minor
+2 to Hide Checks
Minor
1d2 damage/ hand
Minor
as PHB
Minor
+2 to survival checks
Minor
+2 to saves against one Gem type
Minor
1d3 damage
Drawback -2 to a randomly chosen Ability
Minor
Water Breathing for one encounter
on a successful roll to hit opponent is
Minor
knocked prone
Minor
+2 on Search checks
Minor
+5 vertical movement
Minor
The goblin can eat metal as a rustmonster
The Goblin has a weakness that turns them
Drawback
as if undead. Pick weakness.
Minor
DR1
Minor
+2 to Armor
Minor
+2 to Tracking and Spot checks
Minor
Goblin recieves an additional second wind
Minor
5 radius Concealment
Minor
+2 Reflex Save
Minor
+4 Survival Cold
Major
+2 Armor DR1 vs slashing
Minor
gain the Trip Attack Feat
Minor
+2 resistence to all diseases
Minor
Spider Climb as spell once a day
Minor
+10 Movement in Liquid
Major
+4 to Survival Checks
Major
Goblin gains the Blind Fighting feat
Major
+4 on Spot Checks for surprise
Major
+2 to Intellegence
Major
360 degree LOS for 60
Major
No Penalty for squeezing
Major
MR1
Major
Goblin moves into the next size catqagorey
Major
+2 Amor DR1 vs peircing
One additional attack or sheild bonus Per
Major
extra limb.
Minor

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72-73

Gazing eye

Major

74

Pheromone attraction

Major

75

Plant traits

Major

76

Prehensile tail

Major

77

Prickly pear

Major

78-79

Combat fear

Drawback

80

Weak immune system

Drawback

81

Quadruped

Major

82

Monocular vision

Drawback

83

Shocker

Major

84

Skeletal reinforcement

Major

85-86

Stinger

Major

87-88
89-90
91-92

Mindslave
Reduced Capacity
Tentacle

Drawback
Drawback
Major

93

Venomous bite

Major

94
95-96
97-98

Very thick hide


Reduced speed
Wings

Major
Drawback
Major

99-100

Thin skin

The Goblin knows the function of any item


he is allowed to study for 1 hour.
+2 To Charisma
Goblin gains the ability to photosynthesize
his nutrients.
+2 reflex Save and extra shield bonus
Touch attacks deal 1d6 damage to the
attacker. Grapple attacks from the goblin
cause an additional 1d8
in combat the goblin moves down one
condition track unless fleeing
-4 to resist all dieases
Goblin gains 2 more legs and a +10
Movement
Goblin is near-sighted or far-sighted, pick
Goblin delivers an additional 1d6 electrical
damage with a touch attack
+2 armor and DR1 on Bludgeoning
Goblin gains an additional attack 1d3 +
Poision(1d6+1 per level, save halves) Fort
DC 10 +1 per level
-2 to Goblins Wisdom score
-2 to Goblins Intelligence score
Goblin gains the Grapple Feat
Goblin gains an additional attack 1d3 +
Poision(1d6+1 per level, save halves) Fort
DC 10 +1 per level
+2 Armor and DR1
-5 Movement
Fly 10 Movement

Drawback -2 to Armor

The Mutations in the Mutant talent stack.

Orcs of Bran-O-Kor:

- Orc
- Automatic Languages: Orc
- Bonus Languages: Cadwe, Wolfen, Goblin
Condor Talent Tree
Fang Fighter: The Orc can make an additional attack with his fangs.

Behemoth Dweller: The Orc gains +2 on survival Mountains, climb and balance checks
Brutal: The Orc with this talent gains a +1 bonus to hit/combined levels after a successful
charge. This bonus is applied during the first round of combat after the charge. Prerequisit

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Fang Fighter.

Brutal Charge: The Orc with this talent must spend an action point then may add a +1 to
damage for every five feet he crosses during a successful charge. This damage bonus is only
availible during the first attack of the Orc. Prerequisit Brutal.

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Races

Elves: This is an elder race, but they are not native to Aarklash. They appeared in the Western forests of the continent millenia ago, but from where they know not. The closer one is
to the woods of Quithayran, the longer he will live.
Elves:
- As PHB Elves w/ the following alterations:
- Remove the immunity to magic sleep effects, but NOT the +2 racial saving throw bonus
against enchantment spells or effects (Elves need to sleep just like Humans)
- Replace the Weapon Proficiency line with Weapon Familiarity: Elves are proficient in any
weapon which features their race in its name, such as Elven Thinblades
- Akkyshan Elves: As MMI Drow w/ the following alterations:
- +1 Charisma
- Darkvision: reduced to 60 feet
- Spell-like Abilities: remove None
- Weapon Proficiency: Replace the Weapon Proficiency line with Weapon Familiarity:
Elves are proficient in any weapon which features their race in its name, such as Elven
Thinblades.
- Light Blindness: remove this weakness
- Level adjustment: remove this adjustment completely
Half-Elf
- As PHB Half-Elf w/ the following alterations:
- Remove immunity to sleep spells and similar magical effects, but NOt the +2 racial bonus
on saving throws against enchantment spells or effects (Half-Elves need to sleep just like
Humans)
- Listen, Search and Spot are always considered Class Skills
- Half-Elves gain modifiers to their Ability Scores based on their culture
There are three Elven races: The Daikinees, allied with Destiny who corrently live closest to
Quithayran; The Cynwall, who follow the ways of light and built the second city on which
Cadwallon was built; and the Akkyshans are a part of the Meanders of Darkness, and a great
threat to the world.
Goblins: Perhaps the oldest race on Aarklash, the goblins are one of the most adaptable.
They live for a very short time, rarely more than 30 years, but give birth to a multitude of
children. They can move into an area and over populate it in a few short decades. Their lack
of physical abilities means they make use of any and all technological advancements to help
even the odds. They are at the forefront of firearms technology.
Goblins:
- As MMI Goblins (reprinted below with modifications for setting)
- +2 Dex, -2 Str
- Small size (+1 AC, +1 attack, +4 Hide, -4 grapple checks, lifting/carrying limits are 3/4
those of Medium characters)
- base speed 30 ft
- Darkvision 60 ft
- +4 racial bonus on Move Silently and Ride checks
- +2 morale bonus on saving throws against fear
Humans: Wherever you go, you will find Humans. They love to travel, to explore, and to conquer. No matter how unique or odd a race of culture may be, there will be at least one hu-

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man out there who can get along with them. While fraternity amongst humans may be low,
they will always stand together against outsiders.
Humans:
- free feat @ 1st level
- +4 skill points @ 1st level
- +1 skill point at every subsequent level
- 2 skills of choice are now considered Class Skills in addition to those granted by your
class; these must be chosen at 1st level and cannot be changed
- gain modifiers to Ability Scores based on Culture
Dwarves: Along with Goblins, the Dwarves are a very elderly race, a fact that they rarely
let others forget. Dwarves of light are known for their stamina and engineering prowess.
Dark Dwarves however are amongst the most cursed and hated races on Aarklash. They are
skinned alive and sewn back together. Their hollow skins scour the countryside looking for
victims to devour.
Dwarves:
- As PHB Dwarves w/ the following alterations:
- Replace +1 racial bonus on attack rolls against orcs and goblinoids with +1 racial bonus on
attack rolls against possessed.
- Remove +4 dodge bonus to AC against monsters of the giant type
-Damage Reduction 1 against all types of damage.
Ogres: A monsterous race made good, Ogres are huge, brutish, and dangerous. They are no
less intelligent than other races, but their culture and the stereotypes of others force them
into physical pursuits. Their culture has been decimated by Ragnarok, as most countries
forced them to be shock troops. Cadwallon is perhaps their only refuge.
Ogres:
- +6 Str, -2 Int, -2 Cha
- Monstrous Humanoid: start with 1 level of Monstrous Humanoid (1d8 HD, +1 BAB, +2 Ref
and Will saves, [2 + Int mod] x4 skill points)
- Large size
- Base speed 30 ft.
- Great Bulk: +2 natural armor
- ECL 1 (so a 1st-level Ogre is a 2nd-level character)
One of their strongest urges is towards the devouring of children. Most people are wise
enough to keep a distance between their young and ogres, but every now and then someone is lost. Most ogres who can afford it have godparents raise their young.
Orcs: This is the youngest race of Aarklash. Created in mutagenic cloning tanks by Omnimancers of Scorpion, they were bred for nothing but war. Unsurprisingly, they rebelled and
easily broke free of their creators. Since their creation they have developed unexpected talents, being the only race in creation to develop and practice innate magic.
Orcs:
- +2 Str, -2 Int
- Powerful Build: count as one size larger for grapple, bull rush and trip attempts; special attacks based on size; may use weapons sized for a creature of large size
- Natural Weapons: fangs (1d4); may only attack once per round with fangs, can be used as
a secondary attack at -5 to hit while wielding weapons
- Low-light vision
- +2 racial bonus on Intimidate and Survival checks

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They are a superstitious people, given to taking omens and dreams seriously. They are very
strongly tied to nature.
Wolfen: Where the civilized races of Aarklash fear to tread, the Wolfen reign. Rivaled only by
the Orcs for their warlike tendancies, they fight mostly amongst themselves to raise their
strength. Few countries will risk a war with a Wolfen clan by expanding their borders.
Wolfen:
- +4 Str, +2 Dex, -2 Int, -2 Cha
- Monstrous Humanoid: start with 1 level of Monstrous Humanoid (1d8 HD, +1 BAB, +2 Ref
and Will saves, [2 + Int mod] x4 skill points)
-+4 racial bonus on Survival checks when tracking by scent.
- Large size
- Base speed 40 ft.
- Low-light vision
- Scent
- Natural weapons: fangs (1d4) & claws (1d6)
- LA +1
- ECL 2 (so a 1st level Wolfen is a 3rd level character)
Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 Speed: 40 ft.
Armor Class: 15 (1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Reaper +10 melee (2d6+5/19-20/x2) or bite +9 melee (1d8+5) or crossbow +6
ranged (2d8/19-20/x2)
Full Attack: Reaper +10 melee (2d6+5/19-20/x2) or bite +9 melee (1d8+5) or crossbow +6
ranged (2d8/19-20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: -Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 21, Dex 15, Con 15, Int 10, Wis 11, Cha 8
Skills: Listen +4, Move Silently +4, Spot +4, Survival +2*
Feats: Alertness, Weapon Focus (reaper), TrackB
Environment: Temperate forests
Organization: Solitary, pair or pack (6-10)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3
Adult Wolfen stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges
from pale grey to black. Wolfen speak Sylvan and those specimens who boast Intelligence
scores of at least 12 also speak Elven. Wolfen worship a fierce aspect of Selune, known as
Yllia.
*Wolfens have a +4 racial bonus on Survival checks when tracking by scent.

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There is a great schism in their culture presently, between the young and the elder. The former believe that in order to survive Ragnarok they must adapt and improve. The latter hold
that only the old ways will prevail.
Shifters:
- As RACES OF EBERRON Shifters (reprinted below with modifications for setting)
- Shapechanger subtype
- +2 Dex, -2 Cha
- Medium
- Base speed 30ft
- Shifting (su): 1/day; choose one of 6 shifter traits that manifests itself when shifting.
Shifting is a free action and lasts (3 + Con modifier) rounds. Every shifter feat increases the
duration by 1 round. Every two shifter feats increases the number of times per day that this
power can be used by 1.
- Low-light vision
- +2 racial bonus on Balance, Climb and Jump
Changelings:
- As RACES OF EBERRON Changelings (reprinted below)
- Shapechanger subtype
- Medium; Base speed 30ft.
- +2 racial bonus to save vs sleep and charm effects
- +2 racial bonus on Bluff, Intimidate and Sense Motive
- Speak Language is always a class skill
- Minor Change Shape (su): disguise self that affects their bodies but not their possessions.
Can be done at will and is an illusory effect. Reverts to normal form upon death. True seeing
reveals his natural form. When using this to create a disguise, receives a +10 circumstance
bonus on Disguise checks. Full-round action.
Warforged:
- As RACES OF EBERRON Warforged (reprinted below)
- Living construct subtype (immune to poison, sleep effects, paralysis, disease, nausea,
fatigue, exhaustion, effects that cause the sickened condition, and energy drain; cannot heal
damage naturally; can be affected by spells that target living beings as well as those that
target constructs; does not need to eat, sleep, or breathe)
- +2 Con, -2 Wis, -2 Cha
- Medium
- 30 ft base speed
- +2 armor bonus (5% arcane spell failure)
- Light Fortification (ex): 25% chance to avoid a critical strike or sneak attack
- Natural weapon: slam attack (1d4)

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Trades in Cadwallon

Cadwallon contains 6 Core Trades and Advanced Trades with in each of those Core
Trades. All core trades have access to the Brawl, Bulls Rush, Disarm, Feint, Grapple and
Trip Feats :
The Confrontationist is a Cadwe that relies on the strength of his sword arm to make
his way through the world. Advanced Trades for The Confrontationist are:
Bandit: Quick, brutal, and specializing in destroying weak or unaware targets.
Cutthroat: The least discrete criminal. Quick and violent are his watchwords.
Duelist: A specialist in single combat, often an assassin.
Soldier: A career fighter, adept at siege warfare and mass combat.
Strong-arm: A bully, a brawler, and a thug, using violence to their ends.
The Diviner uses his uncanny Wisdom to detect threats and aid others all while
maintaining a will of iron in the face of danger. Advanced Trades for The Diviner are:
Bards of Destiny: Guardians of Cadw lore, active in the daily life of all citizens to learn
as much about them as possible.
Cleric: Priests specializing in the keeping and transmission of a specific cults dogma.
Herald of Felicity: Protectors of the city, who revere it as a living Goddess. Always on the
search for treachery.
Minstrel of Pain: Servants of the Meanders of Darkness; a hidden rot of the city.
Bone Kintter: A healer and a warrior at once, these living miracles draw out infection set
straight broken bones, and sew up the sundered.
Warrior-monk: The armed hand of god, trained deeply in miracles and mayhem.
The Explorer uses his Dexterity to overcome the many dangers of the City Of Thieves.
Advanced Trades for The Explorer are:
Cat burglar: Master of discrete robberies
Guide: A tracker, traveller, and general explorer.
Gunslinger: With bow or gun, these warriors negate targets.
Shrew: Nickname for a professional treasure hunter, taking in a wide range of learned
scholars and grimy garbage-pickers.
Sleuth: An investigator, detective, bounty hunter. Can work for the law, the guilds, or
independently.
Sea dog: Pirates and river-rats alike.
The Interactionist relies on his powerful charisma to open doors and make allies in the
Jewel of Llanever. Advanced Trades for The Interactionist are:
Courtesan: A smooth talker adept at building networks and relationships.
Emissary: Talented diplomats and masters of manipulation, who pursue the agendas of
their lieges.
Officer: A leader of men, trained or talented to command.
Miscreant: A charlatan who uses social engineering who steal money and secrets.
Scholar: Keepers of knowledge and teachers of men.
Spy: A sneakier, less malicious than miscreants.
The Revolutiholic makes use of his dizzying intelect to master the forces of nature
through alchemy, Steam, Engineering and even Magic. Advanced Trades for The
Revolutiholic are:
Alchemist: Master of potions, poisons, toxins and cures. A dangerous and strange
profession.

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Craftsman: The backbone of Cadwallon economy, loyal guild members and master of
their trade.
Cartomancer: A jack of all trades in the magical community, considered something of a
snake oils salesman who often pretends to powers he doesnt possess.
Engineer: On the cutting edge of technology, these crafters build machines of might and
majesty.
Mage: The opposite of the cartomancer, who focuses on one path of magic and perfects
it. Very dangerous but inflexible.
Magic teacher: A mystic scholar, who masters theory over practice. Highly respected in
the community.
Omnimancer: Specialist of mutagenic substances, able to change living tissue from one
state to another. Rightly feared and ostracized.
Tarot-mage: Those incanters who draw on the power of the tarot deck to weave spells.
Warrior-mage: A blending of might and magic, where variety replaces depth of learning.
The Tenactist uses his tireless constitution to keep fighting when others might have
fallen, infact the life force is so powerful in them that some can even detect the Dark
Arts at work. Advanced Trades for TheTenactist are:
Guard: Protecting the lives and possessions of others.
Magister: An expert in defending against magical attacks, often employed to hunt down
mages and magical creatures.
Thallus: A Protector augmented through unnatural means to feel no pain.
Taster: An expert in all things toxic whos very blood can take on the quality of a deadly
poison.
Pilot: Able to drive anything, guide anything, or ride anything, pilots get people and
goods where they need to go.

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The Confrontationist
Ability: Strength
Hit Die: 1d8
Action Points: Confrontationists start the game with one action point and gain one action
point for every two encounters.
Class Skills: The Confrontationists class skills (and the key ability for each skill) are:
Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current
events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language
(none), Repair (Int), Speak Language (none), and Swim (Str).
Skill Points at 1st Level: (3 + Int modifier)x4.
Skill Points at Each Additional Level: 3 + Int modifier.
Starting Feats
In addition to the two feats all characters get at 1st level, a Confrontationist begins play
with the Simple Weapons Proficiency feat.
Table: The Confrontationist
Base
Class
Fort
Ref
Will
Class
Defense
Reputation
Attack
Level
Save
Save
Save Features
Bonus
Bonus
Bonus
1st
+1
+1
+0
+0
Talent
+1
+0
Bonus
2nd
+2
+2
+0
+0
+2
+0
feat
3rd
+3
+2
+1
+1
Talent
+2
+0
Bonus
4th
+4
+2
+1
+1
+3
+0
feat
5th
+5
+3
+1
+1
Talent
+3
+1
Bonus
6th
+6/+1
+3
+2
+2
+3
+1
feat
7th
+7/+2
+4
+2
+2
Talent
+4
+1
Bonus
8th
+8/+3
+4
+2
+2
+4
+1
feat
9th
+9/+4
+4
+3
+3
Talent
+5
+2
Bonus
10th+
10/+5
+5
+3
+3
+5
+2
feat
Class Features
The following are class features of the Confrontationist.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Confrontationist selects a talent from the following
talent trees. Some trees have a set order that must be followed, while others provide a list
to choose from. As long as the hero qualifies, he or she can select freely from any and all
talent trees. No talent can be selected more than once unless expressly indicated.
Extreme Effort Talent Tree
A Confrontationist can push him or herself to make an extreme effort. The effort must
relate either to a Strength check or a Strength-based skill check. You must decide to use this

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ability before making the check.


Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the
check.
Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus
that stacks with the bonus provided by extreme effort (+4 total).
Prerequisite: Extreme effort.
Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus
that stacks with the bonuses provided by extreme effort and improved extreme effort (+6
total).
Prerequisites: Extreme effort, improved extreme effort.
Ignore Hardness Talent Tree
The Confrontationist has an innate talent for finding weaknesses in objects. This allows a
Confrontationist to ignore some of an objects hardness when making a melee attack to
break it.
Ignore Hardness: The Confrontationist ignores 2 points of an objects hardness.
Improved Ignore Hardness: The Confrontationist ignores 2 additional points of an objects
hardness (for a total of 4).
Prerequisite: Ignore hardness.
Advanced Ignore Hardness: The Confrontationist ignores 2 additional points of an objects
hardness (for a total of 6).
Prerequisites: Ignore hardness, improved ignore hardness.
Melee Smash Talent Tree
The Confrontationist has an innate talent that increases melee damage.
Melee Smash: The Confrontationist receives a +1 bonus on melee damage.
Improved Melee Smash: The Confrontationist receives an additional +1 bonus on melee
damage (+2 total).
Prerequisite: Melee smash.
Advanced Melee Smash: The Confrontationist receives an additional +1 bonus on melee
damage (+3 total).
Prerequisites: Melee smash, improved melee smash.

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Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Confrontationist gains a bonus feat. This feat must
be selected from the following list, and the Confrontationist must meet any prerequisites.
Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat
Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts,
Power Attack, Two Weapon Fighting, Weapon Focus.

The Diviner
Ability: Wisdom
Hit Die: 1d6
Action Points: Divineres start the game with one action point and gain one action point for
every two encounters.
Class Skills: The Diviners class skills (and the key ability for each skill) are: Craft
(alchemical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore,
art, behavioral sciences, business, civics, current events, earth and life sciences, history,
physical sciences, popular culture, streetwise, tactics, revolution, theology and philosophy)
(Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak
Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
Skill Points at 1st Level: (5 + Int modifier) x4.
Skill Points at Each Additional Level: 5 + Int modifier.
Table: The Diviner
Class
Base
Fort
Ref
Will
Class
Defense
Level
Attack
Save Save Save Features
Bonus
Bonus
1st
+0
+1
+0
+1
Talent
+1
2nd
+1
+2
+0
+2
Bonus
+2
feat
3rd
+2
+2
+1
+2
Talent
+2
4th
+3
+2
+1
+2
Bonus
+3
feat
5th
+3
+3
+1
+3
Talent
+3
6th
+4
+3
+2
+3
Bonus
+3
feat
7th
+5
+4
+2
+4
Talent
+4
8th
+6/+1
+4
+2
+4
Bonus
+4
feat
9th
+6/+1
+4
+3
+4
Talent
+5
10th
+7/+2
+5
+3
+5
Bonus
+5
feat
Starting Feats

Reputation
Bonus
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4

In addition to the two feats all characters get at 1st level, a Diviner begins play with the
Simple Weapons Proficiency feat.
Class Features
The following are class features of the Diviner.
Talents

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At 1st, 3rd, 5th, 7th, and 9th level, the Diviner selects a talent from the following talent
trees. Some trees have a set order that must be followed, while others provide a list to
choose from. As long as the hero qualifies, he or she can select freely from any and all
talent trees. No talent can be selected more than once unless expressly indicated.
Empathic Talent Tree
The Diviners innate talents give him or her a great capacity for empathy.
Empathy: The Diviner has a knack for being sensitive to the feelings and thoughts of others
without having those feelings and thoughts communicated in any objectively explicit
manner. This innate talent provides a bonus on checks involving interaction skills (Bluff,
Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero
spends at least 1 minute observing his or her target prior to making the skill check. The
bonus is equal to the heros Dedicated level.
Improved Aid Another: The Diviners bonus on attempts to aid another increases by +1
on a successful aid another check. This talent can be selected multiple times, each time
increasing the bonus by +1.
Prerequisite: Empathy.
Intuition: The Diviner has an innate ability to sense trouble in the air. The Diviner can make
a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is
all right, or the hero gets a bad feeling about a specific situation, based on the GMs best
guess relating to the circumstances. This talent is usable a number of times per day equal
to the characters Dedicated level.
Prerequisite: Empathy.
Healing Talent Tree
The Diviner has a talent for healing.
Healing Knack: The Diviner has a knack for the healing arts. The Diviner receives a +2 bonus
on all Treat Injury skill checks.
Healing Touch 1: The Diviners ability to restore damage with a medical kit or perform
surgery with a surgery kit increases by +2 hit points.
Prerequisite: Healing knack.
Healing Touch 2: The Diviners ability to restore damage with a medical kit or perform
surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a
total of +4 hit points.
Prerequisites: Healing knack, healing touch 1.
Insightful Talent Tree
The Diviners innate insightfulness serves her well.
Skill Emphasis: The Diviner chooses a single skill and receives a +3 bonus on all checks with
that skill. This bonus does not allow the hero to make checks for a trained-only skill if the
hero has no ranks in the skill.
Aware: The Diviner is intuitively aware of his or her surroundings. The hero adds his or her
base Will saving throw bonus to Listen or Spot checks to avoid surprise.
Prerequisite: Skill emphasis.
Faith: The Diviner has a great deal of faith. It might be faith in self, in a higher power, or
in both. This unswerving belief allows the Diviner to add his or her Wisdom modifier to the

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die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill
check, saving throw, or ability check.
Prerequisite: Skill emphasis.
Cool Under Pressure: The Diviner selects a number of skills equal to 3 + the heros Wisdom
modifier. When making a check with one of these skills, the Diviner can take 10 even when
distracted or under duress.
Prerequisite: Skill emphasis plus either faith or aware.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Diviner gains a bonus feat. This feat must be from
this list, and the Diviner must meet any prerequisites.
Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Attentive, BlindFight, Deceptive, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Surgery, Track,
Weapon Focus.

The Explorer
Ability: Dexterity
Hit Die: 1d8
Action Points: Exploreres start the game with one action point and gain one action point for
every two encounters.
Class Skills: The Explorers class skills (and the key ability for each skill) are: Balance (Dex),
Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current
events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis),
Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and
Tumble (Dex).
Skill Points at 1st Level: (5 + Int modifier) x4.
Skill Points at Each Additional Level: 5 + Int modifier.

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Table: The Explorer

1st

Base
Attack
Bonus
+0

2nd

+1

+0

+2

+0

3rd

+2

+1

+2

+1

4th

+3

+1

+2

+1

5th

+3

+1

+3

+1

6th

+4

+2

+3

+2

7th

+5

+2

+4

+2

8th

+6/+1

+2

+4

+2

9th

+6/+1

+3

+4

+3

10th

+7/+2

+3

+5

+3

Class
Level

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

+0

+1

+0

Talent
Bonus
feat
Talent
Bonus
feat
Talent
Bonus
feat
Talent
Bonus
feat
Talent
Bonus
feat

+3

+0

+4

+0

+4

+1

+5

+1

+5

+1

+6

+2

+6

+2

+7

+2

+7

+3

+8

+3

Starting Feats
In addition to the two feats all characters get at 1st level, a Explorer begins play with the
Simple Weapons Proficiency feat.
Class Features
All of the following are class features of the Explorer.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Explorer selects a talent from the following talent
trees. Some trees have a set order that must be followed, while others provide a list to
choose from. As long as the hero qualifies, he or she can select freely from any and all
talent trees. No talent can be selected more than once unless expressly indicated.
Defensive Talent Tree
The Explorer gains the ability to improve his or her innate defensive talents as the hero
attains new levels.
Evasion: If the Explorer is exposed to any effect that normally allows a character to attempt
a Reflex saving throw for half damage, the Explorer suffers no damage if he or she makes a
successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1: The Explorer retains his or her Dexterity bonus to Defense regardless
of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her
Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.
Uncanny Dodge 2: The Explorer can no longer be flanked; the hero can react to opponents
on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.

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Defensive Roll: The Explorer can roll with a potentially lethal attack to take less damage
from it. When the Explorer would be reduced to 0 hit points or less by damage in combat
(from a ranged or melee attack), the Explorer can attempt to roll with the damage.
A Explorer spends 1 action point to use this talent. Once the point is spent, the hero makes
a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half
damage. The Explorer must be able to react to the attack to execute a defensive rollif the
hero is immobilized, he or she cant use this talent.
Since this effect would not normally allow a character to make a Reflex save for half
damage, the Explorers evasion talent doesnt apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
Opportunist: The Explorer can spend 1 action point to use this talent. Once the point is
spent, the hero can make an attack of opportunity against an opponent who has just been
struck for damage in melee by another character. This attack counts as the Explorers attack
of opportunity for that round. Even a Explorer with the Combat Reflexes feat cant use this
talent more than once per round.
Prerequisite: Evasion.
Increased Speed Talent Tree
The Explorer can increase his or her natural base speed.
Increased Speed: The Explorers base speed increases by 5 feet.
Improved Increased Speed: The Explorers base speed increases by 5 feet. This talent stacks
with increased speed (10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed: The Explorers base speed increases by 5 feet. This talent stacks
with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Explorer gains a bonus feat. This feat must be
selected from the following list, and the Explorer must meet any prerequisites.
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive
Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot,
Stealthy, Weapon Finesse.

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The Interactionist
Ability: Charisma
Hit Die: 1d6
Action Points: Interactionists start the game with one action point and gain one action point
for every two encounters.
Class Skills: The Interactionists class skills (and the key ability for each skill) are: Bluff
(Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information
(Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral
sciences, business, civics, current events, popular culture, streetwise, theology and
philosophy) (Int), Perform (act, dance, keyboards, percussion instruments, sing, standup, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language
(none), and Speak Language (none).
Skill Points at 1st Level: (7 + Int modifier) x4.
Skill Points at Each Additional Level: 7 + Int modifier.
Table: The Interactionist

1st

Base
Attack
Bonus
+0

2nd

+1

+2

+2

+0

3rd

+1

+2

+2

+1

4th

+2

+2

+2

+1

5th

+2

+3

+3

+1

6th

+3

+3

+3

+2

7th

+3

+4

+4

+2

8th

+4

+4

+4

+2

9th

+4

+4

+4

+3

10th

+5

+5

+5

+3

Class
Level

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

+1

+1

+0

Talent
Bonus
feat
Talent
Bonus
feat
Talent
Bonus
feat
Talent
Bonus
feat
Talent
Bonus
feat

+0

+2

+1

+2

+1

+2

+1

+3

+2

+3

+2

+3

+2

+4

+3

+4

+3

+4

+3

+5

Starting Feats
In addition to the two feats all characters get at 1st level, a Interactionist begins play with
the Simple Weapons Proficiency feat.
Class Features
All of the following are class features of the Interactionist.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Interactionist selects a talent from the following
talent trees. Some trees have a set order that must be followed, while others provide a list
to choose from. As long as the hero qualifies, he or she can select freely from any and all

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talent trees. No talent can be selected more than once unless expressly indicated.
Charm Talent Tree
The Interactionist has an innate talent for being charming and captivating.
Charm: The Interactionist gets a competence bonus on all Charisma-based skill checks
made to influence members of his chosen gender. (Some characters are charming to
members of the opposite gender, others to members of the same gender.) The bonus is
equal to the characters Charismatic level.
A Interactionist can only charm Gamemaster characters with attitudes of indifferent or
better. The charm bonus cant be used against characters who are unfriendly or hostile.
This ability can be taken more than once (for another gender).
Favor: The Interactionist has the ability to acquire minor aid from anyone he or she meets.
By making a favor check, a Interactionist can gain important information without going
through the time and trouble of doing a lot of research. Favors can also be used to acquire
the loan of equipment or documents, or to receive other minor assistance in the course of
an adventure.
A Interactionist spends 1 action point to activate this talent. To make a favor check, roll a
d20 and add the characters favor bonus, equal to the characters Charismatic level. The
GM sets the DC based on the scope of the favor being requested. The DC ranges from 10
for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or
illegal favors. A Interactionist cant take 10 or 20 on this check, nor can the hero retry the
check for the same (or virtually the same) favor. Favors should help advance the plot of an
adventure. A favor that would enable a character to avoid an adventure altogether should
always be unavailable to the character, regardless of the result of a favor check.
The GM should carefully monitor a Interactionists use of favors to ensure that this ability
isnt abused. The success or failure of a mission shouldnt hinge on the use of a favor, and
getting a favor shouldnt replace good roleplaying or the use of other skills. The GM may
disallow any favor deemed to be disruptive to the game.
Prerequisite: Charm.
Captivate: The Interactionist has the ability to temporarily beguile a target through the
use of words and bearing. The target must have an Intelligence score of 3 or higher to be
susceptible to a captivate attempt, must be within 30 feet of the hero, must be flat-footed
or not in combat, and must be able to see, hear, and understand the hero.
To captivate a target, the hero must use an attack action and make a Charisma check (DC
15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the
target can try to resist.
The target resists the captivation attempt by making a Will saving throw (DC 10 +
Interactionists class level + Interactionists Cha bonus). If the saving throw fails, the hero
becomes the targets sole focus. The target pays no attention to anyone else for 1 round

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and remains flat-footed. This focusing of the targets attention allows other characters to
take actions of which the captivated target is unaware. The effect ends immediately if the
target is attacked or threatened.
A Interactionist can concentrate to keep a target captivated for additional rounds. The
Interactionist concentrates all his or her effort on the task, and the target gets to make a
new Will save each round. The effect ends when the hero stops concentrating, or when the
target succeeds on the save. This is a Mind-Affecting ability.
Prerequisites: Charm, Favor.
Fast-Talk Talent Tree
The Interactionist has an innate talent for bending the truth and dazzling others with a
combination of words, mannerisms, and charm.
Fast-Talk: The Interactionist has a way with words when attempting to con and deceive.
With this talent, he or she applies his or her Charismatic level as a competence bonus on
any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or
otherwise bend the truth.
Dazzle: The Interactionist has the ability to dazzle a target through sheer force of
personality, a winning smile, and fast-talking. The target must have an Intelligence score of
3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and
must be able to see, hear, and understand the hero.
To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15),
adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target
can try to resist.
The target resists the dazzle attempt by making a Will saving throw (DC 10 + Interactionists
class level + Interactionists Cha bonus). If the save fails, the target receives a 1 penalty on
attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to
the characters Charismatic level.
This talent can be selected multiple times, each time worsening the dazzled penalty by 1.
This is a Mind-Affecting ability.
Prerequisite: Fast-talk.
Taunt: The Interactionist has the ability to temporarily rattle a target through the use
of insults and goading. The target must have an Intelligence score of 3 or higher to be
susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and
understand the hero.
To taunt a target, the hero must use an attack action and make a Charisma check (DC 15),
adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target
can try to resist.
The target resists the taunt by making a Will saving throw (DC 10 + Interactionists class

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level + Interactionists Cha bonus). If the save fails, the target becomes dazed (unable to act,
but can defend normally) for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
Prerequisites: Fast-talk, dazzle.
Leadership Talent Tree
The Interactionist has a talent for leadership and inspiration.
Coordinate: The Interactionist has a knack for getting people to work together. When the
hero can spend a full round directing his or her allies and makes a Charisma check (DC 10),
the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and
skill checks. The bonus lasts for a number of rounds equal to the heros Charisma modifier.
The hero can coordinate a number of allies equal to one-half his or her Charismatic level,
rounded down (to a minimum of one ally).
Inspiration: The Interactionist can inspire his or her allies, bolstering them and improving
their chances of success. An ally must listen to and observe the Interactionist for a full
round for the inspiration to take hold, and the hero must make a Charisma check (DC 10).
The effect lasts for a number of rounds equal to the heros Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Interactionist cant inspire him or herself. The hero can inspire a number of allies equal to
one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Prerequisite: Coordinate.
Greater Inspiration: The Interactionist can inspire his or her allies to even greater heights,
bolstering them and improving their chances of success. An ally must listen to and observe
the Interactionist for a full round for the greater inspiration to take hold, and the hero must
make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the heros
Charisma modifier.
An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and
damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus.
A Interactionist cant inspire him or herself. The hero can inspire a number of allies equal to
one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Prerequisites: Coordinate, inspiration.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Interactionist gains a bonus feat. This feat must be
selected from the following list, and the Interactionist must meet any prerequisites.

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Agile Riposte, Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes,
Low Profile, Point Blank Shot, Renown, Trustworthy, Windfall.

The Revolutiholic
Ability: Intelligence
Hit Die: 1d6
Action Points: Revolutiholics start the game with one action point and gain one action point
for every two encounters.
Class Skills: The Revolutiholics class skills (and the key ability for each skill) are: Library
Use (Int), Craft (alchemical, gems, steam, mechanical, naphta, structural, visual art, writing)
(Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate
(Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth
and life sciences, gem magic, history, physical sciences, popular culture, streetwise, tactics,
steam technology, naphta theology alchemical technology, and philosophy) (Int), Navigate
(Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int),
and Speak Language (none).
Skill Points at 1st Level: (9 + Int modifier) x4.
Skill Points at Each Additional Level: 9 + Int modifier.
Table: The Revolutiholic

1st

Base
Attack
Bonus
+0

2nd

+1

+0

+0

+2

3rd

+1

+1

+1

+2

4th

+2

+1

+1

+2

5th

+2

+1

+1

+3

6th

+3

+2

+2

+3

7th

+3

+2

+2

+4

8th

+4

+2

+2

+4

9th

+4

+3

+3

+4

10th

+5

+3

+3

+5

Class
Level

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

+0

+0

+1

Talent
Bonus
feat
Talent
Bonus
feat
Talent
Bonus
feat
Talent
Bonus
feat
Talent
Bonus
feat

+0

+1

+1

+1

+1

+1

+1

+2

+2

+2

+2

+2

+2

+3

+3

+3

+3

+3

+3

+4

Starting Feats
In addition to the two feats all characters get at 1st level, a Revolutiholic begins play with
the Simple Weapons Proficiency feat.
Class Features
All of the following are class features of the Revolutiholic.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Revolutiholic selects a talent from the following

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talent trees. Some trees have a set order that must be followed, while others provide a list
to choose from. As long as the hero qualifies, he or she can select freely from any and all
talent trees. No talent can be selected more than once unless expressly indicated.
Research Talent Tree
The Revolutiholic has a natural aptitude for study and fact-finding. These talents can be
selected in any order.
Savant: Select one of the skills listed in the following paragraph. The hero must have ranks
in the skill if it is Trained Only. The Revolutiholic gets to add a bonus equal to his or her
Smart level when making checks with that skill. A Revolutiholic can take this talent multiple
times; each time it applies to a different skill.
Library Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery,
Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.
Linguist: With this talent, the Revolutiholic becomes a master linguist. Whenever the hero
encounters a new language, either spoken or written, that he or she does not know the
Revolutiholic can make an Intelligence check to determine if he or she can understand it.
The check is made with a bonus equal to the heros Smart level. For a written language, the
bonus applies to a Decipher Script check instead.
The DC for the check depends on the situation: DC 15 if the language is in the same group
as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the
language is unrelated to any other languages the hero knows; and DC 25 if the language
is ancient or unique. With this special ability, a Revolutiholic can glean enough meaning
from a conversation or document to ascertain the basic message, but this ability in no way
simulates actually being able to converse or fluently read and write in a given language.
A single check covers roughly one minute of a spoken language or one page of a written
language.
Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of
three different languages.
Strategy Talent Tree
The Revolutiholic has the brainpower to see solutions in most situations. These talents can
be selected in any order, but before the hero can select a talent from this tree he or she
must have previously selected at least one talent from the Research Talent Tree.
Exploit Weakness: After 1 round of combat, the Revolutiholic can designate one opponent
and try to find ways to gain an advantage by using brains over brawn. The Revolutiholic
uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or
her Smart level. If the check succeeds, for the rest of the combat the Revolutiholic uses his
or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the
hero finds ways to outthink his opponent and notices weaknesses in his opponents fighting
style.

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Prerequisite: One talent from the Research Talent Tree.


Plan: Prior to an encounter the Revolutiholic can develop a plan of action to handle the
situation. Using this talent requires preparation; a Revolutiholic cant use this talent when
surprised or otherwise unprepared for a particular situation. Creating a plan requires 1
minute.
After creating the plan the Revolutiholic makes an Intelligence check (DC 10) with a bonus
equal to his or her Revolutiholic level. The result of the check provides the Revolutiholic
and allies with a circumstance bonus. A Revolutiholic cant take 10 or 20 when making this
check.
Check Result

Bonus

9 or lower

+0 (check failed)

1014

+1

1524

+2

25 or higher

+3

This bonus can be applied to all skill checks and attack rolls made by the Revolutiholic and
his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After
that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round
the situation continues, as the vagaries of circumstance begin to unravel even the best-laid
plans.
Prerequisite: One talent from the Research Talent Tree.
Trick: The Revolutiholic has the ability to temporarily confuse a target through the use
of ploy and deception. The target must have an Intelligence score of 3 or higher to be
susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and
understand the hero.
To play a trick on a target, the hero must use a full-round action and make an Intelligence
check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds,
the target can try to think quickly and ignore the trick.
The target resists the trick by making a Will saving throw (DC 10 + Revolutiholics class level
+ Revolutiholics Int bonus). If the saving throw fails, the target becomes dazed (unable to
act, but can defend normally) for 1 round.
A trick can only be played on a particular target once per encounter. After the first trick in
an encounter, whether the attempt succeeds or not, that target becomes wary and immune
to such ploys. This is a mind-affecting ability.
Prerequisite: One talent from the Research Talent Tree.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Revolutiholic gains a bonus feat. This feat must be

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selected from the following list, and the Revolutiholic must meet any prerequisites.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip,
Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.

The Tenactist
Ability: Constitution
Hit Die: 1d10
Action Points: Tenactists start the game with one action point and gain one action point for
every two encounters.
Class Skills
The Tenactists class skills (and the key ability for each skill) are: Climb (Str), Concentration
(Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (current
events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Ride
(Dex), Speak Language (none), Spot (Wis), and Survival (Wis).
Skill Points at 1st Level: (3 + Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier.
Table: The Tenactist
Base
Class
Fort
Ref
Will
Class
Defense
Attack
Level
Save Save Save Features
Bonus
Bonus
1st
+0
+1
+0
+0
Talent
+1
Bonus
2nd
+1
+2
+0
+0
+2
feat
3rd
+2
+2
+1
+1
Talent
+2
Bonus
4th
+3
+2
+1
+1
+3
feat
5th
+3
+3
+1
+1
Talent
+3
Bonus
6th
+4
+3
+2
+2
+3
feat
7th
+5
+4
+2
+2
Talent
+4
Bonus
8th
+6/+1
+4
+2
+2
+4
feat
9th
+6/+1
+4
+3
+3
Talent
+5
Bonus
10th
+7/+2
+5
+3
+3
+5
feat

Reputation
Bonus
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Starting Feats
In addition to the two feats all characters get at 1st level, a Tenactist begins play with the
Simple Weapons Proficiency feat.
Class Features

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All of the following are class features of the Tenactist.


Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tenactist selects a talent from the following talent
trees. Some trees have a set order that must be followed, while others provide a list to
choose from. As long as the hero qualifies, he or she can select freely from any and all
talent trees. No talent can be selected more than once unless expressly indicated.
Damage Reduction Talent Tree
The Tenactist has an innate talent to ignore a set amount of damage from most weapons,
but not from energy or special attack forms (which may or may not exist, depending on the
campaign). Before the hero can select a talent from this tree the hero must have previously
selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.
Damage Reduction 1/: The Tenactist ignores 1 point of damage from melee and ranged
weapons.
Prerequisite: One other talent from either the Energy Resistance Talent Tree or the
Unbreakable Talent Tree.
Damage Reduction 2/: The Tenactist ignores an additional 1 point of damage from melee
and ranged weapons (DR 2/ total).
Prerequisites: Damage reduction 1/, one other talent from either the Energy Resistance
Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 3/: The Tenactist ignores an additional 1 point of damage from melee
and ranged weapons (DR 3/ total).
Prerequisites: Damage reduction 1/, damage reduction 2/, one other talent from either
the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Energy Resistance Talent Tree
The Tenactist is particularly resistant to certain kinds of deadly energy effects. These talents
can be selected in any order.
Acid Resistance: The Tenactist ignores an amount of acid damage equal to his or her
Constitution modifier.
Cold Resistance: The Tenactist ignores an amount of cold damage equal to his or her
Constitution modifier.
Electricity Resistance: The Tenactist ignores an amount of electricity damage equal to his or
her Constitution modifier.
Fire Resistance: The Tenactist ignores an amount of fire damage equal to his or her
Constitution modifier.

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Sonic/Concussion Resistance: The Tenactist ignores an amount of sonic or concussion


damage equal to his or her Constitution modifier.
Unbreakable Talent Tree
The Tenactist is particularly resilient thanks to the following talents.
Remain Conscious: The Tenactist gains the ability to continue to perform actions when he or
she would otherwise be considered unconscious and dying. When the Tenactists hit points
reach 1, the hero can perform as though he or she were disabled, making either an attack
action or a move action every round until the hero reaches 10 hit points (and dies) or the
heros hit points return to 1 or higher. The hero can choose to succumb to unconsciousness
if he or she thinks that doing so might prevent him or her from taking more damage.
Robust: The Tenactist becomes especially robust, gaining a number of hit points equal to
his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1
hit point with each level of Tough he or she gains.
Second Wind: The Tenactist can spend 1 action point to gain a second wind. When the
hero does this, he or she recovers a number of hit points equal to his or her Constitution
modifier. This talent does not increase the Tenactists hit points beyond the characters full
normal total.
Stamina: The Tenactist recovers twice as fast as normal. So, the hero recovers 2 hit points
per character level per evening of rest, 2 points of temporary ability damage per evening of
rest, and awakens in half the normal time after being knocked unconscious.
Prerequisite: Robust.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Tenactist gains a bonus feat. This feat must be
selected from the following list, and the Tenactist must meet any prerequisites.
Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved
Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness,
Vehicle Expert.

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Advanced Trades
Cleric
Requirements
To qualify to become an Cleric, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Knowledge (theology and philosophy) 6 ranks, Listen 6 ranks, Sense Motive 6 ranks.
Allegiance: At the time that the character receives her first level in the Cleric advanced
class, she must decide if her faith leans toward the positive energy or negative energy of
the universe. This choice adds either the good (positive) or evil (negative) allegiance to the
character, and determines how the Cleric uses certain aspects of her faith.
Holy Symbol: When the character declares her allegiance, she must designate one of her
personal possessions as a symbol of her dedication to her allegiance. This possession can
be either an actual religious object or some other item of personal significance. This object
is referred to as the Clerics holy symbol.
It is typically of Tiny or Diminutive size, so that it can be easily held and manipulated in one
hand, and its weight is negligible, so that it does not affect the Clerics carrying capacity.
An Cleric needs her holy symbol in order to cast certain divine spells. It is also necessary for
the Cleric to be able to turn or rebuke undead (see below).
Class Information
The following information pertains to the Cleric advanced class.
Hit Die
The Cleric gains 1d8 hit points per level. The characters Constitution modifier applies.
Action Points
The Cleric gains an action point for every two encounters.

Class Skills
The Clerics class skills are as follows.
Concentration (Con), Craft (structural, visual arts, writing) (Int), Diplomacy (Cha), Empathy,
Knowledge (earth and life sciences, theology and philosophy) (Int), Listen (Wis), Profession
(Wis), Read/Write Language (none), Sense Motive, Speak Language (none), Spellcraft (Int),
Treat Injury (Wis).
Skill Points at Each Level: 5 + Int modifier.

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Table: The Cleric


Base
Attack
Bonus

Fort
Save

1st

+0

+2

2nd

+1

3rd

Class
Level

Ref
Save

Will
Save

Class Features

Defense
Bonus

Reputation
Bonus

+0

+2

Divine skills,
divine spells
Aura of Faith

+1

+2

+3

+0

+3

Talent

+1

+2

+2

+3

+1

+3

Bonus Feat

+2

+2

4th

+3

+4

+1

+4

Talent

+2

+3

5th

+3

+4

+1

+4

Bonus Feat,
Divine Favor
Lesser

+3

+3

6th

+4/+1

+5

+2

+5

Talent

+3

+3

7th

+5/+1

+5

+2

+5

Bonus Feat

+4

+4

8th

+6/+2

+6

+2

+6

Talent

+4

+4

9th

+6/+2

+6

+3

+6

Bonus Feat

+5

+4

10th

+7/+3

+7

+3

+7

Talent, Divine
Favor Greater

+5

+5

Class Features
All of the following features pertain to the Cleric advanced class.
Divine Skills
An Cleric has access to the following divine skills. These skills are considered class skills for
the Cleric, and she can use her skill points to buy ranks in them, just like other skills in the
game.
Concentration (Con): The normal Concentration skill expands to include divine applications,
as defined below.
Check: You must make a Concentration check whenever you may potentially be distracted
while engaged in an activity, including casting a spell or concentrating on an active spell,
that requires your full attention.
If the check succeeds, you may continue with the action as normal. If the check fails, the
action automatically fails and is wasted. If you were in the process of casting a spell, the
spell is lost. If you were concentrating on an active spell, the spell ends.
The table in the Concentration skill description summarizes the various types of
distractions. In situations where the distraction occurs while you are casting a spell, you add
the level of the spell to the DC.

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Try Again?: You can try again, but doing so doesnt cancel the effects of a previous failure. If
you lost a spell, the spell is lost.
Special: By making a check (DC 15 + spell level), you can use Concentration to cast a spell
defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt
the casting without incurring any attacks of opportunity.
Spellcraft (Int): Trained only. Use this skill to identify spells as they are cast or spells already
in place.
Check: You can identify spells and magic effects.
Additionally, certain spells allow you to gain information about magic provided that you
make a Spellcraft check as detailed in the spell description.
Try Again?: See above.
Time: Unless otherwise indicated, Spellcraft is a move action.
DC

Task
Identify a spell being cast. (You must see or hear the spells verbal or
15 + spell level
somatic components.) You cant try again.
When casting detect magical aura, determine the school of magic
15 + spell level
involved in the aura of a single item or creature you can see. (If the
aura isnt a spell effect, the DC is 15 + one-half caster level.)
Identify a spell thats already in place and in effect. (You must be able
20 + spell level
to see or detect the effects of the spell.) You cant try again.
Identify materials created or shaped by magic, such as noting that an
20 + spell level
iron wall is the result of a wall of iron spell. You cant try again.
Decipher a written spell (such as a scroll) without using read magic.
20 + spell level
One try per day.
After rolling a saving throw against a spell targeted at you, determine
25 + spell level
what spell was cast upon you. This is a reaction.
25
Identify a potion. This takes 1 minute.
30 or higher
Understand a strange or unique magical effect. You cant try again.
Divine Spells and Spell Points
The Clerics key characteristic is the ability to cast divine spells by drawing power from the
faithful who surround him.
Aura of Faith: A Cleric generates his divine spell pionts by the number of faithful with in
his Aura of Faith. The Spell Points are calculated by totaling the number of total levels of
the faithful with in the Clerics aura of faith (including the Cleric). Only Allies that profess a
faith in the Deity the Cleric Worships can be counted as faithful. A Cleric has an aura of faith
equal to 5 per Cleric level
The Cleric meditates or prays for her spells, receiving them through her own strength of
faith or as divine inspiration. The Cleric must spend 1 hour each day in quiet contemplation
or supplication to regain her daily allotment of spells. Time spent resting has no effect
on the Clerics spell preparation. To learn, prepare, or cast a spell, an Cleric must have a
Wisdom score of at least 10 + the spells level.

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An Cleric can prepare a lower-level spell in place of a higher-level one if she desires.
An Cleric may prepare and cast any spell on the divine spell list, provided she can cast
spells of that level.
The Difficulty Class of a saving throw to resist the effects of an Clerics spell is 10 + the
spells level + the Clerics Wisdom modifier.

Cleric Talent Trees


Turning Talent Tree

Turn or Rebuke Undead: The Cleric that selects this talent gains the supernatural ability to
affect undead creatures, such as zombies, skeletons, ghosts, and vampires. The Clerics
allegiance (good or evil) determines the effect she can have on these unholy abominations.
A character of the good allegiance can turn undead, driving them away or perhaps
destroying them. One of the evil allegiance can use negative energy to rebuke undead,
causing the creatures to cower in her presence. (In the text that follows, up to the section
on Effect and Duration of Turning, turning refers to turning or rebuking, whichever is
appropriate for a particular Cleric.)
How Turning Works: An Cleric can turn undead (or other types of creatures at higher level)
as an attack action. Doing so does not provoke an attack of opportunity. An Cleric must
present her holy symbol to make a turning attempt, holding it in one hand in such a way
that it is visible to the creatures she wants to affect.
Times per Day: An Cleric may attempt to turn a number of times per day equal to 3 + her
Charisma modifier.
Range: The Cleric turns the closest turnable creature first. She cant turn creatures that are
more than 60 feet away or that have total cover.
Turning Check: First, roll a turning check to determine how powerful a creature you can
turn. This is a Charisma check (1d20 + Charisma modifier). The table below shows the Hit
Dice of the most powerful creature you can affect, relative to your Cleric level. With a given
turning attempt, you cant turn any creature whose Hit Dice exceeds the result of your
turning check.
Turning Check Result
Most Powerful Creature Affected (Maximum Hit Dice)
0 or lower
Cleric level 4
13
Cleric level 3
46
Cleric level 2
79
Cleric level 1
1012
Cleric level
1315
Cleric level +1
1618
Cleric level +2
1921
Cleric level +3
22 or higher
Cleric level +4
Turning Damage: If your turning check result is high enough to let you turn at least some of
the undead (or other appropriate) creatures within 60 feet, roll 2d6 and add your Cleric level
and your Charisma modifier to the result to determine turning damage. Thats how many

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total Hit Dice of undead (or other) creatures you can turn on this attempt.
You may skip over already turned creatures that are still within range so that you dont
waste your turning capacity on them.
Effect and Duration of Turning: Turned creatures flee from the Cleric by the best and fastest
means available to them. A turned creature flees for 10 rounds (1 minute). If it cant flee, it
cowers (can take no actions, 2 penalty to Defense).
If the Cleric moves to within 10 feet of a cowering turned creature, it overcomes the turning
and can act normally. (The Cleric can be standing within 10 feet of the creature without
breaking the turning effect; she just cant approach any closer to the creature.) The Cleric
can attack a turned and cowering creature with ranged attacks from more than 10 feet
away, and others can attack in any fashion, without breaking the turning effect.
Destroying Undead: If the Cleric has twice as many Cleric levels (or more) as the undead has
Hit Dice, she destroys any creature that she would normally turn.
Evil Clerics and Undead: An Cleric with the evil allegiance channels negative energy to
rebuke (awe) or command (control) undead, instead of turning or destroying them. An evil
Cleric makes the equivalent of a turning check. Creatures that would be turned are rebuked
instead, and those that would be destroyed are commanded.
Rebuked: A rebuked creature cowers as if in awe (can take no actions, 2 penalty to
Defense) for 10 rounds.
Commanded: A commanded creature falls under the mental control of the Cleric. The Cleric
can give mental orders to a commanded creature as an attack action.
The Cleric can command any number of creatures whose total Hit Dice dont exceed her
Cleric level. She may voluntarily relinquish command in order to establish command on
different creatures.
Dispel Turning: An evil Cleric may dispel the turning effect of a good Cleric. To do so, the
evil Cleric makes a turning check as if attempting to rebuke. If the turning check result is
equal to or greater than the turning check result that the good Cleric scored when turning
them, then the creatures are no longer turned. The evil Cleric rolls turning damage to see
how many Hit Dice worth of creatures she can affect in this way.
Bolster Undead: An evil Cleric may bolster creatures against turning effects in advance. She
makes a turning check as if attempting to rebuke them, but the Hit Dice result becomes the
creatures effective Hit Dice as far as turning is concerned (provided the result is higher than
the creatures normal Hit Dice). This bolstering lasts for 10 rounds.

Turn or Rebuke Magical Beast: The Cleric gains the supernatural ability to affect magical
beasts. This ability works just like turning undead, except the creature type is magical
beast. Magical beasts, unlike undead creatures, cant be destroyed or commanded. All
other rules pertaining to turning apply. The number of times per day the Cleric can make
a turning attempt (3 + Cha modifier) does not increase. Prereguisit Turn Turn or Rebuke
Undead.

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Turn or Rebuke Outsider: The Cleric gains the supernatural ability to affect outsiders.
This ability works just like turning undead and magical beasts, except the creature type
is outsider. Outsiders, unlike undead creatures, cant be destroyed or commanded. All
other rules pertaining to turning apply. The number of times per day the Cleric can make a
turning attempt (3 + Cha modifier) does not increase. Prerequisit Turn or Rebuke Magical
Beast.
Divine Magic Talent Tree:

Spontaneous Casting: The Cleric can channel stored energy into spells she has not prepared
ahead of time. The Cleric loses a prepared spell to cast another spell of the same level or
lower. A Cleric with a good allegiance can spontaneously cast cure spells (spells with cure
in their name). A Cleric with an evil allegiance can spontaneously convert prepared spells
into inflict spells (spells with inflict in their name).
Combat Casting: The Cleric becomes adept at casting spells during combat. She gets a +4
bonus on Concentration checks made to cast a spell while on the defensive.
Maximize Spell: The Cleric learns to cast some of her spells to maximum effect. All variable,
numeric effects of a maximized spell automatically achieve their maximum values. A
maximized spell deals the most possible points of damage, affects the maximum number
of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected.
Spells without random variables are not affected.
When a maximized spell is prepared, it is treated as a spell of three levels higher than the
spells actual level.

Aura Augmentation: The Clerics Aura of Faith increases by 5, This talent stacks.
Bonus Feats: The Cleric may select any divine feat or extra turning. Clerics may gain proffiency in the use of a weapon as long as its with his deities weapon. The Cleric gets a bonus feats every other level. The bonus feat must be selected from the following list, and the
Cleric must meet all the prerequisites of the feat to select it. Animal Affinity, Archaic Weapons Proficiency, Armor Proficiency (light), Attentive, Combat Expertise, Educated, Frightful
Presence, Iron Will, Medical Expert, Studious, Trustworthy.
Divine Favor Lesser: Your Deity awards your devotion to its cause by granting you a Favor- the power of which can not exceed a Limited Wish. The Favor is usually stored with in a
boon or relic and can be used only when the Cleric holds it. Once used the Favor is depleted.
Divine Favor Greater: Your Deity awards your devotion to its cause by granting you a Favorthe power of which can not exceed a Wish. The Favor is usually stored with in a boon or relic
and can be used only when the Cleric holds it. Once used the Favor is depleted.

Guard
Requirements

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To qualify to become a Guard, a character must fulfill the following criteria.


Base Attack Bonus: +2.
Skills: Concentrate 6 ranks, Intimidate 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
The following information pertains to the Guard advanced class.
Hit Die: 1d12
Action Points: The Guard gains an action point for every two encounters.

Class Skills
The Guards class skills (and the key ability for each skill) are: Concentration (Con), Disguise
(Cha), Drive (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge
(behavioral sciences, civics, current events, streetwise) (Int), Listen (Wis), Profession (Wis),
Read/Write Language (none), Search (Int), Sense Motive (Wis), Speak Language (none), Spot
(Wis).
Skill Points at Each Level: 3 + Int modifier.
Table: The Guard
Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+0

+1

+2

+0

Talent

+1

+0

2nd

+1

+2

+3

+0

Bonus
Feat

+1

+0

3rd

+2

+2

+3

+1

Talent

+2

+1

4th

+3

+2

+4

+1

Bonus
Feat

+2

+1

5th

+3

+3

+4

+1

Talent

+3

+1

6th

+4

+3

+5

+2

Bonus feat

+3

+2

7th

+5

+4

+5

+2

Talent

+4

+2

8th

+6

+4

+6

+2

Bonus
Feat

+4

+2

9th

+6

+4

+6

+3

Talent

+5

+3

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10th

+7

+5

+7

Bonus
Feat

+3

+5

+3

Class Features
The following features pertain to the Guard advanced class.
Gaurd Talent Tree:

Harms Way: Once per round, if the Guard is adjacent to an ally who is targeted by a direct
melee or ranged attack (but not an area effect), the Guard can subject him or herself to the
attack in the allys stead. If the attack hits the Guard, he or her takes damage normally. If it
misses, it also misses the ally. The Guard must declare his or her intention to place him or
herself in harms way before the attack roll is made. The Guard selects his or her ally either
prior to combat or immediately after the Guard makes his or her initiative check. The Guard
cant change his or her ally for the duration of the encounter.
Combat Sense: This ability allows a Guard to designate a single opponent during his or her
action and receive a +1 competence bonus on attacks against that opponent. The Guard can
select a new opponent on any action. This Talent Stacks.
Sudden Action: By spending an Action Point, a Guard can focus his or her effort to burst
into sudden action when the situation calls for it. The Guard can change his or her place in
the initiative order, moving higher in the count by a number less than or equal to his or her
class level, as the Guard sees fit. The Guard can declare the use of this ability at the start of
any round, before anyone else takes an action. Prerequisit Combat Sense
Improved Charge: A Guard can make a charge without having to move in a straight line. All
other charge rules apply, but the Guard can alter his or her direction when making a charge
to avoid obstacles. Prerequisit Combat Sense.
Defensive Strike: If an opponent makes a melee attack against the Guard and misses while
the Guard is using the total defense option, the Guard can attack that opponent on his
next turn (as an attack action) with a +4 bonus on his or her attack roll. The Guard gains
no bonus against an opponent who doesnt attack the Guard or against an opponent who
makes a successful attack. Prerequisit Harms Way, Sudden Action.
Blanket Protection: A Guard can use his expertise to provide protection for up to six allies
(not including himself) within sight and voice range of his position. The Guard spends 1
action point and takes a full-round action to issue orders and directions. Doing this provides
the Guards allies with a +1 insight bonus to Defense for 3 rounds. Prerequist Defensive
Strike.
Bonus Feats
At 3rd, 6th, and 9th level, the Guard gets a bonus feat. The bonus feat must be selected
from the following list, and the Guard must meet all the prerequisites of the feat to select it.
Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium),
Attentive, Combat Expertise, Combat Reflexes, Double Tap, Improved Brawl, Improved Feint,
Improved Grapple, Improved Knockout Punch, Knockout Punch, Precise Shot, Quick Draw,

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Quick Reload, Streetfighting, Vehicle Expert.

Boneknitter
Requirements
To qualify to become a Boneknitter, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Treat Injury 6 ranks, Spot 6 ranks.
Feat: Surgery.
Class Information
The following information pertains to the Boneknitter advanced class.
Hit Die: 1d8
Action Points: The Boneknitter gains an action point for every two encounters.

Class Skills
The Boneknitters class skills (and the key ability for each skill) are: Library Use (Int),
Concentration (Con), Craft (Alchemical) (Int), Diplomacy (Cha), Drive (Dex), Knowledge
(behavioral sciences, current events, earth and life sciences, popular culture, revolution)
(Int), Listen (Wis), Pilot (Dex), Profession (Wis), Read/Write Language (none), Research (Int),
Speak Language (none), Spot (Wis), Treat Injury (Wis).
Skill Points at Each Level: 5 + Int modifier.
Table: The Boneknitter
Class
Level

Base Attack Fort


Bonus
Save

Ref
Save

Will
Defense
Class Features
Save
Bonus

Reputation
Bonus

1st

+0

+2

+0

+1

Talent

+1

+1

2nd

+1

+3

+0

+2

Bonus feat

+1

+1

3rd

+1

+3

+1

+2

Talent

+2

+1

4th

+2

+4

+1

+2

Bonus feat

+2

+2

5th

+2

+4

+1

+3

Talent

+3

+2

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6th

+3

+5

+2

+3

Bonus feat

+3

+2

7th

+3

+5

+2

+4

Talent

+4

+3

8th

+4

+6

+2

+4

Bonus feat

+4

+3

9th

+4

+6

+3

+4

Talent

+5

+3

10th

+5

+7

+3

+5

Bonus feat

+5

+4

Class Features
The following features pertain to the Boneknitter advanced class.

Medical Talent Tree:

Medical Specialist: The Boneknitter receives a +1 competence bonus on Treat Injury


checks. This Talent Stacks.

Expert Healer: The Boneknitters ability to restore hit points with a medical kit or surgery
kit and a successful use of the Treat Injury skill improves. In addition to the normal hit
point recovery rate (1d4 for a medical kit, 1d6 per patients character level for surgery), the
Boneknitter restores 1 hit point for every level he or she has in this advanced Trade.

Medical Mastery: When making a Treat Injury skill check, a Boneknitter may take 10 even
if stress and distractions would normally prevent him or her from doing so. Prerequisit
Expert Healer

Minor Medical Miracle: A Boneknitter can save a character reduced to 10 hit points or
lower. If the Boneknitter is able to administer aid within 3 rounds of the characters death,
he or she can make a Treat Injury check. The DC for this check is 30, and the Boneknitter
cant take 10 or take 20. If the check succeeds, the dead character can make a Fortitude
save (DC 15) to stabilize and be restored to 0 hit points. If the Boneknitter fails the skill
check or the patient fails the save, the dead character cant be saved. Prerequisit Medical
Mastery

Medical Miracle: A Boneknitter can revive a character reduced to 10 hit points or lower.
If the Boneknitter is able to administer aid within 3 minutes of the characters death, he or
she can make a Treat Injury check. The DC for this check is 40, and the Boneknitter cant
take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC
20) to stabilize and be restored to 1d6 hit points. If the Boneknitter fails the skill check or
the patient fails the Fortitude save, the dead character cant be restored. Prerequisit Minor
Medical Miracle.

Treat Disease: A Bonekintter may treat a character who is the victim of a diease and aleiviate
the symtoms of the disease. Anyone treated by the boneknitter for a disease may ignore
Condition track penalties cause by the disease. Prerequisit Expert Healer.

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Bonus Feats
At 3rd, 6th, and 9th level, the Boneknitter gets a bonus feat. The bonus feat must be
selected from the following list, and the Boneknitter must meet all the prerequisites of the
feat to select it.
Armor Proficiency (light), Armor Proficiency (medium), Cautious, Defensive Martial Arts,
Dodge, Educated, Improved Initiative, Medical Expert, Personal Firearms Proficiency, Surface
Vehicle Operation, Vehicle Expert.

Pilot
Requirements
To qualify to become a Pilot, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Concentration 6 ranks, Drive 6 ranks.
Feat: Endurance.
Class Information
The following information pertains to the Pilot advanced class.
Hit Die: 1d10
Action Points: The Pilot gains an action point for every two encounters.
Class Skills
The Pilots class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str),
Concentration (Con), Demolitions (Int), Drive (Dex), Escape Artist (Dex), Intimidate (Cha),
Jump (Str), Knowledge (current events, popular culture) (Int), Perform (act) (Cha), Pilot (Dex),
Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot
(Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.
Table: The Pilot
Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+1

+2

+0

+0

Talent

+1

+0

2nd

+1

+3

+0

+0

Bonus feat

+2

+0

3rd

+2

+3

+1

+1

Talent

+2

+1

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4th

+2

+4

+1

+1

Bonus feat

+3

+1

5th

+3

+4

+1

+1

Talent

+4

+1

6th

+3

+5

+2

+2

Bonus feat

+4

+2

7th

+4

+5

+2

+2

Talent

+5

+2

8th

+4/+1

+6

+2

+2

Bonus feat

+6

+2

9th

+5/+2

+6

+3

+3

Talent

+6

+3

10th

+6/+2

+7

+3

+3

Bonus feat

+7

+3

Class Features
The following features pertain to the Pilot advanced class.

Fearless: A Pilot gains a +4 morale bonus on Will saves to resist fear effects and on level
checks to oppose Intimidate checks.
Nip-Up: A Pilot can stand up from a prone position as a free action that does not provoke an
attack of opportunity.
Action Boost: This ability allows a Pilot to spend 2 action points on a single action in a
round. A Pilot can spend 1 action point, see the result of the roll, and then decide to spend
a second point, as long as he or she does so before the Gamemaster reveals the result of
the action.Prerequisit Fearless.
Adrenaline Rush: A Pilot can temporarily increase one of his or her physical ability scores
(Strength, Dexterity, or Constitution). The Pilot spends 1 action point and gets to increase
the selected ability score by 1d4+1 points. The increase lasts for the remainder of the
encounterl. At the end of the duration, the Pilot is fatigued for 1d4+1 rounds. Prerequisit
Nip-Up.
Extreme Adrenaline Rush: A Pilot can temporarily increase two physical ability scores. At the
end of the duration, the Pilot is fatigued for 1d6+2 rounds. Prerequisit Adrenaline Rush.
Delay Damage: Once per day, a Pilot can delay the damage dealt by a single attack or effect
for a number of rounds equal to his or her class level. Prerequisit Adrenaline Rush.
Damage Threshold: A Pilot increases his or her massive damage threshold by 3 points. This
increase stacks. Prerequisit Extreme Adrenaine Rush.
Bonus Feats
The bonus feats must be selected from the following list, and the Pilot must meet all the
prerequisites of the feat to select it.
Acrobatic, Armor Proficiency (light), Armor Proficiency (medium), Athletic, Brawl, Cautious,
Dodge, Force Stop, Improved Brawl, Improved Damage Threshold, Improved Knockout

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Punch, Knockout Punch, Mobility, Nimble, Spring Attack, Streetfighting, Surface Vehicle
Operation, Toughness, Vehicle Dodge, Vehicle Expert.

Engineer
Requirements
To qualify to become a Engineer, a character must fulfill the following criteria.
Skills: 6 ranks in either Craft (Alchemical), Craft (Naphta) or Craft (Steam), plus 6 ranks
in Knowledge (earth and life sciences), Knowledge (physical sciences), or Knowledge
(Engineering), plus 6 ranks in Research.
Class Information
The following information pertains to the Engineer advanced class.
Hit Die: 1d8
Action Points: The Engineer gains an action point for every two encounters.
Class Skills
The Engineers class skills (and the key ability for each skill) are: Library Use (Int), Craft
(alchemical, Naphta, Steam, mechanical), Decipher Script (Int), Demolitions (Int), Disable
Device (Int), Drive (Dex), Investigate (Int), Knowledge (behavioral sciences, earth and life
sciences, physical sciences, Revolution) (Int), Navigate (Int), Pilot (Dex), Profession (Wis),
Read/Write Language (none), Research (Int), Search (Int), Speak Language (none).
Skill Points at Each Level: 7 + Int modifier.
Table: The Engineer
Class Base Attack Fort
Level
Bonus
Save

Ref
Save

Will
Save

Class Features

Defense
Bonus

Reputation
Bonus

1st

+0

+1

+1

+0

Talent

+0

+0

2nd

+1

+2

+2

+0

Bonus feat

+1

+0

3rd

+1

+2

+2

+1

Talent

+1

+1

4th

+2

+2

+2

+1

Bonus feat

+1

+1

5th

+2

+3

+3

+1

Talent

+2

+1

6th

+3

+3

+3

+2

Bonus feat

+2

+2

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7th

+3

+4

+4

+2

Talent

+2

+2

8th

+4

+4

+4

+2

Bonus feat

+3

+2

9th

+4

+4

+4

+3

Talent

+3

+3

10th

+5

+5

+5

+3

Bonus feat

+3

+3

Class Features
The following features pertain to the Engineer advanced class.
Engineer Talent Tree

Smart Defense: An Engineer applies his or her Intelligence bonus and his or her Dexterity
bonus to his or her Defense. Any situation that would deny the Engineer his or her Dexterity
bonus to Defense also denies the Intelligence bonus.
Scientific Improvisation: An Engineer gains the ability to improvise solutions using common
objects and scientific know-how. This ability lets the Engineer create objects in a dramatic
situation quickly and cheaply, but that have a limited duration.
By spending 1 action point and combining common objects with a Craft check that
corresponds to the function desired, the Engineer can build a tool or device to deal with any
situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most
closely matches the desired function. Only objects that can normally be used more than
once can be improvised.
Steam devices, special tools, weapons, Naphta devices, and more can be built with scientific
improvisation. It takes a full-round action to make an object with scientific improvisation.
The object, when put into use, lasts for a number of rounds equal to the Engineers class
level, or until the end of the current encounter, before it breaks down. It cant be repaired.

Skill Mastery: An Engineer selects a number of skills from his or her class list equal to 3 +
his or her Intelligence modifier. When making a skill check using one of these skills, the
Engineer may take 10 even if stress and distractions would normally prevent him or her
from doing so. Prerequisit Scientific Improvisation.
Minor Breakthrough: An Engineer receives credit for a minor scientific breakthrough that
earns him or her the recognition of her peers. The Engineer chooses one of the following
Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or
revolution. When dealing with others with at least 1 rank in the same Knowledge skill, the
Engineer gains a +2 bonus on Reputation checks. This minor breakthrough also provides
the Engineer with a +3 Wealth bonus increase. Prerequisit Skill Mastery
Smart Survival: An Engineer can spend 1 action point to reduce the damage dealt by a single
attack or effect by 5 points. Prerequisit Smart Defense.
Smart Weapon: An Engineer selects one weapon that he or she is proficient in and can
use with one hand. With the selected weapon, the Engineer can use his or her Intelligence

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modifier instead of Strength or Dexterity modifier on attack rolls. Prerequisit Smart Defense.

Major Breakthrough: An Engineer gains a +2 bonus on Reputation checks when dealing with
individuals who have at least 1 rank in any of the following Knowledge skills: behavioral
sciences, earth and life sciences, physical sciences, or revolution. This bonus stacks with the
bonus provided by the minor breakthrough ability. This major breakthrough also provides
the Engineer with a +3 Wealth bonus increase. Prerequisit Minor Breakthrough.
MASTER DESIGNER TALENT TREE

Technical Specifications: Your studies of various blueprints, technical specifications and


designs gives you an edge. You may choose to reroll any Mechanics check, but the result of
the reroll must be accepted even if it is worse.
Prerequisites: Trained in the Knowledge (Revolution) skill.

Efficiency: Whenever you modify or upgrade any item, reduce the cost by 10%.
Exceptional Upgrades: When an upgrade from the Tech Specialist feat provides a numerical
benefit, increase the benefit by 1. Prerequisites: Efficiency, Technical Specifications.
Reroute Power: When making a Mechanics check to regulate power you can spend two swift
actions instead of three swift actions to move +1 along the Condition track.
Technical Expertise: When An Engineer gains this ability select one type of construct,
vehicle, or item (e.g., Steam devices, pistols, rifles, Naphta devices, Armor, etc.). You gain a
+1 insight bonus to any Mechanics checks made involving that type of item. Each time you
gain this ability you may either increase your bonus within an existing catagory by +1 or
select a new catagory to gain this bonus in.
Bonus Feats
Bonus feat must be selected from the following list, and the Engineer must meet all the
prerequisites of the feat to select it.
Archaic Weapons Proficiency, Attentive, Cautious, Combat Expertise, Educated, Gearhead,
Personal Firearms Proficiency, Point Blank Shot, Renown, Studious.

Gearhead
Requirements
To qualify to become a Gearhead, a character must fulfill the following criteria.
Skills: Library Use 6 ranks, either Craft (Steam) 6 ranks , Craft (Naphta) 6 ranks, Craft
(Constructs) 6 ranks or Craft (mechanical) 6 ranks, and Disable Device 6 ranks.
Class Information
The following information pertains to the Gearhead advanced class.
Hit Die: 1d6
Action Points: The Gearhead gains an action point for every two encounters.
Class Skills

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The Gearheads class skills (and the key ability for each skill) are: Library Use (Int), Craft
(constructs, mechanical) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Knowledge
(behavioral sciences, earth and life sciences, physical sciences, popular culture, revolution)
(Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research
(Int), Speak Language (none), Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.
Table: The Gearhead
Class
Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+0

+0

+0

+2

Talent

+1

+0

2nd

+1

+0

+0

+3

Bonus feat

+1

+0

3rd

+1

+1

+1

+3

Talent

+2

+1

4th

+2

+1

+1

+4

Bonus feat

+2

+1

5th

+2

+1

+1

+4

Talent

+3

+1

6th

+3

+2

+2

+5

Bonus feat

+3

+2

7th

+3

+2

+2

+5

Talent

+4

+2

8th

+4

+2

+2

+6

Bonus feat

+4

+2

9th

+4

+3

+3

+6

Talent

+5

+3

10th

+5

+3

+3

+7

Bonus feat

+5

+3

Class Features
The following features pertain to the Gearhead advanced class.
Gear Head Talent Tree

Extreme Machine: If it has Mechanical or Revolutionary components, a Gearhead can get


maximum performance out of it.
By spending 1 action point and making either a Craft (Steam), Craft (Naphta), Craft
(Constructs) or Craft (mechanical) check (whichever is appropriate for the machine in
question), the Gearhead can temporarily improve a machines performanceat the risk of
causing the machine to need repairs later. The DC for the Craft check depends on the type
of improvement being made, as shown on the table below.

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Ranged Weapons
Improvement

Craft DC

Repair Chance (d%)

+1 to damage

15

0125

+2 to damage

20

0150

+3 to damage

25

0175

15

0125

25

0150

+5 ft. to range
increment
+10 ft. to range
increment

Equiptment Devices
Improvement

Craft DC

Repair Chance (d%)

+1 equipment bonus

15

0125

+2 equipment bonus

20

0150

+3 equipment bonus

25

0175

Vehicles/Constructs
Improvement

Craft DC

Repair Chance (d%)

+1 on initiative
checks

20

0125

+1 to maneuver

25

0150

+2 to maneuver

30

0175

The Gearhead performs the extreme modifications in 1 hour. The Gearhead cant take 10
or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a
number of minutes equal to his or her Gearhead class level, beginning when the object is
first put into use. The Gearhead selects the single improvement he or she wants to make
prior to making the check. After the duration of the effect ends, the machine reverts to its
previous state and a repair chance percentile roll is made. The result of this roll indicates
whether the machine requires repairs before it can be used again. Prerequisit Jury-Rig.

Build Construct: A Gearhead can build remote-controlled Constructs that are Tiny or
Diminutive in size. These Constructs serve as the Gearheads eyes, ears, or hands out to a
predetermined distance away from the character when the Gearhead wants to use one of the
following skills: Library Use, Demolitions, Disable Device, Listen, Repair, or Spot.
The Gearhead must have at least 1 rank in the skill that he wants to program into the
Construct. The Gearhead can only control one Construct at a time, and only one of his
Constructs can be active at any time.
Follow these steps to build a Construct.

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Wealth Check: The purchase price for the components needed to construct a Construct is
based on the Constructs size.
Size

Purchase Price

Diminutive

1,000 ducats

Tiny

1,500 ducats

Make the Wealth check to purchase and gather the necessary components prior to starting
construction.
Construct Frame: The Constructs body determines its size, shape, locomotion, and hit
points. The DC of the Craft (mechanical) check is set by the Constructs size and modified
by the form of locomotion selected.
Size

Craft DC

Diminutive

15

Tiny

12

Components
Frame Shape and Locomotion1 DC Modifier
Bipedal

+4

Quadruped

+3

Treads

+2

Wheels

+1

External Components2

DC Modifier

Manipulators3

+3

Audio/visual sensory ability

+2

Remote Range1

DC Modifier

Remote control link, 100 feet

+1

Remote control link, 200 feet

+3

Remote control link, 300 feet

+5

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Select only one of the options in this


category.
2
Select one or more of the options in this
category.
3
Necessary for a Construct built to use any
skill except Listen or Spot.
Select a frame size and form, add manipulators and sensory ability as necessary, and
choose a type of remote control link. Add all the modifiers to determine the checks DC.
Make the Craft (mechanical) check to construct the Constructs frame.
1

It takes a Gearhead 30 hours to construct a Diminutive Construct frame or 12 hours to


construct a Tiny Construct frame.
A Diminutive Construct can be 6 to 12 inches long or tall and weighs about 1 pound. A Tiny
Construct can be 13 to 24 inches long or tall and weighs up to 3 pounds. Statistics for these
Constructs can be found in the Creature listings.
Construct the Gem Forge: The next step is to build the internal Gem Forge for the Construct
and install them in the frame. The DC is based on the size of the Construct and modified by
the number of components that need to be connected to the Gem Forge. For a Diminutive
Construct, the DC is 20. For a Tiny Construct, the DC is 15. Add +1 to the DC for each
external component and +2 for the remote link. Make the appropriate Craft check.
It takes a Gearhead 12 hours to install a Gem Forge into a Diminutive Construct or 6 hours
to install a Gem Forge into a Tiny Construct.
Program the Construct: The Gearhead programs the Construct as the final step. Decide how
many ranks of the appropriate skill to program into the Construct, up to the number of
ranks the Gearhead has in the skill. A Gearheads Construct can only contain programming
for one skill.
The DC for the appropriate Craft check is 20, modified by the number of ranks the
Gearhead wants to program into the Construct (+1 to the DC for each rank). It takes 1 hour
to program the Construct.
Reprogramming: A Construct can be reprogrammed at any time. Doing this requires 1 hour
of work and the appropriate Craft check (DC 20 + the number of ranks programmed into the
Construct). Prerequisit Extreme Machine.

Mastercraft: The Gearhead becomes adept at creating mastercraft objects. He of she


applies the mastercraft ability to one of his or her Craft skills (Steam, Naphta, Constructs or
mechanical). From this point on, he or she can build mastercraft objects using that skill.
On average, it takes twice as long to build a mastercraft object as it does to build an
ordinary object of the same type. The cost to build a mastercraft object is equal to the
purchase DC for the components (see the appropriate Craft skill description) + the bonus
provided by the mastercraft feature. A Gearhead can add the mastercraft feature to an
existing ordinary object by making the Wealth check and then making the Craft check as
though he or she were constructing the object from scratch.
In addition to the Wealth, the Gearhead must also pay a cost in experience points equal
to 25 x his or her Gearhead level x the bonus provided by the mastercraft feature. The XP
must be paid before making the Craft check. If the expenditure of these XP would drop

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the Gearhead to below the minimum needed for his or her current level, then the XP cant
be paid and the Gearhead cant use the mastercraft ability until he or she gains enough
additional XP to remain at his or her current level after the expenditure is made.
When successfully completed, a mastercraft object provides a +1 bonus to its quality
compared to an ordinary object of the same type. All weapons and armor, and certain other
types of equipment, such as Tools and Kits, can be constructed as mastercraft objects.
The Craft DC for a mastercraft object is the same as for a normal object of the same type, as
described in the Craft skill, with the following modification: For a +1 object, add +3 to the
Craft DC; for a +2 object, add +5 to the Craft DC; and for a +3 object, add +10 to the Craft
DC.
This Talent can stack with the same Craft skill of the Gearhead may select another Craft to
gain the bonus in. Prerquisit appropriate Craft Skill 10+ ranks.
SCAVENGER TREE

Jury-Rig: A Gearhead gains a +2 competence bonus on Repair skill checks made to attempt
temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging. This Talent
Stacks.
Scavenge (requires toolkit): You may attempt to scavenge a destroyed item for useful parts.
Make a Mechanics check. On a successful check, you manage to recover a number of parts
and materials equal to the following: On a check of 20 or higher you recover materials
worth 10% of the items original base cost. On a check of 30 or higher you instead recover
materials worth 20% of the items original base cost. You may either resell these items (for
the amount you succeeded in recovering) or apply them towards the cost of another items
repair or upgrade. It takes 1 hour per each 1,000 ducats worth of the items base cost to
scavenge an item. Once an item has been successfully scavenged, it may not be scavenged
again.
Overcharge (requires toolkit): Take a full-round action and a Mechanics check (DC 20) to
boost the damage of any ranged Revolutionary weapon up to and including the Vehicle
scale by 1D. This modification lasts until the user rolls a natural 1 while firing the weapon.
When that happens the weapon overloads, dealing its base damage to itself and to the
weilder/vehicle (if a weapon is not given its own separate hp, such as in the case of a vehicle
weapon, treat the weapon as disabled) and losing this modification.
Undoing this modification requires a full-round action and another Mechanics check (DC
20).

Superior Jury-Rig: Whenever you jury-rig an item it moves -4 steps down the condition track
at the end of the scene or encounter, instead of -5. Prerequisit Jury-Rig.
Design Flaws: After spending an action point, make a DC 25 Knowledge (technology)
skill check at the start of a single encounter. On a successful check you may apply onehalf, rounded up, of your Gearhead levels as a bonus to any damage rolls against a single
Construct, item, or vehicle for the duration of the encounter. Conversely, you may instead
apply the bonus to a single Mechanics check made to disable a device.
Prerequisites: Trained in the Knowledge (Technology) skill.
Bonus Feats

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Bonus feats must be selected from the following list, and the Gearhead must meet all the
prerequisites of the feat to select it.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency,
Point Blank Shot, Studious.

Gunslinger
Requirements
To qualify to become a Gunslinger, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Sleight of Hand 6 ranks, Tumble 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
Hit Die: 1d10
Action Points:The Gunslinger gains an action point for every two encounters.
Class Skills
The Gunslingers class skills (and the key ability for each skill) are: Bluff (Cha), Demolitions
(Int), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Intimidate (Cha), Knowledge (current
events, popular culture, streetwise) (Int), Move Silently (Dex), Profession (Wis), Read/Write
Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), Spot (Wis),
Survival (Wis), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.

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Table: The Gunslinger


Class
Level

Base Attack Fort


Bonus
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+0

+0

+1

+1

Talent

+1

+0

2nd

+1

+0

+2

+2

Bonus feat

+1

+0

3rd

+2

+1

+2

+2

Talent

+2

+1

4th

+3

+1

+2

+2

Bonus feat

+2

+1

5th

+3

+1

+3

+3

Talent

+3

+1

6th

+4/+1

+2

+3

+3

Bonus feat

+3

+2

7th

+5/+1

+2

+4

+4

Talent

+4

+2

8th

+6/+2

+2

+4

+4

Bonus feat

+4

+2

9th

+6/+2

+3

+4

+4

Talent

+5

+3

10th

+7/+3

+3

+5

+5

Bonus feat

+5

+3

Class Features
The following features pertain to the Gunslinger advanced class.

The Gunslinger Talent Tree


Cool Hand Talent Tree
Close Combat Shot: A Gunslinger gains the ability to make a ranged attack with a
Medium-size or smaller firearm while in a threatened area without provoking an attack of
opportunity.

Weapon Focus: A Gunslinger gains the Weapon Focus class feature, providing the benefit of
the feat with the same name. The Gunslinger must choose a specific personal firearm.The
gunslinger adds +1 to all attack rolls you make using the selected personal firearm.
Defensive Position: The Gunslinger gains an additional +2 cover bonus to Defense and an
additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half,
three-quarters, or nine-tenths cover. Prerequisit Close Combat Shot.
Lightning Shot: After Spending an Action Point a Gunslinger can make a flurry of ranged
attacks with a personal firearm at the expense of accuracy. With a lightning shot, the

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Gunslinger may make one extra ranged attack with a personal firearm in a round at his or
her highest base attack bonus. This attack and each other attack made in the round take
a 2 penalty. This ability can only be used when taking the full attack action. The penalty
applies to all attacks for one full round, including attacks of opportunity. Prerequisit Close
Combat Shot.

Sharp-Shooting: If the Gunslinger uses a personal firearm to attack a target, the cover bonus
to the targets Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is
reduced by 2. Prerequisit Weapon Focus with the fire arm being used.
Greater Weapon Focus: A Gunslinger receives a +1 competence bonus on attack rolls made
with the firearm selected for the Weapon Focus ability. This bonus stacks with the earlier
bonus.
Bullseye: A Gunslinger becomes so adept at using the firearm to which he or she has applied
Weapon Focus and Greater Weapon Focus that the gunslingers attacks with that firearm can
deal extra damage. With a successful attack, before damage is rolled, the gunslinger can
spend 1 action point to deal +3d6 points of damage. Prerequisit Sharp Shooting.
TRICKSHOT TALENT TREE
Debilitating Shot: If you make a spot check (DC 10 + tagets Def Bonus) before making a
ranged attack and the attack hits, you move the target -1 step along the condition track in
addition to dealing damage

Deceptive Shot: A Gunslinger may spend an Action Point and roll a Bluff check against the
Will defense of a target in his LOS. if successful the target is denighed his Dex bonous until
the start of next turn.
Improved Quick Draw: Any round the Gunslinger is normally denigned a Dex bonus he may
make one regular attack with his firearm. Prerequisit Debilitating Shot.
Knockdown Shot: If you aim before making a ranged attack and the attack hits, you knock
the target prone in addition to dealing damage. You cant use this talent to knock down targets two or more size categories bigger than you.
Ranged Disarm: You can disarm an opponent using a ranged attack. If the Gunslingers
attempt to diarm fails he will be unable to attack again during that round. Prerequisit Improved Quickdraw.
Trigger Work: You do not suffer penalties from attacks when using the talent Lightning
Shot. Prerequisit Improved Quickdraw.
Fusilier TALENT TREE
Your rifle is your constant companion and you can do things with it that most would have to
see to believe.

Pixies Eye: If you aim before making a ranged attack and the attack hits, you may ignore
any bonuses due to cover (but not total cover) that the target may have at up to medium
range.

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Debilitating Shot: If you aim before making a ranged attack and the attack hits, you move
the target -1 step along the condition track in addition to dealing damage.
Knockdown Shot: If you aim before making a ranged attack and the attack hits, you knock
the target prone in addition to dealing damage. You cant use this talent to knock down targets two or more size categories bigger than you.
Angel of Death: If you aim before making a ranged attack and the attack hits, you may apply
the Sneak Attack and Dastardly Strike talents to a target at up to medium range. All other
restrictions continue to apply. Prerequisite: Pixies Eye.
Sharpshooter: When using a rifle, you may treat the rifle as if its accuracy category is one
level higher (inaccurate becomes standard, standard becomes accurate). When using a
weapon that is already accurate, you may double the weapons normal maximum range at
a -2 penalty to hit. This penalty is in addition to any other range penalties that may apply.
This talent stacks with the benefits of Farshot and the bonus for using a rifle scope.
Snapshot: If you aim before making a ranged attack with a rifle, it only requires one swift action instead of two. Prerequisite: Pixies Eye.
Sharp Shooter Talent Tree
Deadly Aim: If you aim with a rifle, you score a critical hit on a natural roll of 19 or 20. However, a natural 19 is not considered an automatic hit; if you roll a natural 19 and still miss
the target, you do not score a critical hit.
Prerequisites: Keen Shot, Perfect Aim, Weapon Focus (rifles) feat, Weapon Specialization
(rifles), base attack bonus +5.

Debilitating Shot: If you aim before making a ranged attack and the attack hits, you move
the target -1 step along the condition track in addition to dealing damage.
Greater Weapon Focus (rifles): You gain a +1 bonus on attack rolls with rifles. This bonus
stacks with the bonus granted by the Weapon Focus feat.
Prerequisites: Weapon Focus (rifles) feat.
Head Shot: If you hit a target that is not aware of you and you successfully use the snipe
action, all enemies the target is not aware of gain a +2 flanking bonus to ranged attack rolls
until an enemy fails a snipe action or is otherwise spotted. Normally, ranged attacks do not
benefit from flanking. If a target is not aware of your presence, the target is flat-footed to
you. Prerequisites: Debilitating Shot.
Maintain Target: Moving does not cause you to lose the effects of aiming. Other move actions still cancel the effects of aiming as normal. In addition, you may take 2 swift actions in
the same or consecutive rounds to aim, rather than 2 swift actions in the same round.
Master Sniper: When you use a snipe action to fire while hidden you suffer no penalty to
your Stealth check. Prerequisites: Headshot, Hide 6+ ranks.

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Perfect Aim: If you aim before making a ranged attack against a target that is flat-footed or
otherwise denied its Dexterity bonus to Reflex Defense, you may reroll any failed to hit roll,
but the result of the reroll must be accepted, even if it is worse. If a target is not aware of
your presence, the target is flat-footed to you. Prerequisit Maintain Target.
Ranged Sneak Attack: Anytime your opponent is flat-footed or otherwise denied its Dexterity
bonus to Reflex Defense, you deal an extra 1d6 points of damage with a successful ranged
attack. There is no maximum range to use this.
You may select this talent multiple times. Each time you select it, your sneak attack damage
increases by +1d6 (maximum 5d6). This counts against your maximum number of dice for
the Sneak Attack talent as well. Prerequisit Master Sniper.
Bonus Feats
Bonus feats must be selected from the following list, and the Gunslinger must meet all the
prerequisites of the feat to select it.
Firearms Proficiency, Advanced Two-Weapon Fighting, Dead Aim, Far Shot, Improved TwoWeapon Fighting Pistol, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot,
Two-Weapon Fighting Rifle.

Spy
Requirements
To qualify to become an Spy, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Bluff 6 ranks, Hide 6 ranks, Move Silently 6 ranks.
Class Information
The following information pertains to the Spy advanced class.
Hit Die: 1d8
Action Points:The Spy gains an action point for every two encounters.
Class Skills
The Spys class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str),
Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Investigate (Int), Jump
(Str), Knowledge (art, business, current events, popular culture, streetwise) (Int), Listen (Wis),
Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sleight of
Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 7 + Int modifier.
Class Features
The following features pertain to the Spy advanced class.

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Table: The Spy


Class Base Attack Fort
Level
Bonus
Save

Ref
Save

Will
Save

Class Features

Defense
Bonus

Reputation
Bonus

1st

+0

+0

+2

+0

Talent

+1

+1

2nd

+1

+0

+3

+0

Bonus feat

+2

+1

3rd

+1

+1

+3

+1

Talent

+2

+1

4th

+2

+1

+4

+1

Bonus feat

+3

+2

5th

+2

+1

+4

+1

Talent

+4

+2

6th

+3

+2

+5

+2

Bonus feat

+4

+2

7th

+3

+2

+5

+2

Talent

+5

+3

8th

+4

+2

+6

+2

Bonus feat

+6

+3

9th

+4

+3

+6

+3

Talent

+6

+3

10th

+5

+3

+7

+3

Bonus feat

+7

+4

Spy Talent Tree

Sweep: A Spy knows how to size up an area and get the lay of the land in a single sweep of
his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers
an area out to 30 feet away from the Spy. The Spy can use this bonus at the start of an
encounter.
Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC
for concealed or less obvious threats is equal to their Hide check result.

Improvised Implements: A Spy no longer takes a 4 penalty when wielding an improvised


weapon. Also, the Spy is able to make do without proper equipment in certain
circumstances: the Spy no longer takes a 4 penalty when using the Climb and Disable
Device skills without the proper tools.
Improved Evasion: If an Spy is exposed to any effect that normally allows a character to
attempt a Reflex saving throw for half damage, the Spy suffers no damage if he or she
makes a successful saving throw and only half damage on a failed save. Improved evasion
can only be used when wearing light armor or no armor. Prerequisit Improvised Implements.
For an Spy who does not have evasion (see the Explorer class description), improved evasion

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counts as evasion for the purpose of meeting the prerequisites on the Explorers defensive
talent tree.

Skill Mastery: A Spy selects a number of skills from his or her class list equal to 3 + his
or her Intelligence modifier. When making a check using one of these skills, the Spy may
take 10 even if stress and distractions would normally prevent him or her from doing so.
Prerequisit Sweep.
Improvised Weapon Damage: A Spys attacks with improvised weapons deal more damage.
The Spy treats an improvised weapon as one size category larger than it is for the purpose
of determining the damage it deals. Prerequisit Improvised Implements.
Improved Sweep A Spys ability to get the lay of the land improves. Now the Spy not only
spots potential perils with a successful check, he or she can determine the relative strength
of these dangers. A successful check relates the dangers strength compared to the Spy:
stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).
Prerequisit Sweep.

Without a Trace: A Spy uses any of the following skills: Balance, Climb, Disable Device,
Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen,
Search, or Spot to detect the Spys activity take a 4 penalty. Prerequisit Improved Sweep.
Bonus Feats
At 3rd, 6th, and 9th level, the Spy gets a bonus feat. The bonus feat must be selected from
the following list, and the Spy must meet all the prerequisites of the feat to select it.
Acrobatic, Alertness, Armor Proficiency (light), Athletic, Attentive, Brawl, Cautious, Defensive
Martial Arts, Dodge, Elusive Target, Meticulous, Mobility, Nimble, Renown, Run, Stealthy.

Mage
The fastest path into this advanced class is from the Smart hero basic class, though other
paths are possible.
Requirements
To qualify to become a Mage, a character must fulfill the following criteria.
Skills: Craft (alchemical) 6 ranks, Decipher Script 6 ranks, Knowledge (arcane lore) 6 ranks,
Use Library or Research 6 ranks.
Class Information
The following information pertains to the Mage advanced class.
Hit Die
The Mage gains 1d6 hit points per level. The characters Constitution modifier applies.
Action Points
The Mage gains an action point for every two encounters.

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Class Skills
The Mages class skills are as follows.
Library Use (Int), Concentration (Con), Craft (alchemical) (Int), Craft (Gems) (Int), Craft (visual
arts) (Int), Craft (writing) (Int), Decipher Script (Int), Investigate (Int), Knowledge (arcane
lore, art, current events, earth and life sciences, gem magic, physical sciences, popular
culture, revolution) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Speak
Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Int modifier.
Table: The Mage
Class
Level

Base
Attack
Bonus

1st

+0

+0

+0

+2

Talent

+1

+1

2nd

+1

+0

+0

+3

Bonus Feat

+1

+1

3rd

+1

+1

+1

+3

Talent

+2

+1

4th

+2

+1

+1

+4

Bonus Feat

+2

+2

5th

+2

+1

+1

+4

Talent

+3

+2

6th

+3

+2

+2

+5

Bonus Feat

+3

+2

7th

+3

+2

+2

+5

Talent

+4

+3

8th

+4

+2

+2

+6

Bonus Feat

+4

+3

9th

+4

+3

+3

+6

Talent

+5

+3

10th

+5

+3

+3

+7

Bonus Feat

+5

+4

Fort Ref Will


Save Save Save

Class Features

Defense Reputation
Bonus
Bonus

Class Features
All of the following features pertain to the Mage advanced Trade.
Arcane Skills
A Mage has access to the following arcane skills. These skills are considered class skills for
the Mage, and he can use his skill points to buy ranks in them.

Concentration (Con): The normal Concentration skill expands to include arcane applications,

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as defined below.
Check: You must make a Concentration check whenever you may potentially be distracted
while engaged in an activity, including casting a spell or concentrating on an active spell,
that requires your full attention.
If the check succeeds, you may continue with the action as normal. If the check fails, the
action automatically fails and is wasted. If you were in the process of casting a spell, the
spell is lost. If you were concentrating on an active spell, the spell ends.
The table in the Concentration skill description summarizes the various types of
distractions. In situations where the distraction occurs while you are casting a spell, you add
the level of the spell to the DC.
Try Again?: You can try again, but doing so doesnt cancel the effects of a previous failure. If
you lost a spell, the spell is lost.
Special: By making a check (DC 15 + spell level), you can use Concentration to cast a spell
defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt
the casting without incurring any attacks of opportunity.

Craft (alchemical) (Int): Trained only. This skill can be used to create potions.
Spellcraft (Int): Trained only. Use this skill to identify spells as they are cast or spells already
in place.
Check: You can identify spells and magic effects.
Additionally, certain spells allow you to gain information about magic provided that you
make a Spellcraft check as detailed in the spell description.
Try Again?: See above.
Time: Unless otherwise indicated, using the Spellcraft skill is a move action.

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DC

Task

15 + spell level

Identify a spell being cast. (You must see or hear the spells verbal or
somatic components.) You cant try again.

15 + spell level

Learn a spell from a spellbook or scroll. You cant try again for that
spell until you gain at least 1 rank in Spellcraft.

15 + spell level

Prepare a spell from a borrowed spellbook. One try per day.

15 + spell level

When casting detect magical aura, determine the school of magic


involved in the aura of a single item or creature you can see. (If the
aura isnt a spell effect, the DC is 15 + one-half caster level.)

20 + spell level

Identify a spell thats already in place and in effect. (You must be able
to see or detect the effects of the spell.) You cant try again.

20 + spell level

Identify materials created or shaped by magic, such as noting that an


iron wall is the result of a wall of iron spell. You cant try again.

20 + spell level

Decipher a written spell (such as a scroll) without using read magic.


One try per day.

25 + spell level

After rolling a saving throw against a spell targeted at you, determine


what spell was cast upon you. This is a reaction.

25

Identify a potion. This takes 1 minute.

30 or higher

Understand a strange or unique magical effect. You cant try again.

Arcane Spells
The Mage must prepare spells ahead of time by resting for 8 hours and spending 1 hour
studying his spellbook. While studying, the Mage decides which spells to prepare. To learn,
prepare, or cast a spell, the Mage must have an Intelligence score of at least 10 + the spells
level.
The Difficulty Class for saving throws to resist the effects of a Mages spells is 10 + the
spells level + the Mages Intelligence modifier.
Arcane Spells and Armor
The Mage can become proficient in the use of armor, but he still has a difficult time casting
most arcane spells while wearing it. Armor restricts movement, making it harder to perform
the complicated gestures needed to cast spells with somatic components. When casting an
arcane spell with a somatic component, the chance of arcane spell failure depends on the
type of armor being worn and whether the Mage has the appropriate Armor Proficiency feat,
as shown below.

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Armor
Type

Arcane Spell Failure


(Proficient)

Arcane Spell Failure


(Nonproficient)

Light

10%

20%

Medium

20%

30%

Heavy

30%

40%

Spellbooks
The Mage must study his spellbook each day to prepare his spells. The Mage cant prepare
any spell not recorded in his spellbook (except for read magic, which the Mage can prepare
from memory). The Mage begins play with a spellbook containing all 0-level arcane spells
and three 1st-level arcane spells of the players choice. For each point of Intelligence bonus
the Mage has, his spellbook holds one additional 1st-level arcane spell. Each time the
character attains a new level of Mage, he gains two new spells of any level or levels that he
can cast, according to his new level. The Mage can also add spells found in other Mages
spellbooks.
A spellbook can be an actual book or any other information storage device, such as tattos.

Mage Talent Trees


Familiar Talent Tree

Summon Familiar: A Mage has the ability to obtain a familiar.


A familiar is magically linked to its master. In some sense, the familiar and the Mage who
controls it are practically one being. Thats why, for example, the Mage can cast a personal
range spell on a familiar even though normally he can only cast such a spell on himself. A
familiar is a magical beast, similar physically to the normal creature it resembles. However,
a familiar grants special abilities to its master, as described below. A special ability granted
by a familiar only applies when the Mage and the familiar are within 1 mile of each other.
For all familiar special abilities based on the masters level count only Mage levels. Any
levels from classes other than Mage are not included in this calculation unless specifically
stated otherwise.
Depending on what kind of creature the familiar is, the master gains a special benefit, as
summarized on the above table.
Familiar Qualities: Use the basic statistics for a creature of its type but make these changes.
Hit Dice: Treat as the Mages character level (for effects related to Hit Dice). Use the
familiars normal total if it is higher.
Hit Points: One-half the Mages total, rounded down.
Action Points: A familiar cannot gain or spend action points, and a Mage cannot spend an
action point through his familiar.
Attacks: Use the Mages base attack bonus. Use the familiars Dexterity modifier or Strength
modifier, whichever is greater, to determine the familiars melee attack bonus with unarmed
attacks. Damage equals that of a normal creature of its type.
Saving Throws: The familiar uses the Mages base saving throw bonuses if theyre better

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than the familiars. The familiar uses its own ability modifiers to saves, and does not enjoy
other bonuses that the Mage may have (such as from feats).
Skills: For each skill, use either the normal skill ranks for a creature of its type or the Mages
skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers.
Regardless of a familiars total skill modifiers, some skills may remain beyond the ability of
the familiar to perform (such as Craft, for instance).
Familiar Special Abilities: Familiars have special abilities, or impart abilities to their Mages,
depending on the Talent Selected by the Mage.

Natural Armor: This number represents a bonus to the familiars existing natural armor
bonus to Defense. Add the given value directly to the familiars Defense. It represents a
familiars preternatural toughness.
Alertness: The presence of a familiar sharpens its masters senses. While the familiar is
within 5 feet, the Mage gains the Alertness feat.
Share Spells: At the Mages option, he may have any spell he casts on himself also affect his
familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than
instantaneous, the spell stops affecting the familiar if the creature moves farther than 5 feet
away. The spells effect is not restored even if the familiar returns to the Mage before the
duration would otherwise have ended. Additionally, the Mage may cast a spell with a target
of You on his familiar (as a touch range spell) instead of on himself. The Mage and the
familiar can share spells even if the spells normally do not affect creatures of the familiars
type (magical beast).
Empathic Link: The Mage has an empathic link with the familiar out to a distance of up to 1
mile. The Mage cant see through the familiars eyes, but the two of them can communicate
telepathically. Note that the relatively low Intelligence of a low-level Mages familiar limits
what it is able to communicate or understand, and even intelligent familiars see the world
differently from humans.
Touch: The familiar of a Mage who is 3rd level or higher can deliver touch spells for him.
When the mage casts a touch spell, he can designate his familiar as the toucher. (The
Mage and the familiar have to be in contact at the time of casting.) The familiar can then
deliver the touch spell just as the Mage could. As normal, if the Mage casts another spell,
the touch spell dissipates. Prerequisit Share Spells.
Improved Evasion: If a familiar is subjected to an attack that normally allows a Reflex saving
throw for half damage, the familiar takes no damage if it makes a successful saving throw
and half damage even if the saving throw fails. Prerequisit Alertness.
Speak with Familiar/Speak with Master: A Mage and his familiar can communicate
verbally as if they were using a common language. Other creatures do not understand the
communication without magical help. Prerequisit Empathic Link
Speak with Animals of Its Type: The familiar of a Mage can communicate with animals
of approximately the same type as itself: bats and rats with rodents, cats with felines,
ferrets with creatures of the family Mustelidae (weasels, minks, polecats, ermines, skunks,
wolverines, and badgers), hawks and owls with birds, snakes with reptiles, toads with
amphibians. The communication is limited by the Intelligence of the conversing creatures.
Prerequisit Speak with Familiar/Speak with Master.
Spell Resistance: The familiar of a Mage gains spell resistance equal to the Mages level + 5.
Prerequisit Improved Evasion.

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Familiar

Special Benefit

Bat

Mage gains +3 bonus on Listen checks

Cat

Mage gains +3 bonus on Move Silently checks

Ferret

Mage gains +2 bonus on Reflex saves

Hawk

Mage gains +3 bonus on Spot checks in


daylight

Owl

Mage gains +3 bonus on Spot checks in dusk


or darkness

Rat

Mage gains +2 bonus on Fortitude saves

Snake (Tiny
viper)

Mage gains +3 bonus on Bluff checks

Toad

Mage gains +3 hit points

Artificer Talent Tree

Scribe Scroll: A Mage can create scrolls from which he or another spellcaster can cast a
scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day.
The purchase DC for the raw materials to scribe a scroll is 13 + the scrolls spell level + the
scrolls caster level.
The Mage must also spend experience points to scribe a scroll. The XP cost is equal to the
spell level * the caster level * the purchase DC of the raw materials.
Finally, the Mage makes a Craft (writing) check. The DC for the check is 10 + the spell level
+ the caster level of the scroll. If the check fails, the raw materials are used up but the XP
are not spent. The Mage can try scribing the scroll again as soon as he purchases more raw
materials.
Any scroll that stores a spell with a costly material component or an XP cost also carries a
commensurate cost. In addition to the costs derived from the base price, you must expend
the material component or pay the XP when scribing the scroll.
A scroll can be written on a sheet of paper or parchment, or it can be etched into stone,
wax, clay, metal or bone.

Brew Potion: A Mage can create potions, which carry spells within themselves.
The Mage can create a potion of any spell of 3rd level or lower that he knows. The spell
must target a character or characters. Brewing a potion takes 24 hours. When the Mage
creates a potion, he sets the caster level. The caster level must be sufficient to cast the spell
in question and no higher than the Mages class level. The caster level has an effect on the
purchase DC of the raw materials to brew the potion, the skill check to create the potion,
the experience point cost to brew the potion, and the DC of a saving throw (if applicable) to

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resist the effect of the potion.


The purchase DC for the raw materials to brew a potion is 15 + the potions spell level + the
potions caster level.
The Mage must also spend experience points to brew a potion. The XP cost is equal to the
spell level * the caster level * the purchase DC of the raw materials. Finally, the Mage makes
a Craft (chemical) check. The DC for the check is 10 + the spell level + the caster level of the
potion. If the check fails, the raw materials are used up but the XP are not spent. The Mage
can try brewing the potion again as soon as he purchases more raw materials.
When a Mage creates a potion, he makes any choices that he would normally make when
casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores
a spell with a costly material component or an XP cost also carries a commensurate cost. In
addition to the raw materials cost, the Mage must expend the material component or pay
the XP when creating the potion. Prerequisit Alchemy 10+ ranks

Scribe Tattoo: A Mage can create tattoos on his body or someone elses. Tattoos function
similarly to scrolls, and are created in the same way (see the scribe scroll ability), except
that the pertinent skill is Craft (visual arts). Prerequisit Craft Visual Arts +10 ranks.
Incantaion Talent Tree

Spell Mastery: A Mage gains the spell mastery ability. Each time, the Mage chooses a
number of spells that he already knows equal to his Intelligence modifier. From that point
on, the Mage can prepare these spells without referring to a spellbook. The Mage is so
intimately familiar with these spells that he doesnt need a spellbook to prepare them
anymore. Prerequisit Spell Craft 10+ ranks.
Combat Casting: A Mage becomes adept at casting spells during combat. He gets a +4
bonus on Concentration checks made to cast a spell while on the defensive. Prerequisit Spell
Mastery.
Maximize Spell: A Mage learns to cast some of his spells to maximum effect. All variable,
numeric effects of a maximized spell automatically achieve their maximum values. A
maximized spell deals the most possible points of damage, affects the maximum number
of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected.
Spells without random variables are not affected.
When a maximized spell is prepared, its Spell Point cost is treated as a spell of three levels
higher than the spells actual level. Prerequiusit Combat Casting.

Strong-arm
Requirements
To qualify to become a Strong-arm, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skill: Jump 3 ranks.
Feats: Combat Martial Arts, Defensive Martial Arts.
Class Information

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Hit Die: 1d8


Action Points:The Strong-arm gains an action point for every two encounters.
Class Skills
The Strong-arms class skills (and the key ability for each skill) are: Balance (Dex), Climb
(Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (current
events, popular culture, theology and philosophy) (Int), Move Silently (Dex), Perform (dance)
(Cha), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis),
Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.
Table: The Strong-arm
Class
Level

Base
Attack
Bonus

Fort
Save

Ref

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+1

+0

+2

+0

Talent

+1

+0

2nd

+2

+0

+3

+0

Bonus
feat

+2

+0

3rd

+3

+1

+3

+1

Talent

+2

+0

4th

+4

+1

+4

+1

Bonus
feat

+3

+0

5th

+5

+1

+4

+1

Talent

+4

+1

6th

+6/+1

+2

+5

+2

Bonus
feat

+4

+1

7th

+7/+2

+2

+5

+2

Talent

+5

+1

8th

+8/+3

+2

+6

+2

Bonus
feat

+6

+1

9th

+9/+4

+3

+6

+3

Talent

+6

+2

10th

+10/+5

+3

+7

+3

Bonus
feat

+7

+2

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Class Features
The following features pertain to the Strong-arm advanced class.
Strong Arm Talent Tree

Living Weapon: The Strong-arm attacks with either fist interchangeably, or even with elbows,
knees, and feet. This means that the Strong-arm may even make unarmed strikes when
his or her hands are full, and there is no such thing as an off-hand attack for a Strongarm striking unarmed.The Strong-arm also deals more damage with unarmed strikes.
The Strong-arm deals 1d6 points of damage with an unarmed strike for every 3 levels of
advancement.
This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

Flying Kick: A Strong-arm can use a charge to deliver a devastating flying kick to an
opponent. At the end of this charge, the Strong-arm adds his or her class level as a bonus to
the damage he or she deals with an unarmed strike. Prerequisit Living Weapon.
Iron Fist: A Strong-arm gains the ability to spend 1 action point to increase the damage he
or she deals to a single opponent with a single unarmed strike. The Strong-arm declares the
use of the action point after making a successful unarmed strike. The result of the action
point roll is added to the damage roll for that attack. Prerequisit Living Weapon.
Improved Iron Fist: The Strong-arm now adds the result of the action point roll to all
successful attacks he or she makes in a round. Prerequisit Iron Fist.
Flurry of Blows: A Strong-arm gains the ability to strike with a flurry of blows at the expense
of accuracy. The Strong-arm must be unarmored to use this talent, and he or she must
make unarmed strikes to gain the benefit. With a flurry of blows, the Strong-arm may make
one extra attack in a round at his or her highest base attack bonus. This attack and each
other attack made in the round take a 2 penalty. This ability can only be used when taking
the full attack action. The penalty applies to all attacks for one full round, including attacks
of opportunity. Prerequisit Living Weapon.
Bonus Feats
Bonus feats must be selected from the following list, and the Strong-arm must meet all the
prerequisites of the feat to select it.
Acrobatic, Advanced Combat Martial Arts, Archaic Weapons Proficiency, Combat Reflexes,
Combat Throw, Elusive Target, Exotic Melee Weapon Proficiency, Improved Combat Throw,
Improved Combat Martial Arts, Unbalance Opponent, Improved Grapple, Improved Trip,
Improved Bulls Rush, Two Weapon Fighting.

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Emissary

Requirements
To qualify to become a Emissary, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Diplomacy 6 ranks.
Feat: Alertness.
Class Information
The following information pertains to the Emissary advanced class.
Hit Die: 1d8
Action Points:The Emissary gains an action point for every two encounters.
Class Skills
The Emissarys class skills (and the key ability for each skill) are: Bluff (Cha), Library Use
(Int), Diplomacy (Cha), Drive (Dex), Gamble (Wis), Gather Information (Cha), Intimidate (Cha),
Investigate (Int), Knowledge (behavioral sciences, business, civics, current events, popular
culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Sense Motive (Wis),
Speak Language (none), Spot (Wis).
Skill Points at Each Level: 5 + Int modifier.
Table: The Emissary
Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+0

+1

+0

+2

Talent

+0

+1

2nd

+1

+2

+0

+3

Bonus feat

+1

+1

3rd

+1

+2

+1

+3

Talent

+1

+1

4th

+2

+2

+1

+4

Bonus feat

+1

+2

5th

+2

+3

+1

+4

Talent

+2

+2

6th

+3

+3

+2

+5

Bonus feat

+2

+2

7th

+3

+4

+2

+5

Talent

+2

+3

8th

+4

+4

+2

+6

Bonus feat

+3

+3

9th

+4

+4

+3

+6

Talent

+3

+3

10th

+5

+5

+3

+7

Bonus feat

+3

+4

Class Features
All of the following are features of the Emissary advanced trade.

Emissary Talent Trees


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Official Duties Tree

Conceal Motive: An Emissary gets to add a bonus equal to his or her Emissary level
whenever he or she opposes a Sense Motive check.
React First: An Emissary gains the ability to react first when trying to make a deal or mediate
a settlement. The Emissary must make contact and speak to the participants prior to the
start of combat. If he or she does this, he or she gains a free readied action that allows
the Emissary to make either a move or attack action if either side in the negotiation (other
than the Emissary) decides to start hostilities. The Emissary gets to act before any initiative
checks are made, in effect giving him or her the benefit of surprise. Prerequisit Conceal
Motive.
Talk Down: An Emissary can talk his or her way out of trouble. Either prior to the start of
hostilities or during combat, the Emissary can talk down a single opponent within 15 feet
of his or her position or otherwise able to hear the Emissarys voice. The target must be
able to understand the Emissary. That opponent immediately stops fighting and reverts
to an indifferent attitude regarding the Emissary and the situation in general. Any hostile
action by the Emissary or by one of the Emissarys allies directed at the opponent allows the
opponent to act as he or she sees fit.
To initiate this talent, the Emissary must spend a full-round action talking to his or her
opponent. The opponent makes a Will saving throw. The DC is equal to 10 + Emissarys
class level + Emissarys Charisma bonus. If the save fails, the opponent stops fighting. If the
save succeeds, the opponent continues as normal. Prerequisit Conceal Motive.
This is a Mind-Affecting ability.

Group Talk Down: An Emissary can talk down a number of opponents equal to his or
her Charisma bonus within 15 feet of his or her position or or otherwise able to hear the
Emissarys voice. . Prerequisit Talk Down.
This is a Mind-Affecting ability.
Mass Talk Down: As Talk Down but the range extends to 30 feet and covers all opponents
who can hear and understand the Emissarys voice. Prerequisit Group Talk Down.
This is a Mind-Affecting ability.

No Sweat: Whenever a Emissary spends 1 action point to improve the result of a die roll, he
or she rolls an additional 1d6. The Emissary can then select the highest die roll to add to his
or her d20 roll.
Sow Distrust: An Emissary can turn one character against another. The Emissary must spend
a full-round action and know the name of the character he or she is attempting to persuade
as well as the name of the character toward whom the targets distrust will be directed. The
target must be able to hear and understand the Emissary.
The target makes a Will save. The DC is equal to 10 + Emissarys class level + Emissarys
Charisma bonus. If the target fails the save, his or her attitude toward the other designated
character worsens by one step: helpful turns to friendly, friendly to indifferent, indifferent
to unfriendly, unfriendly to hostile (see the Diplomacy skill). The target makes a Will save
whenever the Emissary uses this talent against him or her. As long as the target continues
to fail the Will save, the Emissary can continue taking full-round actions to worsen the

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targets attitude toward a designated character. When the targets attitude drops to hostile,
he or she attacks the designated character.
A successful Will save doesnt restore previous attitude shifts, but it does render the target
immune for 24 hours to further attempts by the Emissary to sow distrust.
The Emissary cant use this talent on his or her allies.
This is a Mind-Affecting ability. Prerequisit Talk Down.

Diplomacy Talent Tree


You are skilled in the fine art of social interaction and handling other people.

Emissaric Envoy: You ally yourself directly with a government or organization and gain
benefits for doing so. As an envoy you gain a +1 bonus per 2 Emissary levels (round up) to
any Deception, Gather Information, Persuasion, Perception checks made to Sense Deception,
or skill checks when dealing with other individuals that have an unfriendly or better attitude
towards you or your affiliation.

Emissaric Immunity: Your rank within your organization provides you with benefits when
dealing with hostile opponents. Against any opponent whose attitude is Unfriendly or
Hostile towards you or your organization, you gain a +2 bonus to your Reflex and Will
Defense against attacks, skill checks and spells affecting you.
You may take this talent no more than 2 times, its effects stack each time.
Prerequisite: Emissaric Envoy

Emissaric Resources: You are able to requisition resources from the government or
organization you are affiliated with. Each time you advance in level (including the level at
which you acquire this talent) you may request the use of an item (or group of items at
the GMs discretion) whose value does not exceed 10,000X your Emissary level in Ducats.
The total value of item(s) requisitioned by the character can never exceed 10,000 X your
Emissary level in Ducats.
Prerequisite: Emissaric Envoy

Entourage: You attract a loyal follower that believes in the same ideals as you. The follower
is a nonheroic character with a class level equal to three-quarters of your level, rounded
down.
You may select this talent multiple times; each time you select this talent, you gain another
follower. Normally you can only have one follower with you at a time. Others followers are
assumed to be looking after your various interests. If you lose a follower, you can send for
another, if you have one (although normal travel time still applies).
Each follower that accompanies you on an adventure is entitled to an equal share of the
total experience points earned for the adventure. For example, a follower that accompanies

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a party of five heroes on an adventure receives one-sixth of the XP that the group earns.
Prerequisite: Emissaric Resources

Network of Allies: You have developed a network of allies that share information. Once per
adventure per two Emissary levels (round up), you may gain a +5 bonus on any Knowledge
and Gather Information check made when you are able to directly communicate with your
network (at the GMs discretion). When used for Gather Information checks your costs in
bribes are also reduced by 50% (a Persuasion check can still be used to further reduce the
remaining cost by 50% as normal). Prerequisite: Entourage.

Command Cover: You can use your allies to shield you from harm. You gain a +1 cover
bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus
equal to one-half your class level (maximum +5 at 10th level).

Knack: You gain the Knack talent from the Fortune Talent Tree.
Bonus Feats
Bonus feats must be selected from the following list, and the Emissary must meet all the
prerequisites of the feat to select it.
Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium),
Attentive, Confident, Dead Aim, Deceptive, Educated, Far Shot, Iron Will, Personal Firearms
Proficiency, Trustworthy.

Magic Teacher
Requirements
To qualify to become an Magic Teacher, a character must fulfill the following criteria.
Skills: Decipher Script 6 ranks, Knowledge (arcane lore) 6 ranks, Research 6 ranks.
Feats: Educated, Studious.

Class Information
The following information pertains to the Magic Teacher advanced class.

Hit Die
The Magic Teacher gains 1d6 hit points per level. The characters Constitution modifier
applies.

Action Points
The Magic Teacher gains an action point for every two encounters.

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Class Skills
The Magic Teachers class skills are as follows.
Craft (visual arts, writing) (Int), Decipher Script (Int), Drive (Dex), Escape Artist (Dex), Forgery
(Int), Investigate (Int), Knowledge (arcane lore, history, theology and philosophy) (Int),
Profession (Wis), Read/Write Language (none), Research (Int), Sleight of Hand (Dex), Speak
Language (none), Use Magic Device (Cha).
Skill Points at Each Level: 5 + Int modifier.
Table: The Magic Teacher
Class Base Attack Fort
Level
Bonus
Save

Ref
Save

Will
Save

Class Features

Defense
Bonus

Reputation
Bonus

1st

+0

+0

+0

+1

Talent

+0

+0

2nd

+1

+0

+0

+2

Bonus feat

+1

+0

3rd

+1

+1

+1

+2

Talent

+1

+1

4th

+2

+1

+1

+2

Bonus feat

+1

+1

5th

+2

+1

+1

+3

Talent

+2

+1

6th

+3

+2

+2

+3

Bonus feat

+2

+2

7th

+3

+2

+2

+4

Talent

+2

+2

8th

+4

+2

+2

+4

Bonus feat

+3

+2

9th

+4

+3

+3

+4

Talent

+3

+3

10th

+5

+3

+3

+5

Bonus feat

+3

+3

Class Features
The following features pertain to the Magic Teacher advanced class.

Arcane Skills An Magic Teacher has access to the following arcane skills. These skills are

considered class skills for the Magic Teacher, and she can use her skill points to buy ranks
in them, just like other skills in the game.
Concentration (Con): The normal Concentration skill expands to include arcane applications,
as defined below.

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Check: You must make a Concentration check whenever you may potentially be distracted
while engaged in an activity, including casting a spell or concentrating on an active spell,
that requires your full attention.
If the check succeeds, you may continue with the action as normal. If the check fails, the
action automatically fails and is wasted. If you were in the process of casting a spell, the
spell is lost. If you were concentrating on an active spell, the spell ends.
The table in the Concentration skill description summarizes the various types of
distractions. In situations where the distraction occurs while you are casting a spell, you add
the level of the spell to the DC.
Try Again?: You can try again, but doing so doesnt cancel the effects of a previous failure. If
you lost a spell, the spell is lost.
Special: By making a check (DC 15 + spell level), you can use Concentration to cast a spell
defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt
the casting without incurring any attacks of opportunity.

MAGIC TALENT TREE


Arcane Talent Tree

Use Magic Device:


Task

DC

Activate blindly

25

Decipher a written spell

25 + spell level

Emulate class feature

20

Emulate ability score

See text

Emulate allegiance

30

Use a scroll

20 + caster level

Use a wand

20

Use this talent to activate magic devices, including scrolls and wands, that you could not
otherwise activate.
Check: You can use this talent to read a spell from a scroll or spellbook or activate a magic
item. This talent lets you use a magic item as if you had the spell ability or class features of
another class or a different allegiance.
When youre attempting to activate a magic item using this talent, you do so as an attack

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action. However, the checks you make to determine whether you are successful at activating
the item take no time by themselves and are included in the activate magic item attack
action.
You make Use Magic Device checks each time you activate a device such as a scroll or a
wand. If you are using the check to emulate some quality in an ongoing manner, you need
to make the checks once per hour.

Activate Blindly: Some magic items are activated by special words, thoughts, or actions. You
can activate such items as if you were using the activation word, thought, or action even if
youre not, and even if you dont know it. You do have to use something equivalent. You
have to speak, wave the item around, or otherwise attempt to get it to activate. You get a +2
bonus on the check if youve activated the item at least once in the past.
If you fail the check by 10 or more, you suffer a mishap. A mishap means that magical
energy is released, but it doesnt do what you wanted it to. The GM determines the
result of a mishap. The default mishaps are that the item affects the wrong target or that
uncontrolled magical energy deals 2d6 points of damage to you. This mishap is in addition
to the chance for a mishap normally associated with casting a spell from a scroll when the
spells caster level is higher than your level in this class. Prerequisit Use Magical Device.

Decipher a Written Spell: This works like the same use of the Spellcraft skill (see the Mage
Advanced Trade), except that the DC is 5 points higher. Deciphering a written spell takes 1
minute of concentration.Prerequisit Use Magical Device.
Emulate Class Feature: Sometimes you need a class feature to activate a magic item. Your
effective level in the emulated class equals your check result minus 20.
This talent use doesnt allow you to use the class feature of another class. It just lets you
activate items as if you had the class feature. Prerequisit Use Magical Device.

Emulate Ability Score: To cast a spell from a scroll, you need a high ability score in the
appropriate ability (Intelligence for arcane spells, Wisdom for divine spells). Your effective
ability score (appropriate to the class youre emulating when you try to cast a spell from a
scroll) equals your check result minus 15. If you already have a high enough score in the
ability, you dont need to make this check.Prerequisit Use Magical Device.
Emulate Allegiance: Some magic items have positive or negative effects based on your
allegiance. You can use these items as if you were of an allegiance of your choice. You can
only emulate one allegiance at a time.Prerequisit Use Magical Device.
Use a Scroll: Normally, to cast a spell from a scroll, you must belong to a class that has
access to the arcane or divine spell inscribed therein. This use of the talent allows you to
use a scroll as if you were of the appropriate spellcasting class. The DC equals 20 + the
caster level of the spell you are trying to cast from the scroll. To cast a spell from a scroll,
you must first decipher it.
In addition, casting a spell from a scroll requires a minimum score of 10 + the spells level
in the appropriate ability. If you dont have a sufficiently high score, you must emulate the
ability score with a separate check (see above). Prerequisit Use Magical Device.

Use a Wand: Normally, to use a wand you must belong to a class that has access to the
arcane or divine spell ensorcelled therein. This use of the skill allows you to use a wand as if

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you were of the appropriate spellcasting class.


Try Again?: Yes, but if you ever roll a natural 1 while attempting to activate an item and you
fail the check, then you cant try to activate that item again for 24 hours.
Special: You cant take 10 or take 20 with this skill. Magic is too unpredictable to make the
use of this skill reliable. Prerequisit Use Magical Device.

Arcane Research (Scrolls):


Level

Research

2nd

1 (DC 20)

3rd

2 (DC 23)

4th

3 (DC 25)

5th

4 (DC 28)

6th

5 (DC 30)

7th

6 (DC 33)

8th

7 (DC 35)

9th

8 (DC 38)

10th

9 (DC 40)

A Magic Teacher can research spells and scribe scrolls. Indeed, the only way for an Magic
Teacher to cast an arcane spell is by using a scroll. The method and process is unique to the
Magic Teacher, and it differs from the Mages scribe scroll ability. There is no purchase DC
or XP cost for the scrolls the Magic Teacher gains with each new level attained in this class.
When the Magic Teacher attains 2nd level, and upon attaining each new level thereafter,
she uncovers spell scrolls through arcane research and study. The GM randomly selects the
spells contained on the scrolls, though the Magic Teacher can make a Research check to
select a certain number of her own spells. The table shows how many scrolls of each spell
level the Magic Teacher receives upon gaining a new level, and how many of these can be
researched at each level. A failed Research check indicates that the Magic Teacher instead
discovers all random spells.
So, at 2nd level, the Magic Teacher gains three 1st-level arcane spell scrolls. One of these
spells can be selected by the Magic Teacher if she makes a successful Research check (DC
20); the other two spells are selected randomly. These are all the spell scrolls the Magic
Teacher has until she attains 3rd level. Once a spell is used, it disappears from the scroll

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that contained it. The Magic Teacher may find other scrolls in the course of her adventures.
The Magic Teacher uses the Use Magic Device arcane talent to cast a spell from a scroll (see
above) Prerequisit Use Magical Device.

Arcane Research (Items): A Magic Teacher can perform research to find magic items. The
method and process is unique to the Magic Teacher. There is no purchase DC or XP cost for
the magic items the Magic Teacher gains with each new level attained in this class.
When the Magic Teacher selects this talent multipule times, she uncovers another magic
item through arcane research and study. The GM randomly selects the item, though the
Magic Teacher can make a Research check (DC 25) to specify the type of item gained.
The item must be a wondrous item, a wand, a magic weapon, or a set of magic armor.
The Magic Teacher uses the Use Magic Device arcane talent to use a magic item (see above).
Prerequisit Arcane Research (Scrolls).
Shadow Master Skill Tree

Spell Resistance: An Magic Teacher has magic resistance equal to 1 + her Magic Teacher
level. It never interferes with her own spells, and she can voluntarily lower her magic
resistance at any time.
Shadow Contact: A Magic Teacher gains a denizen of Shadow as a contact. The Shadow
creature can have HD equal to one-half the Magic Teachers class level or less. This Shadow
creature may or may not be overtly hostile toward humans, but it tolerates the Magic
Teacher. The Shadow creature will provide information or other minor assistance as though
its attitude toward the Magic Teacher were friendly. It might still omit important details,
depending on its relationship with the Magic Teacher.
The Shadow creature doesnt accompany the Magic Teacher on adventures, and it may not
always be available when the Magic Teacher wants it. In most cases, the Shadow contact can
be called upon once per week, and the creature requires some form of compensation for
each favor. Compensation can be a favor in return or something appropriate to the creature
in question.
If the Shadow creature dies, a new creature replaces it when the Magic Teacher attains her
next level in this class.
Bind Shadow Creature: A Magic Teacher can select a type of Shadow creature (any creature
type other than animal or vermin) and bind one such creature into service. A Shadow
creature of the appropriate type and Hit Dice (GMs choice) appears at the Magic Teachers
side in 1d6+1 days. Thereafter, it serves the Magic Teacher, with an outward attitude of
helpful (though it might inwardly hate the Magic Teacher who has trapped it into service).
It obeys the Magic Teacher, providing protection, fighting at her side, and performing
other services. It always seeks to obey the letter of the Magic Teachers command, and can
sometimes use this behavior to harm the Magic Teacher or otherwise hinder as much as it
helps. Prerequisit Shadow Contact.
Improved Shadowbind: The Magic Teacher can bind a Shadow creature with 2 HD or less.
Prerequisit Bind Shadow Creature
Greater Shadowbind: The Magic Teacher can bind a Shadow creature with 4 HD or less.

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Prerequisit Improved Shadowbind.


Banish: A Magic Teacher comes into her full power with this talent. By spending 1 action
point and an attack action, the Magic Teacher can utter a word of power that forces a
denizen of Shadow to return to the Shadow dimension. The Shadow creature gets a Will save
(DC 10 + Magic Teachers level + Magic Teachers Cha modifier), adding a bonus equal to its
HD to the save. If the save succeeds, the Shadow creature doesnt disappear but is instead
stunned for 1d4+1 rounds. Prerequisit Greater Shadowbind.
Bonus Feats
Bonus Feats must be selected from the following list, and the Magic Teacher must meet all
the prerequisites of the feat to select it.
Alertness, Archaic Weapons Proficiency, Attentive, Confident, Defensive Martial Arts,
Focused, Frightful Presence, Iron Will, Personal Firearms Proficiency, Point Blank Shot.

Miscreant
Requirements
To qualify to become a Miscreant, a character must fulfill the following criteria.
Skills: Diplomacy 6 ranks, Perform (select one) 6 ranks.
Feat: Renown.
Class Information
The following information pertains to the Miscreant advanced class.
Hit Die: 1d6
Action Points: The Miscreant gains an action point for every two encounters.

Class Skills
The Miscreants class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual
arts) (Int), Craft (writing) (Int), Diplomacy (Cha), Knowledge (art, behavioral sciences,
business, civics, current events, popular culture) (Int), Perform (act, dance, sing, storyteller)
(Cha), Profession (Wis), Read/Write Language (none), Speak Language (none).
Skill Points at Each Level: 5 + Int modifier.

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Class
Level

Base Attack
Bonus

Fort
Save

1st

+0

+1

2nd
+1
3rd
+1
4th
+2
5th
+2
6th
+3
7th
+3
8th
+4
9th
+4
10th
+5
Class Features

+2
+2
+2
+3
+3
+4
+4
+4
+5

Table: The Miscreant


Ref
Will
Class Features
Save
Save
Unlimited
+1
+0
access, Talent
+2
+0
Bonus feat
+2
+1
Talent
+2
+1
Bonus feat
+3
+1
Talent
+3
+2
Bonus feat
+4
+2
Talent
+4
+2
Bonus feat
+4
+3
Talent
+5
+3
Bonus feat

Defense
Bonus

Reputation
Bonus

+0

+2

+1
+1
+1
+2
+2
+2
+3
+3
+3

+2
+2
+3
+3
+3
+4
+4
+4
+5

The following features pertain to the Miscreant advanced class.


Unlimited Access
Upgrade
Diplomacy DC
Seat at sporting event to Royal Box
10
Hotel room to suite
15
Concert or theater ticket to backstage
20
pass
Economy transportation to first-class
25
When others would normally make a Diplomacy check or Bluff check to smooth-talk or trick
their way into a private party or invitation-only event, the Miscreant adds a bonus equal to
his or her Miscreant level.
When a Miscreant buys a ticket to a show or for transportation, he or she can make a
Diplomacy check to get that ticket upgraded. DCs are given below.
Miscreant Talen Tree

Bonus Class Skill: The Miscreant designates one cross-class skill as a class skill. Once
designated, the skill is considered a class skill every time the character adds a new level of
Miscreant. This talent can be taken multiple times.
Royalty: A Miscreants activities in the public eye generate extra income. This income
provides a Wealth bonus increase of X4 in starting ducats every month. This talent stacks.
Winning Smile: A Miscreant develops such a force of personal magnetism that he or she can
convince a single target to regard him or her as a trusted friend. (If the target is currently
being threatened or attacked by the Miscreant or his or her allies, this ability wont work.)
The target makes a Will saving throw to avoid being persuaded by the Miscreants words
and actions. The DC is 10 + Miscreants class level + Miscreants Charisma bonus.
This ability doesnt enable the Miscreant to control the target, but the target perceives the
Miscreants words and actions in the most favorable way. The Miscreant can try to give the
target orders, but he or she must win an opposed Charisma check to convince the target to

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perform any actions the target wouldnt normally undertake. The target never obeys suicidal
or obviously harmful orders, and any act by the Miscreant or his or her allies that threatens
the target breaks the mood and clears the targets head. Otherwise, a target remains won
over for 1 minute per Miscreant level.
After the duration expires, the GM determines the reaction and attitude of the target based
on what the Miscreant compelled the target to do.
This is a Mind-Affecting ability.

Compelling Performance: A Miscreants force of personal magnetism increases to the point


that he or she can arouse a single emotion of his or her choicedespair, hope, or ragein
a target. To use this ability, the Miscreant must spend 1 action point. The emotion he or
she arouses affects one target (a GM character) within 15 feet of the Miscreant (or within
15 feet of a television, radio, or telephone that broadcasts the Miscreants performance).
The performance requires a full-round action, and its effects on the target last for 1d4+1
rounds. Each emotion must be purchased as a seperate talent.
The target makes a Will saving throw. The DC is 10 + Miscreants class level + Miscreants
Charisma bonus. If the target succeeds at the saving throw, he or she is immune to the
compulsion of this performance. If the target fails, he or she reacts to the emotion as
described below.
Despair: The target takes a 2 morale penalty on saving throws, attack rolls, ability checks,
skill checks, and weapon damage rolls.
Hope: The target gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill
checks, and weapon damage rolls.
Rage: The target gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus
on Will saves, and a 1 penalty to Defense. In a dramatic situation, the target is compelled
to fight, regardless of the danger.
Prerequisit Winning Smile.
Bonus Feats
Bonus feats must be selected from the following list, and the Miscreant must meet all the
prerequisites of the feat to select it.
Alertness, Animal Affinity, Combat Expertise, Confident, Creative, Deceptive, Defensive
Martial Arts, Educated, Trustworthy.

Magister
Requirements
To qualify to become a Magister, a character must fulfill the following criteria.
Base Attack Bonus: +3.

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Feats: Archaic Weapons Proficiency.


Other: MR 1
Class Information
The following information pertains to the Magister advanced class.
Hit Die
The Magister gains 1d8 hit points per level. The characters Constitution modifier applies.
Action Points
The Magister gains an action point for every two encounters.
Class Skills
The Magisters class skills are as follows.
Balance (Dex), Climb (Str), Concentration (Con), Gather Information (Cha), Intimidate (Cha),
Jump (Str), Knowledge (current events, popular culture, streetwise) (Int), Listen (Wis),
Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none),
Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.
Table: The Magister
Class
Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+1

+1

+1

+1

Talent

+1

+0

2nd

+2

+2

+2

+2

Bonus feat

+1

+0

3rd

+3

+2

+2

+2

Talent

+2

+0

4th

+4

+2

+2

+2

Bonus feat

+2

+0

5th

+5

+3

+3

+3

Talent

+3

+1

6th

+6/+1

+3

+3

+3

Bonus feat

+3

+1

7th

+7/+2

+4

+4

+4

Talent

+4

+1

8th

+8/+3

+4

+4

+4

Bonus feat

+4

+1

9th

+9/+4

+4

+4

+4

Talent

+5

+2

10th

+10/+5

+5

+5

+5

Bonus feat

+5

+2

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Class Features
The following features pertain to the Magister advanced class.

MAGISTER TALENT TREES


Shadow Hunter Tree

Detect Shadow: A Magister is uncannily aware of the denizens of Shadow and the true
nature of reality. Once per day per the Magisters level in this advanced class, the Magister
can sense the presence of a denizen of Shadow. In most campaigns any creatures other than
living PC races, animals, and vermin are considered denizens of Shadow. Using this talent
is an attack action that requires concentration. It has a range of 30 feet and lasts as long
as the Magister concentrates, up to a number of rounds equal to the Magisters level in this
advanced class.
The amount of information gleaned by this uncanny awareness depends on how long the
Magister focuses his attention.
1st Round: Presence or absence of Shadow creatures.
2nd Round: Number of Shadow auras (creatures or objects of Shadow) in the area and the
power of the strongest Shadow aura present. If the power of the strongest Shadow aura
is overwhelming, and has a rating of at least twice the Magisters character level, the
Magister is stunned for 1 round and the use of this ability ends. While stunned, the Magister
cant act, he loses any Dexterity bonus to Defense, and attackers gain a +2 bonus on attacks
made against him.
3rd Round: The power of each Shadow aura in the area becomes clear. If an aura is outside
the Magisters line of sight, then he discerns its direction but not its exact location.
Shadow Aura: A creature of Shadow emanates an aura that links it to the supernatural
dimension. The power of a Shadow aura depends on the type of creature or object emitting
the aura and its Hit Dice or caster level.
Creature/Object

Rating

Outsider

HD

Magic item or spell

Caster level x
1/2

Aberration, construct, dragon, elemental,


undead creature

HD x 1/2

All other denizens of Shadow

HD x 1/5

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Rating

Aura Power

1 or lower

Faint

24

Moderate

510

Strong

11 or higher

Overwhelming

If an aura falls into more than one strength category (for instance, if a creature and a magic
item are in the same place and each emits an aura), the ability indicates the stronger of the
two.
Original Aura Power

Duration

Faint

1d6 minutes

Moderate

1d6 x 10 minutes

Strong

1d6 hours

Overwhelming

1d6 days

Length Aura Lingers: How long a Shadow aura lingers after the creature or object has
vacated the location depends on the auras original strength.
Each round, a Magister can turn to detect the presence of Shadow in a new area. The ability
can penetrate barriers, but 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt blocks
it.

Shadow Immunity: A Magister gains damage reduction against the natural weapons of the
denizens of Shadow (claws, bite, and so on). Shadow immunity doesnt reduce the damage
dealt by firearms, melee weapons, or hazardous effects. The damage reduction is equal to
one-half of the Magisters level rounded down. Prerequisit Detect Shadow.
Magister Weapon: A Magister gains the ability to empower any melee weapon he wields. An
empowered weapon behaves like a magic weapon in the hands of the Magister, providing
an enhancement bonus equal to one-half of the Magisters level in this advanced trade,
rounded down. (At 4th level, the enhancement bonus is +2.) This bonus allows the weapon
to deal extra damage and to hurt creatures with damage reduction.
Any melee weapon can be empowered by the Magister, including the Magisters unarmed
strikes. It takes a full-round action to empower a weapon. An empowered weapon only
acts as an empowered weapon in the hands of the Magister who empowered it. The
enhancement bonus lasts for the duration of the encounter. Prerequisit Detect Shadow.

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Shadow Enemy: A Magister selects a type of Shadow creature as a favored enemy. Due to
his extensive study of these foes and training in the proper techniques for combating them,
the Magister gains a +1 bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when
using these skills against creatures of this type. He also gets a +1 bonus on weapon damage
rolls against creatures of this type.
Each time the Magister selects this Talent, the Magister may add +1 to the value of the
bonus against one of his favored enemy types.
Shadow Enemy Type
Aberration
Construct
Dragon
Elemental
Fey
Giant
Humanoid
Lycanthrope
Magical beast
Monstrous humanoid
Outsider (including Mid-Nor)
Undead

Fast Healing: A Magister gains the ability of fast healing. Every round, the Magister recovers
a number of hit points equal to one-half his level in this advanced class. So, as an 8th-level
Magister, he recovers 4 hit points every round. Prequiste Shadow Imunity.
Word of Slaying:
HD

Effect

12 or more

Dazed

811

Stunned

47

Paralyzed

3 or less

Killed

A Magister comes into his full power with this talent. By spending 1 action point and using
an attack action, the Magister can utter a word of power that can devastate creatures of

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Shadow. The word of slaying affects any denizens of Shadow within 15 feet of the Magister.
The ill effects depend on the Hit Dice of the creatures, as shown below.
A dazed creature cant act for the remainder of the encounter (-1 on the condition track). A
stunned creature is stunned for the remainder of the encounter( -2 on the condition track).
A paralyzed creature cant move or act for the remainder of the encounter. A killed creature
dies (if it is living) or is destroyed (if it is a construct or an undead). Prerequisit Magister
Weapon.
Magister Talent Tree

A Powerful Will: The Magister affords all those in LOS a +1 bonus on resisting mind affecting
attacks.
Shadow Sealed: The Magister gains a limited immunity to negative enery attacks all effects
are halved.
Defence Against the Dark Arts: The Magister gains MR 3 against a specific gem magic. This
talent stacks Prerequisit: A Powerful Will.
Peirce the Veil: The Magister may use an action point to force a Shodow creature from
invisiblity or purge an area from scrying for one hour. Prerequisit: Shadow Sealed 8+ Ranks
in Spot.
Many Worms, Many Hooks: A Magister gains one additional regular attack for every Shadow
Creature in base to base contact with him.Prerequisit: Peirce the Veil.
Bonus Feats
Bonus feats must be selected from the following list, and the Magister must meet all the
prerequisites of the feat to select it.
Acrobatic, Advanced Combat Martial Arts, Alertness, Cleave, Combat Reflexes, Defensive
Martial Arts, Elusive Target, Exotic Melee Weapon Proficiency, Great Cleave, Power Attack,
Unbalance Opponent.

Soldier
Requirements
To qualify to become a Soldier, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skill: Knowledge (tactics) 3 ranks.
Feat: Personal Firearms Proficiency.
Class Information
Hit Die: 1d10

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Action Points:The Soldier gains an action point for every two encounters.
Class Skills
The Soldiers class skills (and the key ability for each skill) are: Demolitions (Int), Drive
(Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture,
tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none),
Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level: 5 + Int modifier.
Table: The Soldier
Class
Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

+0

+1

+1

+0

Talent

+1

+0

2nd

+1

+2

+2

+0

Bonus feat

+1

+0

3rd

+2

+2

+2

+1

Talent

+2

+0

4th

+3

+2

+2

+1

Bonus feat

+2

+0

5th

+3

+3

+3

+1

Talent

+3

+1

6th

+4/+1

+3

+3

+2

Bonus feat

+3

+1

7th

+5/+1

+4

+4

+2

Talent

+4

+1

8th

+6/+2

+4

+4

+2

Bonus feat

+4

+1

9th

+6/+3

+4

+4

+3

Talent

+5

+2

10th

+7/+4

+5

+5

+3

Bonus feat

+5

+2

Class Features
The following features pertain to the Soldier advanced trade.

Soldier Talent Tree


Weapon Talents

Weapon Focus: A Soldier gains the Weapon Focus class feature, providing the benefit of the
feat with the same name. The Soldier chooses a specific weapon. The soldier can choose
unarmed strike or grapple as the weapon. The soldier must be proficient with the chosen
weapon.

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The soldier adds +1 to all attack rolls made using the selected weapon.

Weapon Specialization: A Soldier gains weapon specialization with a specific melee or


ranged weapon that he or she also has applied the Weapon Focus feat or class Talent to.
The soldier gets a +2 bonus on damage rolls with the chosen weapon.
Improved Critical: For the weapon the Soldier has applied weapon specialization to the
Soldiers Critical range increases by one. This talent stacks.
Greater Weapon Specialization: A Soldier gains greater weapon specialization with the
weapon he or she selected with the Weapon Specialization talent. This ability increases the
bonus on damage rolls to +4 when using the selected weapon.
Critical Strike: After spending an action point the Soldier gains the ability to automatically
criticaly hit with his next melee attack.
Armor Specialist Talent Tree

Armor Mastery: The maximum Dexterity bonus of your armor improves by +1. You must be
proficient with the armor you are wearing to gain the benefit. Prerequisite: Armored Defense
Armored Defense: When calculating your Reflex defense, you may add either your heroic
level or your armor bonus, whichever is higher. You must be proficient with the armor you
are wearing to gain this benefit.
Improved Armored Defense: When calculating your Reflex defense, you may add your heroic
level plus one-half your armor bonus (rounded down) or your armor bonus, whichever
is higher. You must be proficient with the armor you are wearing to gain this benefit.
Prerequisite: Armored Defense
Juggernaut: Your armor does not reduce your speed or the distance you can move while
running. You must be proficient with the armor you are wearing to gain this benefit.
Prerequisite: Armored Defense
Second Skin: When wearing armor with which you are proficient, your armor bonus to
your Reflex defense and equipment bonus to your Fortitude defense both increase by +1.
Prerequisite: Armored Defense
Rank and File Talent Tree

Tactical Aid: As a full-round action, the Soldier provides tactical aid to all of his allies
(including himself) within sight and voice range of his position. This use of tactical aid
requires an action point.
This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of
rounds equal to one-half of the Soldiers level in the advanced class, rounded down.

Improved Reaction: A Soldier gains a +2 competence bonus on initiative checks. This talent
Stacks.

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Tactical Expert: By spending an action point the Soldier may allow all allies including himself
to move through the threat ranges of oppenents with out incurring an attack of opportunity.
The effect lasts one round. Prerequisit Tactical Aid.
Bonus Feats
At 3rd, 6th, and 9th level, the Soldier gets a bonus feat. The bonus feat must be selected
from the following list, and the Soldier must meet all the prerequisites of the feat to select
it.
Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light),
Armor Proficiency (medium), Armor Proficiency (heavy), Brawl, Burst Fire, Cleave, Combat
Reflexes, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great
Cleave, Improved Brawl, Improved Knockout Punch, Knockout Punch, Power Attack.

The Courtesan

The courtesan is a figured trained in the political intrigues of courts, be they royal or underworld. Renowned for their beauty and grace, they are companions and decorations for
wealthy individuals, but they are also much more. Many who bear the title are little more
than retainers, or court hangers-on, with looks but no real talent. But then there are those
who make it into an art form, and even a career.
Courtesans are experts in social politics, able to navigate the rules of etiquette with a skill
and grace that few outside such circles could ever hope to appreciate. In some cultures,
courtesans are people who function as contracted companions and lovers for the aristocracy, in others, they are men and women who have simply lived all their lives with the elite of
society and have simply learned to apply a lifetime of social survival skills to practical use.
Many courtesans are schooled in the arts appropriate for their chosen environment and are
adept at telling those they serve what they want to hear. Many function as spies, though
more often for their own interests than out of any particular ideology. A rare few even operate as assassins, discretely removing those who threaten their standing. Still, history is
replete with examples of these figures giving away valuable information from a lover to help
one side or another in a conflict. However, most courtesan shy away from leadership roles
as they feel its better to be the power behind the throne, rather than one sitting in it.
Requirements
To qualify to become a courtesan, a character must fulfill the following criteria.
Minimum BAB +4.
Trained Skills: Deception or Gather Information 8+ Ranks.
Game Rule Information
Hit Points
At each level, Courtesans gain 1d8 + their Constitution modifier.
Action Points:The Courtesan gains an action point for every two encounters.

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The Courtesan
Level BAB

Ability

Ref

For

Will

Defense
Bonus

Reputation Bonus

1st

+0

Defense bonuses, Talent

+2

+0

+4

+2

+3

2nd

+1

Bonus Feat

+2

+0

+4

+3

+4

3rd

+1

Talent

+3

+1

+5

+4

+5

4th

+2

Bonus Feat

+3

+1

+5

+5

+6

5th

+2

Talent

+4

+2

+5

+6

+7

6th

+3

Bonus Feat

+4

+2

+6

+7

+8

7th

+3

Talent

+5

+3

+6

+8

+9

8th

+4

Bonus Feat

+5

+3

+7

+9

+10

9th

+4

Talent

+6

+4

+7

+10

+11

10th

+5

Bonus Feat

+6

+4

+8

+11

+12

Class Features
Defense Bonus
At first level, you gain a +2 bonus to their Reflex Defense and a +4 bonus to their Will Defense.
Talents
The Courtesans talents may be from the Influence talent tree, the Lineage talent tree (, the
Misfortune talent tree, or the Seduction talent tree (presented below). You must meet the
prerequisites (if any) of the chosen talent. No talent can be selected more than once unless
expressly indicated.
Influence talent tree

Presence: You can make a Persuasion check to intimidate a creature as a standard action
(instead of a full-round action).
Demand Surrender: Once per encounter, you can make a Persuasion check as a standard
action to demand surrender from an opponent who has been reduced to one-half or less of
its hitpoints. If your check result equals or exceeds the targets Will defense, it surrenders
to you and your allies, drops any weapons it is holding, and takes no hostile actions. If the
target is higher level than you, it gains a +5 bonus to its Will defense. If you or any of your
allies attack it, it no longer submits to your will and can act normally. You can only use this
talent against a particular target once per encounter.
This is a mind-affecting effect. Prerequisite: Presence
Note: The target may still decide to surrender even if you fail your Persuasion check, but the
choice is its to make.

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Improved Weaken Resolve: As Weaken Resolve (see below), except that the target doesnt
stop fleeing from you if its wounded. Prerequisite: Presence, Weaken Resolve
Weaken Resolve: Once per round, when you deal damage equal to or greater than the
targets damage threshold, make a Persuasion check as a free action; if the result equals
or exceeds the targets Will defense, you fill the target with terror, causing it to flee from
you at top speed for 1 minute. The target cant take standard actions, swift actions, or fullround actions while fleeing, and the target stops fleeing and can act normally if it is wounded while fleeing. As a free action or reaction, the target can spend a Mist point (if it has
not already spent one earlier in the round) to negate the effect. The effect is automatically
negated if the targets level is equal to or higher than your character level. This is a mind-affecting fear effect.
Prerequisite: Presence
Lineage TALENT tree

Connections: You are able to obtain licensed, restricted, military or illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of
the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining equipment or services through the black market, you reduce the black
market cost multiplier by 1.
Educated: Thanks to your well rounded education, you may make any Knowledge check untrained.
Spontaneous Skill: Sometimes you surprise others with your skill. Once per day, you may
make an untrained skill check as though you were trained in the skill. Exception: You cannot
use this talent to make an untrained Spellcraft check.
You can select this feat multiple times; each time you do, you can use it one additional time
per day. Prequisite: Educated
Wealth: Each time you gain a level (including the level at which you select this talent), you
receive an amount of ducats equal to 500 ducats x your noble level. You can spend these
ducats as you see fit. The ducats appear in a civilized, accessible location of your choice or
in your private bank account.
The Seduction Talent Tree
Beautiful and wily, you can wrap people around your finger and make them do whatever you
want.
Seduction: you may use Deception to re-roll a fail Persuasion check. Note you must accept
the results of this re-roll, even if it is worse.

Pillow-talk: when using this talent, you can ignore the credit cost for Gather Information.
This includes secret information, if the GM rules the target has access to the information
wanted.
Prerequisite: Seduction.

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Silver Tongue: if you have ever succeeded in an attempt to Change Attitude against a target,
you find it easier to deceive them. Decrease the difficulty modifier of any Bluff attempts by
one step against that target.
Prerequisite: Bluff as a trained skill.
Harmless: you are sufficiently adept at convincing others that you are no threat. Once per
encounter, as a standard action, you may make a Persuasion check to convince others of
your innocuousness. If your check equals or exceeds the Will Defense of anyone with line
of sight, they may not target you with an attack for a number of rounds equal to your level.
This effect is nullified should you make an attack action or an Intimidate check. This is a
mind-affecting effect.
Etiquette: A courtesan knows the ins and outs of high society, and can navigate through the
labyrinthine corridors of power. The courtesan gains a +1 bonus to all skill checks made
while operating in high-class functions or with members of aristocracy. This Talent stacks.

Guide

While most citizens rely on servants to accomplish their day-to-day goals, the Guide trains
animals to perform many of those tasks. Guides can be anything from caring animal lovers,
more at home with the creatures they train then other sentients, to cruel slavedrivers, training animals to sell and thinking only of the profit.
Requirements
To qualify to become a Guide, a character must meet the following criteria.
Base Attack Bonus: +3
Skills: Trained in Persuasion
Game Rule Information
Guides have the following game statistics.
Hit Points
At each level Guides gain 1d8 hit points + their Constitution modifier.
Action Points
Action Points:The Guide gains an action point for every two encounters.
Class Features
The following are class features of the Guide prestige class.
Defense Bonuses
At 1st level, you gain a +2 class bonus to your Fortitude Defense and a +4 class bonus to
your Will Defense.

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The Guide
Level

Base Attack
Bonus

Will

Ref

Fort

Class Features

Defense
Bonus

Reputation
Bonus

1st

+0

+4

+0

+2

Track, Defense Bonuses, Talent,

+2

+1

2nd

+1

+4

+0

+2

Loyalty +1

+3

+2

3rd

+2

+5

+1

+3

Talent

+4

+3

4th

+3

+5

+1

+3

Loyalty +2

+5

+4

5th

+3

+6

+2

+4

Talent

+6

+5

6th

+4

+6

+2

+4

Loyalty +3

+7

+6

7th

+5

+7

+3

+5

Talent

+8

+7

8th

+6

+7

+3

+5

Loyalty +4

+9

+8

9th

+6

+8

+4

+6

Talent

+10

+9

10th

+7

+8

+4

+6

Loyalty +5

+11

+10

Guide Talent Trees

Guides are adept at training creatures for all sorts of tasks. To help them in this task the
Guide has access to the Camoflague Talent Tree, and the Creature Taming Tree (see below).
Camouflage Talent Tree
Hidden Movement: Youre very good at hiding when mobile. You take no penalty on your
Stealth check when moving your normal speed.
Prerequisite: Improved Stealth (see below)

Improved Stealth: You may choose to reroll any Stealth check, but the result of the reroll
must be accepted even if it is worse.
Total Concealment: Any situation that would give you concealment grants you total concealment instead.
Prerequisite: Hidden Movement, Improved Stealth
Creature Taming Talent Tree
Animal Handling: You may attempt to tame and train animals. Doing so requires weekly
Persuasion checks against the creatures Will Defense. If these checks succeed, you may
teach the animal one ability (such as attacking designated targets, defending a certain area,
retrieving objects, etc.) A creature can learn a number of tricks up to its Wisdom modifier.
Also, you may attempt to tame a wild animal. This requires a Persuasion check to improve

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attitude, which you do not take a 5 penalty on for being unable to communicate with the
creature, and which can be used on creatures with Intelligence scores of 1. Once the creatures attitude improves to Friendly, you may begin training it.

Communication: The Guide and any creatures trained by him may make Charisma checks to
attempt to communicate. The DC for this check is dependant on the complexity of the message to be conveyed. For the animal, this communication relies entirely on reading oddities
in the animals behavior. . . for example, the vornskyr who keeps turning in circles before
cackle/purring in an Easterly direction is trying to warn his master about the storm coming
in.
Prerequisite: Animal Handling
Creature Knowledge: You may reroll any skill check made against a creature. You must keep
the result of the second roll.
Monster Training: Over the course of one week, you may make a Persuasion check against
a creatures Will Defense. If this check succeeds, you may cause the creature to loose three
Beast levels and gain one Monster level.
Prerequisite: Animal Handling
Loyalty
Creatures trained by the Guide gain a morale bonus on all skill checks and attack checks
equal to one-half the Guides class level, rounded down.
Bonus Feats
The Guide must select Bonus Feats from the following list: Improved Initiative, Lightning
Reflexes, Pointblank Shot, Far shot, Rapid Shot, Quick draw, Run, Quick Reload, Great Fortitude, Endurance, Iron Will, Weapon Focus, Weapon Finesse. However they must meet all
requirements to obtain these bonus feats.

Duelist

The duelist is the master of fighting one on one. They utilize complicated stances that maximize their fighting capacity against a single opponent.
Requirements
To qualify to become a duelist, a character must fulfill the following criteria.
Minimum BAB +7
Trained Skills Acrobatics, Endurance
Talents One talent from the Brawler talent tree
Feats Dodge and Martial Arts I
Game Rule Information
Duelists have the following game statistics.
Base Attack Bonus
Full
Hit Points
At each level, duelists gain 1d10 hit points + their Constitution modifier.

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Action Points
Duelists gain an Action Point for every two encounters
The Duelist
Level

Base
Attack
Bonus

Class Features

Ref

Will

For

Defense
Bonus

Reputation
Bonus

1st

+1

Defense Bonuses, Talent

+2

+0

+4

+2

+1

2nd

+2

Bonus Feat

+3

+0

+4

+3

+2

3rd

+3

Talent

+4

+1

+5

+4

+3

4th

+4

Bonus Feat

+4

+1

+5

+5

+4

5th

+5

Talent

+5

+2

+5

+6

+5

6th

+6/+1

Bonus Feat

+5

+2

+6

+7

+6

7th

+7/+2

Talent

+6

+3

+6

+8

+7

8th

+8 /+3

Bonus Feat

+6

+3

+6

+9

+8

9th

+9 /+4

Talent

+7

+4

+7

+10

+9

10th

+10/+5

Bonus Feat

+7

+4

+7

+11

+10

Class Features
The following are class features of the duelist Advanced Trade.
Defense Bonuses
At 1st level, you gain a +4 class bonus to Fortitude Defense and a +2 class bonus to your
Reflex Defense.

Talents
STANCE TALENT TREE
You are trained to fight in different stances, maximizing your options while in melee combat.

Coiled Stance: Whenever you make a melee attack against the target of your Dodge feat, you
gain a +2 bonus to attack against that target and can move 1 square after your attack, regardless if you have already moved that turn. This movement must keep you adjacent to the
target.
Closed Stance: When you end your movement adjacent to an opponent you have designated

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with your Dodge feat, you gain damage reduction 5 against that opponents attacks and a
bonus on melee damage rolls against that target equal to one-half your class level.

Forward Stance: When you take a charge action against an opponent you have designated as
the target of your Dodge feat, your crit threat range for your melee weapon changes to 1920 (instead of 20) until the start of your next turn. This talent only works against the designated target of your Dodge feat.
Guarded Stance: You may expend an Action Point to negate the extra damage from a critical
hit. This does not count against the number of Force Points you can spend in a round.
Prerequisites: Closed Stance
Open Stance: If an opponents melee attack misses you, you may make a grapple attack
against him as a reaction. You may use the all feats related to grapple, even though it is not
your turn.
Sidestep Once per round, as a reaction, you can sidestep a single attack by making an Acrobatics check, DC equal to the value of your opponents attack roll. You can only sidestep
attacks from an opponent designated as your Dodge feat target.
Prerequisites: Coiled Stance
Fencer Talent Tree
Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Athletics
check to remain on your feet.

Arterial Strike: After spending an Action Point, when attacking with a blade, you cause 1d6
points of extra damage with every hit for the remainder of that round. This Talent Stacks.
Counter: Once per round when an opponent hits you with a melee attack, you may spend an
Action Point as a reaction to make an immediate attack against that opponent.
Luck Blade: Once per encounter, you may spend an Action Point as a swift action to designate a single enemy in your line of sight. For the remainder of the encounter, you may reroll
your first attack roll each round against that opponent, keeping the better result.
Heart of Battle: When wielding a blade, you gain a +1 bonus to your Reflex defense and Will
defense.
Improved Feint: By harnessing your unique knowledge of blades, you can catch your opponent off guard by quick light thrusts and feinting movements. When wielding a sword, you
may spend two swift actions to make a Bluff check to feint in combat.
Prerequisites: Counter
Steel Wall: When you use the Blade Defense talent, you gain twice the normal deflection bonus to your Reflex defense when you are wielding a sword and another melee weapon.
Prerequisites: Blade Defense talent, Heart of Battle
Surgical Strike: You may add your Dexterity bonus (instead of your Strength bonus) on damage rolls when wielding a sword. When you wield a sword two-handed, you may apply double your Dexterity bonus (instead of double your Strength bonus) to the damage.

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Flashing Blade Talent Tree


Block: As a reaction, you may negate a melee attack by making a successful Athletics check.
The DC of the skill check is equal to the result of the attack roll you wish to negate, and you
take a cumulative -5 penalty on your Athletics check for every time you have used Block or
Deflect since the beginning of your last turn. You must have a blade drawn and ready to use
this talent, and you must be aware of the attack and not flat-footed.

Deflect: As a reaction, you may negate a ranged attack by making a successful Athletics
check. The DC of the skill check is equal to the result of the attack roll you wish to negate,
and you take a cumulative -5 penalty on your Athletics check for every time you have used
Block or Deflect since the beginning of your last turn. You must have a sword drawn and
ready to use this talent, and you must be aware of the attack and not flat footed.
You can use this talent to deflect some of the damage of grenades. If you succeed on the
Athletics check, you take half damage if the grenade attack hits and no damage if the attack
misses. This talent has no effect on other area attacks (such as missiles, flamethrowers, acid
splashes and spell effects).
This talent cannot be used to negate attacks made by Colossal or larger-size vehicles unless
the attack is made with a point-defense weapon. Prerequisit Block.
Blade Defense: As a swift action, you can use your sword to parry your opponents attacks,
gaining a +1 deflection bonus to your Reflex defense until the start of your next turn. You
must have a sword drawn and ready to use this talent, and you dont gain the deflection
bonus if you are flat footed or otherwise unaware of the incoming attack.
You can take this talent multiple times; each time you take this talent, the deflection bonus
increases by +1 (to a maximum of +3)
Weapon Throw: You can hurl a light or heavy blade as a standard action, treating it as a
thrown weapon. You are considered proficient with the thrown blade, and you apply the
normal range penalties to the attack roll. The thrown blade deals normal weapon damage if
it hits.
Fortune Tree
Fools Luck: As a standard action, you can spend an Action Point to gain one of the following benefits for the rest of the encounter: a +1 luck bonus on attack rolls, a +5 luck bonus
on skill checks, or a +1 luck bonus on all your defenses.

Fortunes Favor: Whenever you score a critical hit with a melee or ranged attack, you gain a
free standard action. You must take the extra standard action bfore the end of your turn, or
else it is lost.
Gambler: You gain a +2 competence bonus on Wisdom checks when you gamble (see Gambling)
You can select this talent multiple times; each time you take this talent, the competence
bonus increases by +2.
Knack: Once per day, you may reroll a skill check and take the better result.
You can select this talent multiple times; each time you select it, you can use it one additional time per day.

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Lucky Shot: After spending an Action Point, you can reroll an attack roll and take the better
result.
You can select this talent multiple times; each time you select it, you can use it one additional time per day.
Prerequisite: Knack

Sleuth

The title of Sleuth is associated with Sleuth who were experienced at acting independently
to investigate and uncover hidden threats and follwing mysterious clues to their source.
They where oftenly assigned these missions by the Baker Street Council, and only members
of the council would know the nature of their missions. While not being a formal assignment
within the Militia, some Sleuths proved themselves more adept at this kind of work.
Requirements
Base Attack Bonus: +5
Trained Skills: Spot, Search, Gather Information
Feats: Alertness
Talents: Acute Senses or Perception
Game Rule Information
Sleuths have the following statistics
Hit Points
At each level, the Sleuth gains 1d8 hit points + their Constitution modifier
Action Points
Sleuths gain an action point for every two encounters.

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The Sleuth
Base
Level Attack
Bonus

Fort

Reflex

Will

Class Feature

Defense Reputation
Bonus
Bonus

+0

+1

+2

+3

Defense Bonuses, Talent

+2

+2

+0

+2

+2

+3

Bonus Feat

+3

+3

+1

+2

+3

+4

Talent

+4

+5

+1

+3

+3

+4

Bonus Feat

+5

+6

+2

+3

+4

+5

Talent

+6

+7

+2

+4

+4

+5

Bonus Feat

+7

+9

+3

+4

+5

+6

Talent

+8

+10

+3

+5

+5

+6

Bonus Feat

+9

+11

+4

+5

+6

+7

Talent

+10

+9

10

+4

+6

+6

+7

Bonus Feat

+11

+10

Class Features
The following are the features of the Sleuth Advanced Trade
Talents
At every odd-numbered level, you select a talent. The talent may be selected from the Sleuth
talent tree (see below), the Awareness talent tree or the Camouflage talent tree. You must
meet the prerequistites (if any) of the chosen talent. No talent may be selected more than
once expressly indicated
Sleuth TALENT TREE
You are skilled at using your natural intuition and skill to bring forth the truth about many
matters

Dynamic Camouflage: As a standard action, you can make a DC 20 Hide check to gain concealment against all non-adjacent targets. You can spend a swift action each round to maintain this concealment.

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Silent Stealth: When using the Dynamic Camouflage talent, those affected takes a 5 penalties to Use the Spot chekcs meant to detect your prescense.
Prerequistites: Dynamic Camouflage
Enhanced Senses: You take only a 2 penalty per 10 squares to Perception checks.
Danger Sense: Spend an Action Point as a reaction to avoid surprise. You automatically have
an initiative roll of 20 on your Initiative check. Alternatively, you may spend another Action
Point to set your initiative count to 1 higher than the current highest
Prerequistites: Enhanced Senses
Hunch: You may reroll a failed Gather Information check, but must accept the result of the
reroll even if its worse. Also, the monetary costs for Gather Information checks are halved.
Finding the Truth: You gain a bonus equal to your class level on Gather Information and Perception checks, also any Detect spells or Character Talents.
Bonus Feats
Bonus feats must be selected from the following list, and the Sleuth must meet all of the
prerequisites for the feat to select it.
Armor Proficiency (light), Armor Proficiency (medium), Personal Firearm Proficency, Builder,
Combat Expertise, Educated, Gearhead, Improved Disarm, Jack of All Trades, Renown, Studious, Trustworthy, Windfall.

Cutthroat
Cutthroat have molded the art of combat with small blades to an unparalleled high. They
use their small, quick weapons to devastating effect, dealing far more damage then normally possible. Their light weapons allow them greater mobility and flexibility in battle, and
they tend to focus on rapid strikes and withdrawals to hit their enemy hard and then retreat
to safety, leaving behind only a bleeding wound to show that they struck.
Some Cutthroats are duelists of noble heritage, others are martial artists of the highest
order, while others are hardened criminals whos survival in the dungeons of Arkkalash rest
on the edge of their blades.
Requirements
To qualify to become a Cutthroat, a character must meet the following criteria.
Base Attack Bonus: +7
Feats: Weapon Proficiency (Advanced Melee), Weapon Proficiency (Simple)
Trained Skills: Acrobatics
Game Rule Information
Cutthroat have the following game statistics.
Hit Points
At each level Cutthroat gain 1d10 hit points + their Constitution modifier.

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Action Points
A Cutthroat gains one action point for every two encounters.
Class Features
The following are class features of the Cutthroat prestige class.
Defense Bonuses
At 1st level, you gain a +2 class bonus to your Fortitude Defense and a +4 class bonus to
your Reflex Defense.
The Cutthroat
Level

Base
Attack
Bonus

Class Features

Fort

Will

Ref

Defense
Bonus

Reputation
Bonus

1st

+1

Defense Bonuses, Talent

+2

+0

+3

+2

+1

2nd

+2

Knife Specialization +1

+3

+0

+3

+3

+2

3rd

+3 /+1

Talent

+3

+1

+4

+4

+3

4th

+4 /+1

Knife Specialization +2

+4

+1

+4

+5

+4

5th

+5 /+2

Talent

+4

+2

+5

+6

+5

6th

+6 /+2

Knife Specialization +3

+5

+2

+5

+7

+6

7th

+7 /+3

Talent

+5

+3

+6

+8

+7

8th

+8 /+3

Knife-Specialization +4

+6

+3

+6

+9

+8

9th

+9 /+4

Talent

+6

+4

+7

+10

+9

10th

+10 /+4

Knife Specialization +5

+7

+4

+7

+11

+10

Talents

At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. These talents
may be selected from the Convict, Knife Duelist, or Weapon Specialist talent tree. You must
meet the prerequisites (if any) for a given talent. No talent may be taken more then once unless expressly indicated.
Convict Talent Tree
In Dungeons, a convict lives and dies at the edge of whatever scrap of metal he can find.

Hidden Blade: If you have an undiscovered concealed knife on your person, when you draw

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that weapon and make an attack against an adjacent opponent, that opponent is denied his
Dexterity bonus to defense for that attack.

Mouth Blade: You can conceal a small, sharp object in your mouth. As a standard action,
you may make an attack roll with a weapon concealed in your mouth and held in your teeth.
If this attack hits, it deals only 1 point of damage (your Strength modifier does not apply),
but the opponent struck by the attack takes a 2 penalty to all attack checks, skill checks,
and defenses until the start of your next turn.
Prerequisites: Hidden Blade, Shiv
Shiv: You may form a hunk of discarded metal, bone or stone into a passable knife. Doing
so requires an hours worth of work and a Mechanics check, DC 15. If successful, you make
a primitive knife that deals 1d4-1 points of damage.
Superior Shiv: When making a shiv, the weapon deals 1d4+1 points of damage, rather then
1d4-1.
Prerequisites: Shiv
Knife Duelist Talent Tree
Those who study the art of knife fighting are capable of surprisingly swift and deadly
strikes.

Footwork: While wielding a knife, you gain a +1 dodge bonus to your Reflex defense.
Off-hand Sacrifice: If you are wielding only one knife in one hand, when an attack with a
melee weapon your size or smaller hits, you may move yourself one step down the condition track (if the attack did not deal enough damage to move you down the condition track;
if it did, you do not need to move an additional step to activate this ability.) You gain a +2
bonus to your next attack check against that opponent, and deal an additional die of damage (these bonuses expire at the end of your next turn.) You may not use your off-hand for
any activity until both the condition and hit points lost to the attack are healed. Weapons
which ignore damage reduction, are immune to this ability.
Lethal Strike: If you have been engaged in melee combat with a single opponent for three
rounds, and that opponent has not made an attack roll that exceeds your Reflex defense,
you may spend an Action Point to make your next attack with a knife against that opponent
an automatic critical hit.
Knife Specialization
When using a knife, the Cutthroat gains a bonus to attack checks equal to one-half his character level, rounded down.

Bandit

From primitive warriors to master duelists to special operatives to hardened convicts, Bandits can be found across Arkkalash.
Requirements
To qualify to become a Bandit, a character must meet the following criteria.

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Base Attack Bonus: +7


Feats: Weapon Proficiency (Advanced Melee), Weapon Focus (Advanced Melee)
Trained Skills: Initiative
Game Rule Information
Bandits have the following game statistics.
Hit Points
At each level Bandits gain 1d12 hit points + their Constitution modifier.
Action Points
Bandits gain one Action Point for every two encounters.
Class Features
The following are class features of the Bandit advanced trade.
Defense Bonuses
At 1st level, you gain a +2 bonus to your Fortitude defense and a +4 bonus to your Reflex
Defense.
The Bandit
Level

Base
Attack
Bonus

Class Features

Fort

Will

Ref

Defense
Bonus

Reputation
Bonus

1st

+1

Talent

+2

+0

+4

+2

+1

2nd

+2

Melee Specialization +1

+2

+0

+4

+3

+2

3rd

+3

Talent

+3

+1

+4

+4

+3

4th

+4

Melee Specialization +2

+3

+1

+5

+5

+4

5th

+4/+1

Talent

+4

+2

+5

+6

+5

6th

+5/+1

Melee Specialization +3

+4

+2

+5

+7

+6

7th

+5/+2

Talent

+5

+3

+6

+8

+7

8th

+6/+2

Melee Specialization +4

+5

+3

+6

+9

+8

9th

+6/+3

Talent

+6

+4

+6

+10

+9

10th

+7/+3

Melee Specialization +5

+6

+4

+7

+11

+10

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Talents

At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. These talents
may be selected from the Bandit, Duelist, or Camouflage talent trees. You must meet the
prerequisites (if any) for a given talent. No talent may be taken more then once unless expressly indicated.
Bandit Talent Tree
Focusing on the use of melee weapons in combat, Bandits become deadly combatants.
Greater Weapon Focus (Melee): You gain a +1 bonus to attack rolls with any melee weapon.
Prerequisites: Appropriate Weapon Focus feat

Greater Weapon Specialization (Melee): You gain a +2 bonus to damage with any melee
weapon. This bonus stacks with the bonus provided by Weapon Specialization.
Prerequisites: Appropriate Weapon Specialization Talent
Hurler: When throwing any melee weapon, you use the Simple range category instead of the
Thrown range category.
Multiattack Proficiency (Melee): When making a full attack action, reduce any penalties inflicted by the multiple attacks by -2. You may take this talent multiple times, each time
reducing the penalty by an additional -2.
Duelist Talent Tree
Time-honored facets of honor duels, or down-and-dirty tactics used by back-alley thugs.
Entrapment: When an adjacent opponent wishes to use the Withdrawl action, he must spend
a standard action instead of a move action to do so.

Footwork: Select one melee weapon type, such as knife, club, sword, whip, etc. When wielding a weapon of that type, you gain a +1 dodge bonus to your Defense. You may take this
talent multiple times, each time you do, it applies to a different weapon type.
Lethal Strike: If you have been engaged in melee combat with a single opponent for three
rounds, and that opponent has not made an attack roll that exceeds your Reflex defense,
you may spend a Action Point to make your next attack against that opponent with a melee
weapon an automatic critical hit.
Weapon Parry: Select one melee weapon type, such as a sword, staff, knife, etc. When using
a weapon of that type, you may, as a reaction, negate one melee attack made against you
by rolling a successful Initiative check. The DC of the Initiative check is equal to the result of
the attack roll you wish to negate. You may use this ability only once per turn.
Melee Specialization
While wielding any melee weapon, the Bandit gains a bonus to attack rolls equal to one-half
his Bandit class level, rounded down.

Thallus
The Thallus, through alchemical and physical augmentationsis imbued with abilities suited
to protecting their charges.

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Requirements
To qualify to become an Thallus, a character must fulfill the following criteria.
Minimum Level: 7
Feats: Alertness, Weapon Proficiency (any melee), Armor Proficiency (light).
Game Rule Information and Class Features
Thallus have the following game statistics:
Hit Die: 1d10
Action Points: A Thallus gains one action point for every two encounters.
Defense Bonuses: At 1st level, you gain a +2 class bonus to your Reflex, Fortitude, and Will
Defense.
Talents: At every odd-numbered level (1st, 3rd, 5th and so on), you select a talent. The talent may be selected from the Armor Specialist tree, the Sheildbearer tree, or the Thallus tree
(presented below). You must meet the prerequisites (if any) of the chosen talent. No talent
can be selected more than once unless expressly indicated.
The Thallus
Level

Base
Attack
Bonus

Class Features

Fort

Will

Ref

Defense
Bonus

Reputation
Bonus

1st

+1

Defense bonuses, talent

+2

+2

+1

+2

+1

2nd

+2

Damage reduction 1

+3

+2

+2

+3

+2

3rd

+3

Talent

+3

+3

+2

+4

+3

4th

+4

Damage reduction 2

+4

+3

+3

+5

+4

5th

+5

Talent

+4

+4

+3

+6

+5

6th

+6

Damage reduction 3

+5

+4

+4

+7

+6

7th

+7

Talent

+6

+5

+4

+8

+7

8th

+8

Damage reduction 4

+6

+5

+5

+9

+8

9th

+9

Talent

+7

+6

+5

+10

+9

10th

+10

Damage reduction 5

+8

+6

+6

+11

+10

Thallus Talent Tree


The Thallus have trained extensively in the use of weapons, augmentations, and the wearing
of armor to protect their charges.

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Armor Specialist tree


Attune Armor:As a full-round action, you may spend an Action Point to attune a suit of armor, permanently increasing its armor bonus by +2. In addition, the maximum Dex bonus
of the attuned armor permanently improves by +1. Only you can benefit from wearing the
attuned armor; the benefits do not apply if someone else dons the armor.

Defending the Emperor:As a swift action, you can take a penalty of up to -5 on your attack
roll and add the same number (up to +5) as a bonus to an allys Reflex Defense, provided
the ally is next to you when you activate this talent. The bonus you confer cannot exceed
your base attack bonus. The changes to your attack rolls and your allys Reflex Defense last
until the start of your next turn.
Improved Defending the Emperor: When you use the talent Defending the Emperor, you only
need to see your ally, and the bonus provided is doubled (+2 to your allys Reflex Defense).
The penalty remains the same.
Prerequisites: Defending the Emperor
One for the Team: As a reaction, you can choose to take one-half or all of the damage dealt
to an adjacent ally by a single attack. Similarly, as a reaction, an adjacent ally can choose to
take one-half or all of the damage dealt to you by a single attack (even if she doesnt have
this talent).
Sheildbearer Talent Tree:
Defensive Roll: Once per day, you may attempt an Acrobatics check to negate an attack. The
DC of this check is equal to the damage dealt by the attack. You must be aware of and able
to react to the attack, and cannot be flat-footed. You may select this talent multiple times.
Each time you select it, you may use it one additional time per day, though never more than
once per round.
Prerequisite: Dodge, Martial Arts I, trained in the Acrobatics skill.

Empowered Fists: You may empower your unarmed strikes. Empowering your fists is a fullround action. For the duration of the encounter, you deal an additional d6 of damage with
your unarmed attacks, but each strike causes a point of damage to the Thallus. The benefits
of this talent may be reactivated at any time, although reactivation still requires concentration and a full-round action.
Prerequisites: Martial Arts I, Battle Strike power.
Blood of the Wolf: You have learned to overwhelm your opponent. Once per round, if you
make a successful melee attack that deals damage, you can make an immediate follow-up
unarmed attack against the same target at the same attack bonus.
Prerequisite: Martial Arts I.
Merciless Wolf: You are skilled at capitalizing on your opponents mistakes. Once per round
when an opponent within melee range against whom you have declared your Dodge feat
misses you with an attack, you can make an immediate un armed attack of opportunity
against that opponent.
Prerequisite: Dodge, Blood of the Wolf.
Iron Fists: You may empower your unarmed strikes. Empowering your fists is a full-round

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action. For the duration of the encounter, you deal an additional d8 of damage with your
unarmed attacks. The benefits of this talent may be reactivated at any time, although reactivation still requires concentration and a full-round action.
Prerequisites: Empowered Fists.
Thallus Talent Tree:
Tis But a Scratch: by spending an action point you may ignore one level of the condition
track. This talent stacks.

Its Only a Flesh Wound: By spending an Action Pooint the Thallus may ignore any additional
damage due to a Critical Strike.
Didnt Hurt: You are unaffected by Stunning effects. Prerequisit Tis But a Scratch.
The Crusher: When Grappled the Thallus can ignore the negative effects of being grappled.
Prerequisite Didnt Hurt.

SHREW

Requirements
Minimum BAB +3
Skills Trained: Acrobatics, Jump, Climb
Hit Points
At each level, Shrews gain 1d8 hit points + their constitution modifier.
Action Points
Shrews gain an Action point for every two encounters.
Class Features
The following are features of the Shrew Advanced Trade
Defense Bonuses
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your
Fortitude Defense.

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The Shrew
Level

Base
Attack
Bonus

Class Features

Fort

Will

Ref

Defense
Bonus

Reputation
Bonus

1st

+0

Defense bonuses, talent

+2

+0

+4

+2

+1

2nd

+1

Bonus feat

+2

+0

+4

+3

+2

3rd

+1

Talent

+3

+1

+5

+4

+3

4th

+2

Bonus feat

+3

+1

+5

+5

+4

5th

+2

Talent

+4

+2

+6

+6

+5

6th

+3

Bonus feat

+4

+2

+6

+7

+6

7th

+3

Talent

+5

+3

+7

+8

+7

8th

+4

Bonus feat

+5

+3

+7

+9

+8

9th

+4

Talent

+6

+4

+8

+10

+9

10th

+5

Bonus feat

+6

+4

+8

+11

+10

Shrew Talent Trees

Climbing Talent Tree


Improved Accelerated Climb:The Shrew does not get a penalty on accelerated climb.

Smart Climber: The Shrew can add intelligence modifier to climb checks.
Agile Recovery: The Shrew can choose between using their dexterity modifier or strength
modifier while catching themselves when falling (climb specific skill).
Movement Talent Tree
Crawl: The Shrew can move normal squares while prone.

Improved Crawl: The Shrew can move at normal squares while prone. PrerequisiteCrawl.
Swift Rise: The Shrew can stand up as a free action.
Running Talent Tree
Improved Sprint: The Shrew can now move 6x normal speed while running instead of 5x (5x
in heavy armor).

Power Sprint: The Shrew has grown stronger while running and can now ignore armor penal-

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ties during a run.

Running Focused: The Shrew has learned how to stay alert while running. The Shrew does
not lose their dexterity bonus to their reflex defense while running.
Shifty: The Shrew can change direction 90 degrees and above one time per dexterity modifier in a round when they run.
Extreme Talent Tree
Air stunts: Shrews can attempt tricks while in midair. Difficulty charts is below
Flips +5
Spins +5
Limb grabs +10
Leg movements +5

Extreme Acrobatics: Shrews display fantastic feats of Acrobatics. This talent gives an additional +5 bonus to the Acrobatics skill. Also, a Shrew gains the benefit of being able to take
a 10, even if threatened.
Extreme Balance: Shrews can move full speed along narrow surfaces.
Fearless: Shrews are immune to fear because of their death defying feats.
Risk: Shrews get an additional Action Point that last the duration of an encounter when they
put themselves in immense danger (tall heights are a great example).
Rolling landing: Shrews can roll during a landing negating damage. With a successful DC 10
Acrobatics check, a Shrew can fall as if it was 3 squares shorter when determining damage
(instead of 2 squares). For every 5 points by which the Shrew beats this DC, they can subtract an additional 2 squares from the fall. Even if no damage is taken, the Shrew lands then
immediately rolls to take the shock out of their legs.
Wall Talent Tree
Wall Run Shrews can attempt to run up a wall with a DC 20 acrobatics check. The success
rate is charted below. Shrews must act directly after their run. This is considered a fullround action.
20 1 square
25 2 squares
30 3 squares
35 4 squares
40 5 squares

Multiple Jumps: Shrews can jump from 1 surface to another as many times equal to their
dexterity modifier in a round. Each jump requires a new jump check with the DC going up
by 5.
Scale: Shrews can use multiple jumps and wall run combined to climb instead of climbing in
a full round action. Prerequisites Wall Run: Multiple Jumps
Awareness prerequisite benefit

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Acute Senses: Reroll Perception checks.

Expert Tracker: No penalty to Survival checks when tracking while moving. Prerequisite
Acute Senses
Improved Initiative: Reroll Initiative checks. Prerequisite Acute Senses
Uncanny Dodge I: No penalty for being flat-footed or attacked by hidden opponent. Prerequisite Acute Senses,Improved Initiative.
Uncanny Dodge II: You cannot be flanked. Prerequisite Acute Senses, Improved Initiative,
Uncanny Dodge I
Camouflage
Hidden Movement: No penalty to Stealth check while moving.

Improved Stealth: After spending an action piont a Shrew may reroll Stealth checks.
Total Concealment: If a situation gives you concealment you have total concealment. Prerequisite Hidden Movement,Improved Stealth
Survivor
Evasion: If hit by area effect attack, take half damage if it hits, no damage if the attack misses you.

Extreme Effort: Spend two swift actions to gain +5 to a single Strength check or Strengthbased skill.
Sprint: When running, move up to five times your speed.
Surefooted: Your speed is not reduced by difficult terrain.

Cartomancer

Requirements
To qualify to become an Cartomancer, a character must fulfill the following criteria.
Skills: Diplomacy 6 ranks, Gather Information 6 ranks, any Knowledge (arcane law, business,
current events, popular culture, or streetwise) 6 ranks.
Class Information
The following information pertains to the Cartomancer advanced class.
Hit Die
Cartomancers gain 1d6 hit points per level. The characters Constitution modifier applies.
Action Points
Cartomancers gain an Action Point for every two encounters.
Class Skills
The Cartomancers class skills are: Bluff (Cha), Computer Use (Int), Decipher Script (Int),
Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcane lore, business, current events, popular culture, streetwise) (Int), Listen (Wis), Profession
(Wis), Read/Write Language (none), Repair (Int), Research (Int), Sense Motive (Wis), Speak

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Language (none).
Skill Points at Each Level: 7 + Intelligence modifier. Table: The Cartomancer
The Cartomancer
Level

Base
Attack
Bonus

1st

+0

+0

+0

2nd

+1

+0

3rd

+1

4th

Fort Ref Will


Save Save Save

Class Features

Special Defense Bonus

Reputation
Bonus

+1

Spell Caster,
Talent

+0

+2

+0

+2

Bonus feat

+1

+2

+1

+1

+2

Talent

+1

+2

+2

+1

+1

+2

Bonus feat

+1

+3

5th

+2

+1

+1

+3

Talent

+2

+3

6th

+3

+2

+2

+3

Bonus feat

+2

+3

7th

+3

+2

+2

+4

Talent

+2

+4

8th

+4

+2

+2

+4

Bonus feat

+3

+4

9th

+4

+3

+3

+4

Talent

+3

+4

10th

+5

+3

+3

+5

Bonus feat

+3

+5

Class Features
The following features pertain to the Cartomancer advanced class.

Cartomancer Talent Trees


Pulse of the City Talent Tree
Word on the Street: The Cartomancer filters information constantly and remembers everything. Through regular contacts, gossip, informal chats, and other situations, he has a deep
knowledge of everyday things. The Cartomancer can make a Gather Information check on
general or specific information instantaneously, and spends only an hour making a Gather
Information check for restricted information. Retries may be made under normal rules.
Protected information still requires 1d4+1 hours for a check.
The purchase DC for using Gather Information is reduced by 10.

False Allegiance: The Cartomancer fits in with whatever group he chooses to be with. The
Cartomancer can successfully emulate an allegiance he knows about. He gains the +2 circumstance bonus on Charisma-based skills when dealing with an individual of the same allegiance. The allegiance and its bonus is considered in effect until a check is failed, at which
point the false allegiance is revealed. Supernatural and spell-like abilities that determine

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allegiance are not affected by the Cartomancers false allegiance ability.

Shadow Resources: The Cartomancer is well-enough wired into the social system to be able
to get the names and locations of individuals with particular abilities and talents. Even if
away from his home stomping ground aquiantence can produce a contact with the needed
resource. Make a level check, adding all Cartomancer levels and any levels of Charismatic
Hero. The difficulty of this task is based on how common the required abilities are:
Common Skill (Ride, Pilot, Treat Injury) DC 10
Uncommon Skill (subgroups of other skills such as Knowledge (arcane lore) or Craft (structural)) DC 15
Rare Skill (skills available for a particular classSpellcraft, Psicraft, Use Magic Device) DC 20
Specific Feat DC 20
Class Feature (spellcasting, turn undead, psionics) DC 20
Specific Combination of Skills, Feats, and Abilities (someone with Knowledge (business) and
the ability to cast the auguryspell) DC 25
Finding someone willing to perform activities secretly or illegally DC +5
Finding someone with a specific level of ability Add desired ranks to DC
A successful check indicates that the individual is available, and the Cartomancer knows
about him. It does not guarantee the character contacted will be willing to perform the requested servicethe party requesting the service must still negotiate for that persons services. An unsuccessful check means that no such individual is immediately known or available to the Cartomancer. This does not negate trying again for a different skill, nor from
trying to locate a skill resource through more traditional methods. The resource the Cartomancer knows about will have total ranks in the needed skill of at least the Cartomancers
total character level +3. Prerequisite Word on the Street

Pack Rat: The Cartomancer is considered to have considerable material resources either at
hand or easily and cheaply acquired. When making a Wealth check to determine if a particular item is at hand, add the Cartomancer class levels as a circumstance bonus.
Expert in Your Field: The Cartomancer is considered a master of connections, such that his
reputation precedes him in his dealings with others. The Cartomancer gains a circumstance
bonus equal to his Reputation bonus when making skill checks that are directly involved
with Gather Information and Diplomacy skills. In addition, the Cartomancer may add his
Reputation bonus on Wealth checks for new purchases. Prerequisite Shadow Resources.
Up My Sleeve: The Cartomancer gains the supernatural ability to pull a specific item out of
thin air. As a move action, the Cartomancer may cause any item currently in his possession
(with a size no greater than Small) to disappear into an extra-dimensional space. The item
becomes impossible to detect by any means, however detect magical aura spells will reveal
a moderate magical aura around the hand that last held the item. As a move action, the Cartomancer can cause the item to reappear in his hand. The Cartomancer may only hide one
item at a time in this fashion.
At 10th level, the Cartomancer may use this ability to hide a single object of up to Large
size or up to three objects of up to Small size (each of which may be retrieved individually).
Prerequisite False Allegiance, Pack Rat.

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Arcane Talent Tree

Use Magic Device: Use this talent to activate magic devices, including scrolls and wands,
that you could not otherwise activate.
Task

DC

Activate blindly

25

Decipher a written spell

25 + spell level

Emulate class feature

20

Emulate ability score

See text

Emulate allegiance

30

Use a scroll

20 + caster level

Use a wand

20

Check: You can use this talent to read a spell from a scroll or spellbook or activate a magic
item. This talent lets you use a magic item as if you had the spell ability or class features of
another class or a different allegiance.
When youre attempting to activate a magic item using this talent, you do so as an attack
action. However, the checks you make to determine whether you are successful at activating
the item take no time by themselves and are included in the activate magic item attack
action.
You make Use Magic Device checks each time you activate a device such as a scroll or a
wand. If you are using the check to emulate some quality in an ongoing manner, you need
to make the checks once per hour.

Activate Blindly: Some magic items are activated by special words, thoughts, or actions. You
can activate such items as if you were using the activation word, thought, or action even if
youre not, and even if you dont know it. You do have to use something equivalent. You
have to speak, wave the item around, or otherwise attempt to get it to activate. You get a +2
bonus on the check if youve activated the item at least once in the past.
If you fail the check by 10 or more, you suffer a mishap. A mishap means that magical
energy is released, but it doesnt do what you wanted it to. The GM determines the
result of a mishap. The default mishaps are that the item affects the wrong target or that
uncontrolled magical energy deals 2d6 points of damage to you. This mishap is in addition
to the chance for a mishap normally associated with casting a spell from a scroll when the
spells caster level is higher than your level in this class. Prerequisit Use Magical Device.

Decipher a Written Spell: This works like the same use of the Spellcraft skill (see the Mage

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Advanced Class), except that the DC is 5 points higher. Deciphering a written spell takes 1
minute of concentration.Prerequisit Use Magical Device.

Emulate Class Feature: Sometimes you need a class feature to activate a magic item. Your
effective level in the emulated class equals your check result minus 20.
This talent use doesnt allow you to use the class feature of another class. It just lets you
activate items as if you had the class feature. Prerequisit Use Magical Device.

Emulate Ability Score: To cast a spell from a scroll, you need a high ability score in the
appropriate ability (Intelligence for arcane spells, Wisdom for divine spells). Your effective
ability score (appropriate to the class youre emulating when you try to cast a spell from a
scroll) equals your check result minus 15. If you already have a high enough score in the
ability, you dont need to make this check.Prerequisit Use Magical Device.
Emulate Allegiance: Some magic items have positive or negative effects based on your
allegiance. You can use these items as if you were of an allegiance of your choice. You can
only emulate one allegiance at a time.Prerequisit Use Magical Device.
Use a Scroll: Normally, to cast a spell from a scroll, you must belong to a class that has
access to the arcane or divine spell inscribed therein. This use of the talent allows you to
use a scroll as if you were of the appropriate spellcasting class. The DC equals 20 + the
caster level of the spell you are trying to cast from the scroll. To cast a spell from a scroll,
you must first decipher it.
In addition, casting a spell from a scroll requires a minimum score of 10 + the spells level
in the appropriate ability. If you dont have a sufficiently high score, you must emulate the
ability score with a separate check (see above). Prerequisit Use Magical Device.

Use a Wand: Normally, to use a wand you must belong to a class that has access to the
arcane or divine spell ensorcelled therein. This use of the skill allows you to use a wand as if
you were of the appropriate spellcasting class.
Try Again?: Yes, but if you ever roll a natural 1 while attempting to activate an item and you
fail the check, then you cant try to activate that item again for 24 hours.
Special: You cant take 10 or take 20 with this skill. Magic is too unpredictable to make the
use of this skill reliable. Prerequisit Use Magical Device.
Bonus Feats
The Cartomancers bonus feats must be selected from the following list, and the Cartomancer must meet all of the prerequisites for the feat to select it.
Arcane Skills, Armor Proficiency (light), Attentive, Builder, Combat Expertise, Educated,
Gearhead, Improved Disarm, Jack of All Trades, Renown, Studious, Trustworthy, Windfall.

Minstrel of Pain

Requirements
To qualify to become a Minstrel of Pain, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Sense Motive 6 ranks.

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Class Information
The following information pertains to the Minstrel of Pain advanced class.
Hit Die
Minstrel of Pains gain 1d6 hit points per level. The characters Constitution modifier applies.
Action Points
Minstrel of Pains gain an Action Point every two encounters
Class Skills
The Minstrel of Pains class skills are as follows: Bluff (Cha), Concentration (Con), Diplomacy
(Cha), Decipher Script (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information
(Cha), Intimidate (Cha), Knowledge (behavioral sciences, current events, popular culture,
streetwise) (Int), Listen (Wis), Perform (act, sing) (Cha), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis).
Skill Points at Each Level: 5 + Intelligence modifier.
The Minstrel of Pain
Level

Base
Attack
Bonus

Fort
Save

1st

+0

+0

+2

2nd

+1

+0

3rd

+1

4th

Ref Will
Save Save

Class Features

Special Defense
Bonus

Reputation
Bonus

+2

Spell Use Talent


Aura of Faith

+1

+0

+3

+3

Bonus feat

+1

+0

+1

+3

+3

Talent

+2

+1

+2

+1

+4

+4

Bonus feat

+2

+1

5th

+2

+1

+4

+4

Talent

+3

+1

6th

+3

+2

+5

+5

Bonus feat

+3

+2

7th

+3

+2

+5

+5

Talent

+4

+2

8th

+4

+2

+6

+6

Bonus feat, Divine


Favor Lesser

+4

+2

9th

+4

+3

+6

+6

Talent

+5

+3

10th

+5

+3

+7

+7

Bonus feat

+5

+3

Class Features
The following features pertain to the Minstrel of Pain advanced class.

Aura of Faith: A Minstrel of Pain generates his divine spell pionts by the number of faithful
with in his Aura of Faith. The Spell Points are calculated by totaling the number of total levels of the faithful with in the Minstrel of Pains aura of faith (including the Minstrel of Pain)

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and halfing that number. Only Allies that profess a faith in the Deity the Minstrel of Pain can
be counted as faithful.

Divine Favor Lesser: Your Deity awards your devotion to its cause by granting you a Favor- the power of which can not exceed a Limited Wish. The Favor is usually stored with in a
boon or relic and can be used only when the Minstrel of Pain holds it. Once used the Favor
is depleted.

Minstrel of Pain Talent Trees

Songs OF Agony Talent Tree


Self-Confidence: The Minstrel of Pain may treat her Minstrel of Pain levels as Charismatic
levels for any talent where Charismatic levels are used (charm, favor, captivate, fast-talk,
dazzle, taunt).

Hidden Motives: A Minstrel of Pain increases her ability to hide her motives and intentions.
She gains a circumstance bonus equal to her Minstrel of Pain levels when using Bluff against
a Sense Motive skill. In addition, the DC for Bluff checks against her is increased by her levels of Minstrel of Pain.
Hidden Allegiance: A Minstrel of Pain gains the supernatural ability to suppress her loyalties,
even from spells and abilities. In cases where such divinations are made, the Minstrel of
Pain gains a Will save (DC 15 + the character level of the individual making the attempt) to
negate the attempt. Negated attempts reveal either no allegiance or a lack of the sought-for
allegiance, as applicable for the ability or spell. Prerequisite Hidden Motives.
Audience: A Minstrel of Pain may extend any Charismatic hero talents to a number of targets equal to her total of Charismatic and Minstrel of Pain levels. Individual targets are otherwise affected as described under the Charismatic hero basic class. Prerequisite Self-Confidence.
Daze: A Minstrel of Pain gains the spell-like ability to daze an individual of her choice. This
ability may be used once per day, and functions identically to the daze psionic power. Prerequisite Hidden Allegiance.
Utterly Convincing: A Minstrel of Pain is a master at convincing people. Whenever the Minstrel of Pain spends an action point to improve some Charisma-based skill checks (see below), she adds an additional 1d6 to the result. The skills that utterly convincing applies to
are: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, and Perform. Prerequsite
Self-Confidence.
Charm Person: A Minstrel of Pain gains the spell-like ability to charm person once per day.
This ability functions identically to the charm person psionic ability. Prerequisite Daze.
And Hell Followed Him Talent Tree
Divine Resistance: Add a +1 sacred bonus to all your saves. As a swift action you may spend
one of your Action Points to gain Improved Evasion and Mettle for one round.

Divine Adaptation: Expend one of your Action Points, as a standard action to either gain one
Special or Ex ability of one undead equal to your Level in HD or gain the ghost touch ability.
Prerequist Divine Resistance.

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Dark Sight: You gain Dark Vision out to 60 and Lowlight vision. If you already posess dark
vision extend its range by 60. You can also expend one Action Piont as a standard action
to gain Detect Magic and Detect Alignment for the duration of an encounter. Prerequist Divine Resistance.
Iconoclast: You draw your Spell pionts not from the faithful that surround you but from the
unbeleivers that surround you. The Spell Points are calculated by totaling the number of
total levels of the unfaithful with in the Minstrel of Pains aura of faith. Once this talent is
activated it cannot revert back to the standard Aura of Faith until the encounter is over. Prerequist Divine Resistance.
Bonus Feats
Minstrel of Pain bonus feats must be selected from the following list, and the Minstrel of
Pain must meet all of the prerequisites for the feat to select it.
Alertness, Attentive, Builder, Confident, Creative, Deceptive, Improved Initiative, Iron Will,
Low Profile, Renown, Trustworthy, Windfall.

Hearld of Felicity

The fastest path into this advanced class is from the Dedicated hero basic class, though
other paths are possible. A high Charisma score is necessary to ensure the ability to cast
spells.
Requirements
To qualify to become an Hearld of Felicity, a character must fulfill the following criteria.
Skills: Diplomacy 6 ranks, Knowledge (theology and philosophy) 6 ranks, Listen 6 ranks.
Class Information
The following information pertains to the Hearld of Felicity advanced class.
Hit Die
Hearld of Felicitys gain 1d6 hit points per level. The characters Constitution modifier applies.
Action Points
Hearlds of Felicity gain an Action Point for every two encounters.
Class Skills
The Hearld of Felicitys class skills are as follows: Concentration (Con), Craft (chemical,
pharmaceutical, visual arts) (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge
(art, behavioral sciences, earth and life sciences, theology and philosophy) (Int), Perform
(act, dance, sing, stand-up) (Cha), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Treat
Injury (Wis). Skill Points at Each Level: 5 + Intelligence modifier.

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The Hearld of Felicity

Level

Base
Attack
Bonus

1st

+0

+2

+1

+1

2nd

+1

+3

+2

3rd

+1

+3

4th

+2

5th

Fort Ref Will


Class Features
Save Save Save

Special Defense Bonus

Reputation
Bonus

Bonus feat

+1

+2

+2

Bonus feat

+1

+2

+2

+2

Talent

+2

+2

+4

+2

+2

Bonus feat

+2

+3

+2

+4

+3

+3

Talent

+3

+3

6th

+3

+5

+3

+3

Bonus feat

+3

+3

7th

+3

+5

+4

+4

Talent

+4

+4

8th

+4

+6

+4

+4

Bonus feat

+4

+4

9th

+4

+6

+4

+4

Talent

+5

+4

10th

+5

+7

+5

+5

Bonus feat

+5

+5

Class Features
The following features pertain to the Hearld of Felicity advanced class.
Arcane Skills
At 1st level, the Hearld of Felicity gains the Arcane Skills feat, granting access to the following skills: Spellcraft, Use Magic Device, and the arcane functions of Concentration and Craft
(chemical).
Divine Spells
The Hearld of Felicity casts divine spells and use divine items.

Aura of Faith: A Hearld of Felicity generates his divine spell pionts by the number of faith-

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ful with in his Aura of Faith. The Spell Points are calculated by totaling the number of total
levels of the faithful with in the Hearld of Felicitys aura of faith (including the Hearld of
Felicity) and halfing that number. Only Allies that profess a faith in the Deity the Hearld of
Felicity can be counted as faithful.
The Hearld of Felicity is limited to casting a certain number of spells of each level per day,
but need not prepare those spells in advance. The number of spells that may be cast per
day may be increased by sufficiently high Wisdom scores.
Hearld of Felicitys do not have cure or inflict spells in their spell lists. Hearld of Felicity
may use incantations to cast these spells. The Difficulty Class for a saving throw against the
Hearld of Felicitys spell is 10 + the spells level + the Hearld of Felicitys Wisdom modifier.
The Hearld of Felicity doesnt acquire her spells from books or scrolls, nor does she prepare
them through study. Instead, she meditates or prays for her spells, receiving them through
her own strength of faith or as divine inspiration. the Hearld of Felicity receives bonus spells
based on her Wisdom score.

Hearld of Felicity Talent Trees

Soul Bane Talent Tree


Turn or Rebuke Undead: The Hearld of Felicity gains the supernatural ability to affect the
undead, such as zombies, skeletons, ghosts, and vampires in a manner similar to Clerics.
However, the Hearld of Felicitys allegiance does not effect the type of effects she has on the
undead. Furthermore, the Hearld of Felicity affects undead as if she were an Cleric of one
level lower than her current Hearld of Felicity class.
A Hearld of Felicity may turn, rebuke, command or bolster the undead. She may destroy the
undead if of sufficient levels. She cannot dispel the turning of a Cleric. A Hearld of Felicity
may only turn Undead that have souls.

Discern Lie: The Hearld of Felicity develops the ability to gauge whether another character is
telling the truth by reading facial expressions and interpreting body language. The Hearld of
Felicity must be able to see and hear (but not necessarily understand) the individual under
scrutiny.
The Hearld of Felicity can determine whether a spoken statement is true or false with a
successful Sense Motive check opposed by the subjects Bluff check or DC 10, whichever is
greater.

Turn or Rebuke Creature: Starting at 8th level, the Hearld of Felicity gains the supernatual
ability to affect creatures, allowing her to command them or drive them off in the fashion of
the Clerics turn undead ability. The Hearld of Felicitys allegiance does not effect the type
of effects she has on humans. The Hearld of Felicity must spend an action point to turn or
rebuke creatures.
A Hearld of Felicity may turn, rebuke, command or bolster creatures. She cannot destroy
the targeted Creatures with this ability, nor can she dispel the turning of another individual.
Prerequisite Turn Undaed.
Work of Wonders Talent Tree
Combat Casting: The Hearld of Felicity becomes adept at casting spells during combat. She

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gets a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Brew Potion
The Hearld of Felicity can create potions, which carry spells within themselves.
The Hearld of Felicity can create a potion of any spell of 3rd level or lower that she knows.
The spell must target a character or characters. Brewing a potion takes one day. When the
Hearld of Felicity creates a potion, she sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Hearld of Felicitys own level.
The purchase DC of the raw material to brew a potion is 15 + the potions spell level + the
potions caster level.
The Hearld of Felicity must also spend experience points to brew a potion. The XP cost is
equal to the spell level x the caster level x the purchase DC of the raw materials.
Finally, the Hearld of Felicity makes a Craft (chemical) skill check. The DC for the check is 10
+ the spell level + the caster level. If the check fails, the raw materials are used up but the
XP are not spent. The Hearld of Felicity can try again the next day.
When the Hearld of Felicity creates a potion, she makes any choices that she would normally
make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an experience point cost also
carries a commensurate cost. In addition to the raw materials cost, the Hearld of Felicity
must expend the material component or pay the XP cost when creating the potion.

Empower Spell: the Hearld of Felicity learns to cast spells to greater effect. All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals
half again as much damage as normal, cures half again as many hit points, affects half
again as many targets, as appropriate. Spells without random variables are not affected. An
empowered spell uses up a spell slot two levels higher than the spells actual level. Prerequisite Combat Casting.
Bonus Feats
Bonus feats must be selected from the following list, and the Hearld of Felicity must meet all
of the prerequisites for the feat to select it. Alertness, Archaic Weapons Proficiency, Armor
Proficiency (light), Attentive, Creative, Dodge, Educated, Empower Turning, Greater Spell
Focus, Greater Spell Penetration, Improved Turning, Renown, Spell Focus, Spell Penetration,
Trustworthy, Windfall. The Hearld of Felicity may also take any metamagic feats as bonus
feats.

Craftsman

The fastest path into this advanced class is from the Smart hero basic class, though other
paths are possible.
Requirements
To qualify to become a Craftsman, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electronics) 6 ranks, Knowledge (arcane lore) 6 ranks,

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Repair 6 ranks.
Class Information
The following information pertains to the Craftsman advanced class.
Hit Die
Craftsmen gain 1d6 hit points per level. The characters Constitution modifier applies.
Action Points
Craftsmen gain an Action Point for every two encounters.
Class Skills
The Craftsmans class skills are as follows: Computer Use (Int), Concentration (Con), Craft
(chemical, electronic, mechanical, pharmaceutical) (Int), Decipher Script (Int), Demolitions
(Int), Disable Device (Int), Investigate (Int), Knowledge (arcane lore, art, current events, history, popular culture, streetwise, technology) (Int), Read/Write Language (none), Repair (Int),
Research (Int), Speak Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Intelligence modifier.
The Craftsman
Base
Fort Ref Will
Level Attack
Save Save Save
Bonus

Class Features

1st
+0
+0
+1
+0
Arcane skills, arcane spells, Talent
2nd
+1
+0
+2
+0
Bonus feat
3rd
+1
+1
+2
+1
Talent
4th
+2
+1
+2
+1
Bonus feat
5th
+2
+1
+3
+1
Talent
6th
+3
+2
+3
+2
Bonus feat
7th
+3
+2
+4
+2
Talent
8th
+4
+2
+4
+2
Bonus feat
9th
+4
+3
+4
+3
Talent
10th
+5
+3
+5
+3
Bonus feat
Class Features
The following features pertain to the Craftsman advanced class.

Special
Defense
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5

Bonus
Reputation Bonus
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Arcane Spells and Armor


The Craftsman can become proficient in the use of armor, and while his limitations are
not as great as the traditional Mage, he still has a difficult time casting most arcane spells
while wearing it. Armor restricts movement, making the complicated gestures needed to
cast spells with somatic components harder to perform. When casting an arcane spell with a
somatic component, the chance of arcane spell failure depends on the type of armor being
worn, as shown below.
Armor Type Arcane Spell Failure, Proficient Arcane Spell Failure, Nonproficient

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Light 0% 10%
Medium 10% 20%
Heavy 20% 30%
SpellForging
The Craftsman must study her spellforge each day to prepare her spells. The Craftsman
cant prepare any spell not recorded in her spellforge (except for read magic, which the
Craftsman can prepare from memory). The Craftsman begins play with spellforges containing all 0-level arcane spells and three 1st-level arcane spells of the players choice. For each
point of Intelligence bonus the Craftsman has, her spellforges hold one additional 1st-level
arcane spell. Each time the character attains a new level of Craftsman, she gains two new
spells of any level or levels that she can cast, according to her new level. The Craftsman can
also add spells found in other Craftsmen spellforges or Mages spellbooks. (Mages may use
spells found in the forges of Craftsmen.)
A set of spellforges is usually etched into a specialized tool, a copy is also useful and spellforges, sometimes are bound in spellbooks. But these books are large and not condusive to
adventuring.
Arcane Skills
At 1st level, the Craftsman gains access to the arcane skill Spellcraft and the expansion of
the Concentration skill, as described under the Mage entry.
Arcane Spells
The Craftsmans key talent is the ability to imbue his creations and other mundane objects
with arcane spells. Imbuing an item takes at least one round for one shot items, and can
take considerable longer for permanent items, but the Craftsman can cut item creation
times and expences by 10% for every level of Craftsman he possesses.
The Craftsman is limited to a certain number of spells of each spell level per day, according
to his Craftsman class level. The Craftsman must prepare spells ahead of time by resting for
eight hours and spending one hour studying his spellfiles. While studying, the Craftsman
decides which spells to prepare. To learn, prepare, or cast a spell, the Craftsman must have
an Intelligence score of at least 10 + the spells level. The Difficulty Class for saving throws
against the Craftsmans spells is 10 + the spells level + the Craftsmans Intelligence modifier.
In addition, the Craftsman receives bonus spells based on his Intelligence score.

Craftsman Talent Trees

Nuts and Bolts


Machine Empathy: The Craftsman is so comfortable with technology that she gains a +2
competence bonus with any revolutionary or mechanical device, and in addition may use
any skill that involves technology untrained.

Guild Status: The Craftsman is well known and has cultivated contacts not only within his
own Guild but also with inmany of the guilds that require his services. When encountering
any guildsmen add a +2 to the Craftsmans reputation bonus. This Talent stacks.

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Program Spell: The Craftsman may spend an action point to insert a spell within a particular
device, such that by touching a key (or flicking a switch), the spell activates. All variables of
the spell are set at the time of casting.
Casting a spell takes the normal amount of time; discharging a programmed spell is an attack action.
Create Homunculus: The Craftsman can create a homunculus. The homunculus may be
flesh, chemical, or biochemical in nature.
Creating a homunculus requires a DC 25 Wealth check to acquire the appropriate equipment. The materials used are consumed in the creation of the homunculus. In addition, the
creation of a homunculus requires a pint of the Craftsmans blood.
It takes a week to create a homunculus. During this time the Craftsman must labor for 8
hours a day. A character not actively working on the ritual must perform no other activities
except eating, sleeping, or talking. If she misses a day, the process fails, and the ritual must
begin anew. At the end of the period, the Craftsman makes an appropriate skill check for
the Craft skill connected with the particular subtype of homunculus (DC 20). A failure indicates loss of the subject (requiring the Craftsman to begin again) but no other penalty.
The Craftsman may create any number of homunculi. However, when a homunculi perishes,
its death deals 2d10 points of damage to the Craftsman, so caution is usually the by-word
in homunculus creation. Prerequisite Create Homunculus,
Aesthetics Talent Tree
Terrible Beauty: The Craftsman can create weapons that gain an imbued +1 ability to hit and
damage. To accomplish this the Craftsman must follow the item creation rules . This talent
Stacks.

Solace of Beauty: The Craftsman can create armor that gains an imbued +1 ability to protect the wearer. To accomplish this the Craftsman must follow the item creation rules . This
talent Stacks.
Genuine Beauty: The Craftsman can create an item of such surpassing beauty that all that
look upon it must make a will defense roll DC 10+the level of the Craftsman+ the difference
in the Craft check to create the item and the DC of the Craft check roll. If the onlooker fails
this roll they are unable to take their eyes off the creation for one round. Prerequisite Terrible Beauty or Solace of Beauty.
Timeless Beauty: The Craftsman may create items that gain an extra level of hardness to
protect them from harm. Defense checks for such items are given a +2 bonus. This Talent
stacks.
Makers Magic Talent tree
Spell Focus: The Craftsman gains Spell Focus as a bonus feat.

Chain Casting: The Craftsman can cast spells through devices, including constructs and
weapons within his LOS.
The device being chain cast must be either a creation of the Craftsman or bear his makers
mark.

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If the spell requires the caster to be seen, then the target must see the caster, if it requires
the caster to be heard, then the target must be able to hear the caster. Range is determined
from the caster to the pick-up device and then from the device to its target. The Craftsman
must be able to see or otherwise be able to determine the location of her target . Chain
Cast spells are less effective, such that the target gets a +4 circumstance bonus on saving
throws.

Quicken Spell : The Craftsman learns to imbue some spells as free actions. With but a moments thought (and the proper verbal, somatic, and material components). She can perform another action, even casting another spell, in the same round as she casts a quickened
spell. She may only cast one quickened spell per round. A spell whose casting time is more
than 1 full round cannot be quickened.
A quickened spell does not provoke an attack of opportunity. Quicken spell is considered a
metamagic ability for purposes of interacting with metamagic feats.
When a quickened spell is prepared, it is treated as a spell of four levels higher than the
spells actual level, such that only 0- and 1st level spells may be quickened by a Craftsman.
Prerequisite Spel Focus.
Bonus Feats
Bonus feats must be selected from the following list, and the Craftsman must meet all of the
prerequisites for the feat to select it.
Armor Proficiency (light), Builder, Educated, Gearhead, Greater Spell Focus, Greater Spell
Penetration, Personal Firearms Proficiency, Spell Focus, Spell Penetration, Studious, Windfall.

Cat Burglar

Requirements
To qualify to become a Cat Burglar, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Disguise 4 ranks, Gamble 6 ranks.
Charismatic Hero Talents: Any two of the following talents: Charm, Coordinate, Fast-Talk.
Class Information
The following information pertains to the Cat Burglar advanced class.
Hit Die
The Cat Burglar gains 1d6 hit points per level. The characters Constitution modifier applies.
Action Points
The Cat Burglar gains an Action Piont for every two encounters.
Class Skills
The Cat Burglars class skills are as follows.
Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gamble (Wis),
Gather Information (Cha), Knowledge (behavioral sciences, business, civics, current events,
history, popular culture, streetwise, theology and philosophy) (Int), Perform (act) (Cha),
Read/Write Language (none), Research (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak

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Language (none), Tumble (Dex).


Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).
The Cat Burglar
Base
ReputaAtFort Ref Will
Class FeaSpecial Detion Botack Save Save Save
tures
fense Bonus
nus
Bonus
1st
+0
+0
+1
+2
Talent
+0
+0
2nd
+1
+0
+2
+3
Bonus feat
+1
+0
3rd
+2
+1
+2
+3
Talent
+1
+1
4th
+3
+1
+2
+4
Bonus feat
+1
+1
5th
+3
+1
+3
+4
Talent
+2
+1
6th
+4
+2
+3
+5
Bonus feat
+2
+2
7th
+5
+2
+4
+5
Talent
+2
+2
8th
+6
+2
+4
+6
Bonus feat
+3
+2
9th
+6
+3
+4
+6
Talent
+3
+3
10th
+7
+3
+5
+7
Bonus feat
+3
+3
Class Features
The following class features pertain to the Cat Burglar advanced class.

Cat Burglar Talent Trees

Destiny is My Bitch Talent Tree


Cheat Fate: Fortune favors the Cat Burglar. Once per day, he may reroll one roll that he has
just made before the success or failure of the result is announced. The Cat Burglar must
take the result of the reroll, even if its worse than the original roll.

Fortunes Favor: The Cat Burglar learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck
bonus to Defense against all attacks for 1 round. The Cat Burglar must use this ability on
his turn, and the bonus lasts until just before the Cat Burglars next turn. A Cat Burglar uses
this ability instead of Dodge on his turn. This Talent stacks. Prerequisite Cheat Fate.
Warp Probability: The Cat Burglar can affect another creatures attack roll, skill check, ability check, level check, or saving throw. As a free action during another creatures turn, the
Cat Burglar can spend an action point to alter the targets d20 roll result. The Cat Burglar
must be within 30 feet of the target, must be able to see the target, and must declare that
hes spending the action point before the the result of the targets roll is revealed. The Cat
Burglars action-point die result counts either as a bonus or penalty to the targets roll, at
the Cat Burglars discretion. This Talent Stacks to increase the range by 30 increments. Prerequisite Fortunes Favor.
Thousand Faces: The Cat Burglar becomes a master of the quick disguise. He can don a
convincing disguise in one-tenth the normal time (1d4 minutes).

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Nine Lives Talent Tree


Sudden Strike: If an Catburglar can catch an opponent when he is unable to defend himself
effectively from her attack, he can strike a vital spot for extra damage. The Catburglars
attack deals extra damage any time their target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not). This extra damage is 1d6. Should
the Catburglar score a critical hit with a sneak attack, this extra damage is not multiplied.
A Catburglar cannot use Sudden Strike when flanking an opponent unless that opponent is
denied its Dex bonus to Defense.
Ranged attacks can count as Sudden Strikes only if the target is within 30 feet. The Sudden
Strike cannot be used to deliver nonlethal damage either.
A Catburglar can sneak attack only living creatures with discernible anatomiesundead,
constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature
that is immune to critical hits is not vulnerable to Sudden Strikes. The Catburglar must be
able to see the target well enough to pick out a vital spot and must be able to reach such a
spot. An Catburglar cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
This Talent stacks. Damage from this talent can also stack if it comes from multiple sources, and it also stacks with Sneak Attack damage, if both are applicable in a situation.

Trapfinding: Catburglars can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it
is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Catburglars can use the Disable Device skill to disarm magic traps. A magic trap generally
has a DC of 25 + the level of the spell used to create it. An Infilitrator who beats a traps DC
by 10 or more with a Disable Device check can study a trap, figure out how it works, and
bypass it (with their party) without disarming it.
Evasion: A Catburglar can avoid even magical and unusual attacks with great agility. If they
make a successful Reflex saving throw against an attack that normally deals half damage on
a successful save, they instead take no damage. Evasion can be used only if the Catburglar
is wearing light armor or no armor. A helpless Catburglar does not gain the benefit of evasion.
Fast Movement: The Catburglar gains an enhancement bonus to her speed, of 5 . A Catburglar in medium or heavy armor or carrying a medium or heavy load loses this extra speed.
This Talent Stacks.
Without a Trace: The Catburglar leaves no evidence of their infiltration and cannot be
tracked. She may choose to leave a trail if so desired. No forensic evidence is available.
Uncanny Dodge: The Catburglar can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught
flat-footed or struck by an invisible attacker. However, they still loses their Dexterity bonus
to AC if immobilized.
If an Catburglar already has uncanny dodge from a different class they automatically gain
improved uncanny dodge instead.

Great Leap: A Catburglar always makes Jump checks as if they were running and had the
Run feat, enabling them to make long jumps without a running start and granting a +4 bo-

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nus on the jump. This ability can be used only if they are wearing light armor and carrying
no more than a light load.

Acrobatics: The Catburglar gains a +2 bonus on Climb, Jump, and Tumble checks. This Talent stacks.
Moving Target: The Catburglar is hard to hit when moving. If an Catburglar moves at least
10 feet during their combat action, they gain a +4 dodge bonus to Defense until their next
action.
Bonus Feats
Bonus feats must be selected from the following list, and the Cat Burglar must meet all the
prerequisites of the feat to select it.
Action Boost, Blind-Fight, Confident, Deceptive, Educated, Elusive Target, Low Profile, Nimble, Renown, Trustworthy.

Taster

Requirements
Base Attack Bonus: +3
Skill: Animal Handling (6 ranks), Jump (6 ranks), Knowledge (Religion) (6 ranks), Swim (5
ranks).
Feats: Toughness.
Special:
Hit Dice: d10
Class Skills: Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (religion)(Int),
Profession (Wis), Ride (Dex), Swim (Str), Wilderness Lore (Wis), Herbalism (Int).
Skill Points at Each Level: 4 + INT modifier
Table: The Taster
Class
Level

Fort
Save

Ref
Save

Will
Save

Class
Features

Defense
Bonus

Reputation
Bonus

1st

Base
Attack
Bonus
+1

+2

+0

+0

Talent

+1

+1

2nd

+2

+2

+0

+0

+2

+1

3rd

+3

+3

+1

+1

Bonus
feat
Talent

+2

+2

4th

+4

+2

+1

+1

+3

+2

5th

+4

+3

+1

+1

Bonus
feat
Talent

+3

+3

6th

+5

+3

+2

+2

+3

+3

7th

+6/+1

+4

+2

+2

Bonus
feat
Talent

+4

+4

8th

+6/+1

+4

+2

+2

+4

+4

9th

+7/+2

+4

+3

+3

Bonus
feat
Talent

+5

+5

10th

+8/+3

+5

+3

+3

Bonus
feat

+5

+5

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Class Features
Weapon and Armor Proficiency: A Taster is proficient with all martial weapons, light
armor, medium armor, and shields.

TASTER TALENT TREES


Serpent Toungue Talent Tree
Hard Living: Being beaten or left in situations that have killed many you survived,
you have learned how to tone your body and mind to take even the harshest punishment
man or nature can send your way. You can now add you Wisdom modifer to your hit points
in addition to your Constitution modifier.

Detect Poison: The Taster with this talent can detect pioson by sight smell or taste. In addition a Taster may also attempt a Knowledge Toxins roll adding his level to the bonuses.
Success against a DC 17 will yeild the antidote.
Poisoner: The Taster is an expert in brewing poisons. They receive a +2 bonus to all Craft
(poison) checks, +1 to all Handle Animal checks with venomous creatures, and any poison
they brew receives a +2 bonus to a Fortitude Save DCs. Prerequisite Detect Posion.
The Taster learns to brew poisons as if they were standard alchemical substances. Creating
these poisons follow all of the same rules for crafting alchemical items The craft DC of a
poison is equal to the poisons save DC plus a modifier from the following table.
Poison Type
DC Modifier
Delivery
......Contact
+2
......Ingested
-2
......Inhaled
+0
......Injury/Injected
+2
Damage Type
......Energy (Ability) Drain
+6
......Permanent Damage
+4
......Two-Stage*
+4
......Three-Stage*
+6
*: Two and three-stage poisons require the victim to come into contact
with two or three individual components rather than just one.)
Note that each successful crafting of a poison makes only one dose of
the poison.
As with alchemical items, the Tasters alchemical tome contains all of the recipes for the
poisons the Taster knows how to create. An Taster may not create a poison they do not
know the recipe for. . See Alchemical Tome section for more details. At any time, they can
also add recipes found in other Tasters tomes to their own. The cost and time for adding
these new recipes is merely 1gp for the cost of ink and 4 hours to transcribe the information.

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The Sieve in the Spoon: The Tasters blood is toxic and does a 1d6 damage per evey
three combined levels of the Taster. The DC is 15 + the combined level of the Character.
Prerequisit Poisoner, Hard Living
Poison Touch: All touch attacks carry a 1d6 damge contact poison DC is 15 + the combined
level of the Character. Prerequisit Poisoner, Hard Living, Sieve in the Spoon.
Poison Fury: The Taster may delay the effect of any poison put into his system for 3 rounds
+1 round per Constitution bonus. During those rounds when the poison is delayed, the
Taster may use the venom to fuel an adrenaline rush, adding 1d4 points to Strength and
gaining 2d4 temporary hit points. Prerequisit Hard Living
Venom Immunity: If the Taster has been affected by a particular type of poison (that is, if
hes been damaged by a Poisons primary effect but not its secondary effect), he will take no
further damage from that poison.Prerequisit Poisoner, Detect Poison.
Resist Enchantment: Because the Tasters nervous system has been assailed by so many
toxins it has developed the ability to think differently because of this the Taster gets a +2
bonus to all Defense rolls against Mind-Affecting Enchantments. Prerequisit Hard Living.
Freedom of Movement: Once per day, the Taster may trigger a Freedom of Movement (as
per the fourth level spell) as a free action. This effect lasts three rounds, plus one round per
Charisma bonus. Prerequisit Resist Enchantment.
Craft (Poisoner) Skill
[Int; Trained Only;
You can manufacture poisons by foraging or buying natural poisonous materials (plants,
herbs, chemicals, animal parts, etc.) and following carefully guarded (and highly illegal) poison formulas. This skill allows the character to manufacture poisons, while the Profession
(Poisoner) skill allows the character to identify and use poisons.
Check: Refining raw materials into effective poisons requires both patience and care. You
must also obtain and learn the formula for each poison separately (like gaining spells). The
skill check DC to create a usable poison depends on the poisons formula, and is set by the
DM when the character learns a new formula. Making poisons with the Craft (Poisoner) skill
follows the rules in the Players Handbook for making items with the Craft skill, with the following exceptions.
The cost of raw materials varies widely depending on whether the character has access to
the active ingredient-that is, the venom or plant that actually provides the poison . If a supply is readily available, the raw materials cost one-sixth of the market price, not one-third.
Otherwise, the raw materials cost at least three-quarters of the market price-assuming that
the substance in question is for sale at all
To figure out how much poison youre able to create in a week, make a Craft (Poison Making) check at the end of the week- If the check is successful, multiply the check result by the
DC for the check- That result is how many ducats worth of poison you created that weekWhen your total ducats created equals or exceeds the market price of one dose of the poison, that dose is finished . (You may sometimes be able to create more than one dose in a
week, depending on your check result and the market price of the poison .)

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Retry: As with other craft skills, if you fail the check by a margin of 5 or more, you ruin half
the raw materials and have to buy them again.
Special: Tasters (and only Tasters) may take this skill. Skill points may only be spent while
taking Taster levels. If you have 5 or more ranks in Herbalism, you receive a +2 synergy bonus. If you have 5 or more ranks in Alchemy, you receive a +2 synergy bonus.

Warrior-Monk

A Warrior-Monk must have a patron god whom he serves, although he does not need to be
a member of a specific order. Many such orders exist however and most Warrior-Monks are
part of one. The Warrior-Monk must be within one step of his deities alignment as a cleric.
HD: d10
Class Skills: Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Religeon), Profession, Ride, Sense Motive
Skill points per lvl = 4
Weapons and Armour proficiency:
A Warrior-Monk is proficient with all types of armor (light, medium, and heavy), and with
shields (except tower shields), with all simple weapons, and the weapon of their deity.
Lvl

Base Attack Fort Ref Will


Bonus
Save Save Save

Class Features

Defensive
Bonus

Reputation
Bonus

+1

+2

+0

+2

Talent
Aura of Faith

+2

+1

+2

+3

+0

+3

Bonus Feat

+3

+1

+3

+3

+1

+3

Talent

+3

+2

+4

+4

+1

+4

Bonus Feat

+4

+2

+5

+4

+1

+4

Talent, Divine
Favor Lesser

+4

+3

+6/+1

+5

+2

+5

Bonus Feat

+5

+3

+7/+2

+5

+2

+5

Talent

+5

+4

+8/+3

+6

+2

+6

Bonus Feat

+6

+4

+9/+4

+6

+3

+6

Talent

+6

+5

10

+10/+5

+7

+3

+7

Bonus Feat, Divine Favor Lesser

+7

+5

Aura of Faith: A Warrior-Monk generates his divine spell pionts by the number of faithful
with in his Aura of Faith. The Spell Points are calculated by totaling the number of total levels of the faithful with in the Warrior-Monks aura of faith (including the Warriror-Monk) and
halfing that number. Only Allies that profess a faith in the Deity the Warrior-Monk Worships
can be counted as faithful. A Warrior-Monk has an aura of faith equal to 5 per every 2 War-

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rior-Monk levels.

Bonus Feats: The Warrior-Monk may select any divine feat, extra turning, and weapon focus,
greater weapon focus, weapon specialization and greater weapon specialization for use with
the deities weapon only.
Divine Favor Lesser: Your Deity awards your devotion to its cause by granting you a Favor- the power of which can not exceed a Limited Wish. The Favor is usually stored with in a
boon or relic and can be used only when the Warrior-Monk holds it. Once used the Favor is
depleted.

Warriror-Monk Talent Trees

Summon The Divine Talent Tree:


Divine Smite: Expend one of your Action Points, uses as a swift to smite an enemy. Add
your Charisma modifier to Hit (Minimum bonus +1) and add your class level to damage. The
smite attempt will fail against another follower of your deity.

Summon Deities Weapon: Expend one of your Action Points uses as a swift action to summon a glowing copy of your deities weapon to your hand. This is a weapon of the standard
type favored by your deity. It counts as a force effect. The weapon lasts for 1 round per
class level, and has an enhancment bonus equal to your class level divided by 4. If it is a
ranged weapon it generates ammunition as needed.
Summon Holy Armour: Expend one of your Action Points, as a swift action to summon an
ethereal suit of armour. This armour is a suit of Ghost Touch Full Plate with an enhancment
bonus equal to your class level divided by 4. It lasts for the encounter.
Blessings Talent Tree:
Blessing of Flight: Expend one of your Action Points, as a swift action to increase your movement base by +10 with an additional +5 for every 3 Warrior-Monk levels. this effect lasts
until the end of the encounter.

Boost Blessing: All numeric effects of your Divine Feats are doubled, except for duration.
This applies to all of your divine spells.
Extended Blessing: If the bonus provided by a Divine Feat has a Duration, that duration is
doubled. This applies to all of your divine feats. Prerequist Boost Blessing.
All the Dark Places You Must Walk Talent Tree
Divine Resistance: Add a +1 sacred bonus to all your saves. As a swift action you may spend
one of your Action Points to gain Improved Evasion and Mettle for one round.

Divine Adaptation: Expend one of your Action Points, as a standard action to either gain
Water Breathing and Free Movement or Adaptation (as the Adapt Body psionic power.) This
power lasts for 1 hour per class level. Prerequist Divine Resistance.
Divine Sight: You gain Dark Vision out to 60 and Lowlight vision. If you already posess dark
vision extend its range by 60. You can also expend one Action Piont as a standard action
to gain Detect Magic and Detect Alignment for the duration of an encounter. Prerequist Divine Resistance.

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Iconoclast: You draw your Spell pionts not from the faithful that surround you but from the
unbeleivers that surround you. The Spell Points are calculated by totaling the number of
total levels of the unfaithful with in the Warrior-Monks aura of faith. Once this talent is activated it cannot revert back to the standard Aura of Faith until the encounter is over. Prerequist Divine Resistance.
Aura Augmentation: The Clerics Aura of Faith increases by 5, This talent stacks.

Omnimancer

Omnimancers are the characters who are schooled in the Alchemy of Dirz, the creation and
alteration of living tissues. They are knowledgeable in the use of all common magical items
and can administer items at range as well as up close. They can also make and create mutagenic items.
Requirements
To qualify to become an Omnimancer, a character must fulfill the following criteria:

+4 BAB

Trained Skills: Treat Injury, Mechanics, Knowledge (Alchemey) +6 ranks

Feats: Chemist, Medic
Game Rule Information
Hit Points
At each level Omnimancers gain 1d6 hit points + their Constitution modifier.
Action Points
Omnimancers gain an Action Point for every two encounters.
Omnimancer
Base
Level Attack
Bonus

Class Features

Fort
Save

Ref Will
Save Save

Defense
Bonus

Reputaition Bonus

+0

Defense bonuses,
talent

+2

+1

+0

+1

+0

+1

Bonus feat

+2

+1

+1

+2

+0

+2

Talent

+3

+2

+1

+3

+2

+3

Bonus feat

+3

+2

+2

+4

+2

+3

Talent

+4

+3

+2

+5

+3

+4

Bonus feat

+4

+3

+3

+6

+3

+5

Talent

+5

+4

+3

+7

+4

+6

Bonus feat

+5

+4

+4

+8

+4

+6

Talent

+6

+5

+4

+9

+5

10

+7

Bonus feat

+6

+5

+5

+10

+5

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Class Features
All of the following are the features of the Omnimancer prestige class.
Defense Bonus
At first level, you gain a +2 class bonus to your Fortitude defense, and a +4 class bonus to
your Will defense.
Talents
At 1st level and every odd-numbered level thereafter (3rd, 5th, 7th, etc.), you select a talent from any of the following talent trees. You may choose a talent from any tree you wish,
but you must meet the prerequisites (if any) of the chosen talent. No talent can be selected
more than once, unless expressly indicated.
Grenadier Talent Tree
Grenadier tree
Craft Grenade: You may craft a grenade which deals deals 4d6 damage of an elemental type
in a 2x2 area. You must specify the elemental type of damage the grenade will deal on creation. It may be any of the following types: earth, fire, ice, lightning, wind, or water. To do
so, you must make a successful Knowledge (alchemy) check DC 15, and spend 50 gil for raw
materials.
Good Arm: You may treat all thrown weapon ranges as though they were double their actual
value.
Throw Potion: If you take a 10 to your Treat Injury check when using a recovery item, you
may target an ally or enemy up to 6 squares away. This range is doubled (to 12) with the
Good Arm talent.

Omnimancer Talent Tree


Brewer tree

Each time you pick the brewer talent, choose two items which you know how to create. You
may now create these items with an hour of work and materials costing 50% of the items
sale value. Each talent lists the Knowledge (Alchemy) DC required to craft the item. If you
fail the roll, you waste the time and the materials.
Item
DC to make
Cost to make
Ash Oil
DC 15
50 ducats
Blackthorn Ale
DC 20
100 ducats
Cannon Wash
DC 25
250 ducats
Pictwick Potion
DC 20
100 ducats
Phoenix Treacle
DC 25
150 ducats
Antidote
DC 15
25 ducats
Echo Daught
DC 15
25 ducats
Leer Eye Drops
DC 15
25 ducats
Marrish Root
DC 15
25 ducats
Remedy
DC 25
150 ducats
Ether Balm
DC 20
50 ducats
Jackal Spoor
DC 25
250 ducats
Life Elixir
DC 30
500 ducats

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Mutagenic Mastery Talent Tree


The Omnimancer gains the ability to craft Mutagenic compounds.
M09: This compound allows the Omnimancer to boost his Dexterity or the Dexterity of one
of his comrads by 1-4 points. The demands of M09 on the body are significant and the user
takes 2 pts of damage for every +1 to the ability score granted. This damage cannot be
healed until after the M09 wears off. Use of this Adrenalin Injector can be countered by a
dose of Blackthorn Ale.
M15: This compound allows the Omnimancer to boost his Strength or the Strength of one
of his comrads by 1-4 points. The demands of M15 on the body are significant and the user
takes 2 pts of damage for every +1 to the ability score granted. This damage cannot be
healed until after the M15 wears off. Use of this Strength Injector can be countered by a dose
of Ether Balm.
M22: This compound allows the Omnimancer to boost his Initiative or the Initiative of one
of his comrads by 1-4 points. The demands of M22 on the body are significant and the user
takes 2 pts of damage for every +1 to the ability score granted. This damage cannot be
healed until after the M22 wears off. Use of this Reflex Injector can be countered by a dose of
Marrish Root.
M41: This compound allows the Omnimancer to boost his Movement or the Movement of one
of his comrads by 5-20 feet (1d4 x 5). The demands of M41 on the body are significant and
the user takes 2 pts of damage for every +1 to the ability score granted. This damage cannot be healed until after the M41 wears off. Use of this Rapidity Injector can be countered by
a dose of Jackal Spoor.
M66: This compound allows the Omnimancer to gain Regeneration2 or grant Regeneration2
to one of his comrads. The demands of M66 on the body are significant and the user takes a
2 level reduction on the condition track during the next encounter. This damage cannot be
healed until after the M66 wears off. Use of this Regenerative Injector can be countered by a
dose of Echo Daught.
M97: This compound allows the Omnimancer to restore his Condition Track or restore the
Condition Track of one of his comrads. The demands of M97 on the body are significant and
the user takes 5 hp of damage for every level of the condition track regained with M97. This
damage cannot be healed until after the M97 wears off. Use of this Endorphin Injector can be
countered by a dose of Cannon Wash.
M703: This compound allows the Omnimancer to increases his size by one catagory or to
increases his size by one catagory of one of his comrads. The demands of M703 on the body
are significant and the user takes 1 point of Dexterity reduction. This reduction cannot be
restored until after the M703 wears off. Use of this Mass Injector can be countered by a dose
of Pictwick Potion.
Vat Master: The Omnimancer can create living tissue in the clone vats of Dirz. The tissues
can be as simple as the fibroterines that can be used to drive macines to augmented organs
or even nervous systems, ultimatelyThe Omnimancer can even create clones.

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Item
Lacertus Minor
Lacertus Major
Lacertus Superior
Sentenia Pars I
Sentenia Pars II
Sentenia Pars III
Persona Fictus
Fulmen Neco
Gemius Stillo

DC to make
DC 15
DC 20
DC 25
DC 20
DC 25
DC 30
DC 15
DC 30
DC 35

Cost to make
500 ducats
1000 ducats
2500 ducats
1000 ducats
1500 ducats
2500 ducats
250 ducats
2500 ducats
5000 ducats

SEA DOG
Sea Dogs are the adventurers of waterways. From exploring, to raiding, to legimite shipping,
Sea Dogs encompass the entire range of the seamans trade. Feircely independent, most Sea
Dogs take pride in the image they project.
Requirements
To qualify to become a Sea Dog, a character must fulfill the following criteria:
BAB +3 ,Trained Skills: Sailing, Feats: Vehicular Combat
Game Rule Information
Hit Points
At each level Sea Dogs gain 1d8 hit points + their Constitution modifier.
Action Points
Sea Dogs gain an Action Point for every two encounters.
SeaDog

Base
Attack
Bonus
+0

+1

+3

+4

+0

+2

+3

+5

+1

+3

+4

+5

+1

+3

+4

+6

+2

+4

+5

+6

+2

+5

+5

+7

+3

+6

+6

+7

+3

+6

+6

+8

+4

10

+7

+7

+8

+4

Level

Fort
Save

Ref
Save

Will
Save

+2

+4

+0

Class Features
Talent
Bonus Feat, Vehicle
dodge +1
Talent
Bonus Feat, Vehicle
dodge +2
Talent
Bonus Feat, Vehicle
dodge +3
Talent
Bonus Feat, Vehicle
dodge +4
Talent
Bonus Feat, Vehicle
dodge +5

Defense
Bonus

Reputation
Bonus

+4

+1

+5

+2

+6

+3

+7

+4

+8

+5

+9

+6

+10

+7

+11

+8

+12

+9

+13

+10

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Class Features
All of the following are the features of the Sea Dog Advanced Trade.
Vehicle Dodge: Beginning at 2nd level, you apply a dodge bonus to the Reflex defense of
any vehicle you pilot. The dodge bonus is equal to one-half your class level, rounded down.
Any condition that makes you lose your dexterity bonus to Reflex dodge also makes you
lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of
bonuses.

Sea Dog Talent Trees

Old Salt Talent Tree


Strike the Colors: The charge of a Sea Dog vessel means certain doom to the targeted vessel. Even strong men break and run for the life boats.The ship navigator and/or pilot Raise
the Company flag, an iconic message known over Arrkalash as a Sea Dog signature. The Sea
Dog ship must be of equal size or larger than the target ship. The crew of the target vessel
receives a unit Will Save DC 10 + Cha mod + Reputation mod of the Captain of the Sea Dog
ship or be Shaken for 2d4 rounds. This feat can be used by the navigator, pilot or the Captain of the Sea Dog ship.

Broadside: The pilot maneuvers the ship guns to their most advantagous angle; giving the
Gunnery crew a bonus to attacks. Attacks gain +1 to hit if the navigator can beat the Pilot
check of the target vessel. The navigators ship must be within 1000 feet to use this feat.
This feat stacks.
Run Silent: The Navigator has mastered techniques to mask their ships presence. Add +5 to
the DC of other crews to Spot the navigators ship. This feat only functions while the navigator pilots the ship.
Reckless Pursuit [Steam, Naphta, Fibertine vessels only]: The Sea Dog can disable the safeties on the ship engines to gain 110% power. This puts the engine crew and the ship at
risk. The ship gains +500 feet of tactical movement. Each round this speed is used there is
a increasing 5% chance of engine failure. Roll a d20 a result of 1 on the 1st round means
failure; 2 on the 2nd round, etc. On a failed check the engines stop and the ship loses all
power. It will coast in its current facing for a number of squares equal to its last movement.
The engines will remain in a state of disrepair for a number of rounds equal to the rounds
of red-lining. This penalty is accumlative until the ship can shutdown the engines for 1 hour.
A ship only needs to check for failure if using its full movement.
Opossum [Steam, Naphta, Fibertine vessels only]: The Sea Dog disables all powered systems
in such a way that they can be reactivated in a split second gaining surprise on the first exchange. The Operations Expert puts all systems on the lowest level standby imposing a -10
penalty on Spot checks to detect activity on the Sea Dog vessel. This makes the ship appear
dead. At a moments notice the Sea Dog reactives all systems. This grants one automatic
flat-footed attack against a single target and +2 Initiative. This bonus is only granted if the
target vessel is within 1000 feet. Prerequisite Run Silent.
Gunnery Talent Tree
Smartly Now: The Seadog may apply his Dex bonus to Damage from ship board weapons.

Desperate Attack: In the heat of battle weapons are often improvised. The gunner can either

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fire a disabled weapon at full attack bonus at half damage or make an extra attack with a
functioning ship weapon at -10 to attack and half damage.

Stem To Stern: The Sea Dog may target individual parts of a vessel with out incurring the
normal penalties for a called shot. Prerequiste Smartly Now.
Rapid Reload: The Sea Dog can reload a ship weapon in half the time normally required.
Strike at the Waterline: A Sea Dog Gunner may extend his critical range to by one for any attack made with a shipboard weapon. This talent Stacks Prerequisite Stem to Stern,
Fortune Tree
Fools Luck: As a standard action, you can spend an Actiont point to gain one of the following benefits for the rest of the encounter: a +1 luck bonus on attack rolls, a +5 luck bonus
on skill checks, or a +1 luck bonus on all your defenses.
Fortunes Favor: Whenever you score a critical hit with a melee or ranged attack, you gain a
free standard action. You must take the extra standard action bfore the end of your turn, or
else it is lost.

Gambler: You gain a +2 competence bonus on Wisdom checks when you gamble (see Gambling)
You can select this talent multiple times; each time you take this talent, the competence
bonus increases by +2.
Knack: Once per day, you may reroll a skill check and take the better result.
You can select this talent multiple times; each time you select it, you can use it one additional time per day.
Lucky Shot: Once per day, you can reroll an attack roll and take the better result.
You can select this talent multiple times; each time you select it, you can use it one additional time per day. Prerequisite Knack.
Misfortune Tree
Dastardly Strike: Whenever you make a successful attack against an opponent that is denied
its Dexterity bonus to Reflex defense, the target moves -1 step along the condition track.
Disruptive: By spending two Swift actions, you can use your knack for causing trouble and
instigating chaos to disrupt your enemies. Until the start of the next turn, you supress all
morale and insight bonuses applied to enemies in your line of sight.

Skirmisher: If you move at least 2 squares before you attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of
your next turn.
Sneak Attack: Any time your opponent is flat-footed or otherwise denied his Dexterity bonus to Reflex defense, you deal an extra 1d6 points of damage with a successful melee or
ranged attack. You must be within 6 squares of the target to make a sneak attack with a
ranged weapon.
You may select this talent multiple times. Each time you select it, your sneak attack damage
increases by +1d6 (maximum +10d6).

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Walk the Line: As a standard action, you can do or say something that catches your enemies
off guard. All opponents within 6 squares of you and in your line of sight take a -2 penalty
to their defenses until the start of your next turn. The penalty is negated if line of sight is
broken. Prerequisite Disruptive.
Sea Dog Tree
Admirals Grace: Once per day while aboard a ship, you can add your class level as a bonus
one single attack roll, skill check, or ability check. The decision to add this bonus can be
made after the result of the roll or check is known.

Shipbound: You take no penalty on attack rolls while in or on the hull of a ship. You are
never motion sick, and take no penalties from any motion the ship is undergoing. In addition, you are considered proficient with any shipboard weapons.
Raider: You gain a +1 bonus on attack rolls while aboard a ship. This bonus applies to attacks made with shipboard weapons as well as personal weapons used aboard ship. Prequisite: Shipbound
Sea Warrior: Whenever you roll a natural 20 on an attack roll made aboard a skyship, you
gain one temporary Action Point. If the Action Point is not used before the end of the encounter, it is lost. Prequisite Shipbound

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The Tarot-Mage

BAB +3, 3 ranks in Knowledge (Gems)


Hit die: D6
Skill points: 2+Int /lvl
Tarot Mage Table
Defense
ReputaBonus tion Bonus

Level

BAB

Fort

Ref

Will

Abilities

+0

+0

+0

+2

Talent

+1

+1

+1

+0

+0

+3

Feat

+1

+2

+1

+1

+1

+3

Talent

+2

+3

+2

+1

+1

+4

Feat

+2

+4

+2

+1

+1

+4

Talent

+3

+5

+3

+2

+2

+5

Feat

+3

+6

+3

+2

+2

+5

Talent

+4

+7

+4

+2

+2

+6

Feat

+4

+8

+4

+3

+3

+6

Talent

+5

+9

10

+5

+3

+3

+7

Feat

+10

+10

Arcane Spellcasting
Spells known: All incatation spells

Tarot-Mage Talent Trees


Deck Talent Tree
Draw: By spending an Action piont a Tarot-Mage may replace one card in his hand by drawing another randomly from the deck. This talent stacks.

Double Duece: The Tarot-Mage gains a +2 DC to Spells and gains 2 spell pionts/spell level
from casting a spell.
Stacked: By spending an Action Point the Tarot-Mage may replace one card in his hand by
searching through the deck and selecting the card he wants. The Deck must be reshuffled
thoroghly after using this talent. Prerequisit Draw
Ace in the Hole: By Spending an Action Point the Tarot-Mage may select two major arcana
cards and choose between them for his summoning.

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Fortune Tree
Fools Luck: As a standard action, you can spend an Actiont point to gain one of the following benefits for the rest of the encounter: a +1 luck bonus on attack rolls, a +5 luck bonus
on skill checks, or a +1 luck bonus on all your defenses.
Fortunes Favor: Whenever you score a critical hit with a melee or ranged attack, you gain a
free standard action. You must take the extra standard action bfore the end of your turn, or
else it is lost.

Gambler: You gain a +2 competence bonus on Wisdom checks when you gamble (see Gambling)
You can select this talent multiple times; each time you take this talent, the competence
bonus increases by +2.
Knack: Once per day, you may reroll a skill check and take the better result.
You can select this talent multiple times; each time you select it, you can use it one additional time per day.
Lucky Shot: Once per day, you can reroll an attack roll and take the better result.
You can select this talent multiple times; each time you select it, you can use it one additional time per day. Prerequisite Knack.
Misfortune Tree
Dastardly Strike: Whenever you make a successful attack against an opponent that is denied
its Dexterity bonus to Reflex defense, the target moves -1 step along the condition track.
Disruptive: By spending two Swift actions, you can use your knack for causing trouble and
instigating chaos to disrupt your enemies. Until the start of the next turn, you supress all
morale and insight bonuses applied to enemies in your line of sight.

Skirmisher: If you move at least 2 squares before you attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of
your next turn.
Sneak Attack: Any time your opponent is flat-footed or otherwise denied his Dexterity bonus to Reflex defense, you deal an extra 1d6 points of damage with a successful melee or
ranged attack. You must be within 6 squares of the target to make a sneak attack with a
ranged weapon.
You may select this talent multiple times. Each time you select it, your sneak attack damage
increases by +1d6 (maximum +10d6).
Walk the Line: As a standard action, you can do or say something that catches your enemies
off guard. All opponents within 6 squares of you and in your line of sight take a -2 penalty
to their defenses until the start of your next turn. The penalty is negated if line of sight is
broken. Prerequisite Disruptive.
Casting Spells:
The 6 ruling spell gems have been grouped under the 4 different suits.
Every suit has also been linked to an attribute, this is the casting attribute for spells cast
from that suit and determines the DC.

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Cards by Ability, Suit and Gems


Ability

Suit

Gems

Wis

Cups:

Water, Light :

Con

Staves:

Earth, Darkness:

Int

Swords:

Fire, Light:

Cha

Pentacles:

Air, Darkness:

At level 1, the Tarot-Mage will pick one suit to be his strongest (usually the one with the
highest attribute linked to it). This will be referred to as his favored suit.
A Tarot mage will cast spells by playing cards from his hand:
Seperate the major and the minor arcana (the major arcana are such cards as the devil and
the fool, while the minor arcana are the four suits, going from 1 to 10, followed by the
page, the knight the king and the queen.)
Shuffle the minor arcana thoroughly.
Draw up to your maximum hand size which is
Caster level + Attribute of favored suit.
Now you have a hand of tarot cards, all with a suit and numbered.
An ace will allow you to cast level 0 spells, a 2 level 1 spells etc but only from the suit that
the spell is in.
Example: Youre a level 1 Tarot-Mage, charisma is your greatest attribute (+4). You would
draw 5 cards.
Lets assume youve got the two and ten of staves.
The ace of pentacles
The three of cups
and the queen of swords.
Your maximum spell points is determined as a Mage, so what this would all mean is that
you can cast 2 stave spells of first level. (Any Earth, Darkness spell)
One level 0 Pentacle spell (Air, Darkness)
One first level cups spell (Water, Light)
and one first level swords spell (Int Swords: Fire, Light (see below).
You could pick either duration, components, DC or range as a spell element to change with
the court cards.

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Effect
*Duration
*Components
*DC
*Range

Page
x2
V
+2
x1.5

Court Card Effects


Knight
x3
S
+4
x2

Queen
x4
M
+5
x3

King
24 hours
All
+6
x4

Major Arcana:
The Tarot-Mage may use the Major Arcana card to create several differnt magical effects
listed below
Major Arcana
#

Name

The Fool

The Magician

II

The
High Priestess

III

The Empress

IV

The Emperor

The Hierophant

VI

The Lovers

VII

The Chariot

VIII

Strength

IX

The Hermit

Wheel of Fortune

XI

Justice

XII

The Hanged Man

XIII

Death

XIV

Temperance

Effect
This card reduces the intelegence of one victim in the LOS by one
point for every level of the Tarot-Mage.
This Card allows the Tarot-Mage to play two hands of minor Arcana for this encounter.
The Tarot-Mage can effect a mass cure light wounds and any the
Divine casters benifit from a full complement of Spell Pionts.
By playing this card the Tarot-Mage can Increase the Charisma of
any ally by one point for every level of the Tarot-Mage.
By Playing this card the Tarot_Mage may cast a mass suggestion
spell.
By playing this card the Tarot-Mage can Increase the Wisdom of
any ally by one point for every level of the Tarot-Mage.
By playing this card the Tarot-Mage can cast a mass charm person spell.
When this card comes into play the Tarot-Mages allies may move
through threat ranges without incuring any attacks of opportunity.
By playing this card the Tarot-Mage can Increase the Strength of
any ally by one point for every level of the Tarot-Mage.
The Tarot-Mage can use this card to send any character away
from his location.
All of the Tarot-Mages allies may reroll one die roll during the
next round. The new result must be kept.
The Tarot-Mage may use this card to mark an opponent with the
Mark of Justice.
By playing this card the Tarot-Mage can Increase the Consitution
of any ally by one point for every level of the Tarot-Mage.
This card allows the Tarot-Mage to case a Slay Living spell. The
card must be touched to the victim.
When this card is Played all of the Tarot-Mages allies are rendered immune to magical or moral penalties.

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XV

The Devil

XVI

The Tower

XVII

The Star

XVIII

The Moon

XIX

The Sun

XX

Judgement

XXI

The World

This card summons a Shadow creature to do the bidding of the


Tarot-Mage, the CR of the summoned creature is equal to the
Tarot-Mages combined levels.
The Tarot-Mage may sunder any item in his LOS after playing this
card. If the item is magical the DC to sunder is 10 +the TarotMages Level + Favored Suit bonus vs. the Items Hardness + cast
as level. Relics and artifacts are immune to this attack.
By playing this card the Tarot-Mage can Increase the Intelegence
of any ally by one point for every level of the Tarot-Mage.
By playing this card the Tarot-Mage can Increase the Dexterity of
any ally by one point for every level of the Tarot-Mage.
By Playing this card the Tarot-Mage gains the ability to turn undead as a Cleric of the same level.
By playing this card the Tarot-Mage can improve the condition
tracks of all his allies by one level for every combined level of the
Tarot-Mage
The Tarotmage that uses the World Card gains the ability to
scrye on any remote location, object or person.

Unless otherwise stated the Major Arcana effects last until the end of an encounter. Once a
Major Arcana Card is used another may not be selected until more Action points are awarded.

ALCHEMIST

An alchemist spends significant time researching alchemical lore and experimenting with
the art of their craft. They seek to unlock the power within the substances they use, finding
ways to mimic spells with elixirs. The path of an alchemist is not an easy one, and requires
the tutelage of a master alchemist. It is not a profession that can just be embarked upon at
a whim. Some alchemists are often seen as healers, master metallurgists, and apothecaries
while others are seen as charlatans and tricksters.
Adventures: Alchemists adventure in search of wealth and knowledge. The wealth allows
them to buy the materials they need to advance their craft. They also seek new materials
and new inspiration for advancements in the art. They are not helpless in combat but are
not fighters by nature either. However, with a full selection of elixirs and alchemical items,
they can be quite formidable opponents. Adventuring is still hard for an alchemist, who
must carry a fragile laboratory with them in order to create their elixirs and items. Thus they
often have need of a base of operations from which they can spend time equipping themselves for the adventures ahead without risking losing their precious equipment.
Characteristics: Alchemists rely primarily on their craft, and in time, grow to be able to produce more and more powerful elixirs and potions. They do so by self study or by learning
them from another alchemist or from alchemical texts. Their knowledge of alchemical substances relates as much to the nature of the body as well as the natural order of the universe. They learn to alter and create new substances, as well as to heal and harm the body.
All alchemists must learn their profession as an apprentice to a master alchemist. It is
through this relationship that the secrets of the trade are passed from one alchemist to

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another. Many alchemists form guilds to protect their trade interests. The guilds also specifically try to prevent others such as Omnimancers from dabbling in their profession. Alchemists are a secretive lot, and refuse to share their knowledge to anyone who is not committed to the art. Even though alchemists do form guilds, they still tend to work alone or with
their apprentices. They are also not fond of moving their laboratories due to the time and
care needed to do so.
GAME RULE INFORMATION
Alchemists have the following game statistics.
Abilities: Intelligence is highly important to the alchemist as it influences the level of philters they can make and their skill with alchemy. Charisma is also very important to the alchemist both for their dealings as an artisan and craftsman but also for their extensive use
of the Use Magic Device skill. Like other classes a high Dexterity improves their defensive
capabilities.
Hit Dice: d6
CLASS SKILLS
The class skills of the alchemist are: Appraise, Bluff, Concentration, Craft, Diplomacy, Heal,
Knowledge (Arcana, Engineering, Nature), Profession, Search, Sense Motive, Spellcraft and
Use Magical Device.
Skill Points at Each Level: 6+INT modifier
The Alchemist
Base
Class
Attack Fort
Level
Bonus
1
+0
+2
2
+1
+3
3
+2
+3
4
+3
+4
5
+3
+4
6
+4
+5
7
+5
+5
8
+6
+6
9
+6
+6
10
+7
+7

Ref

Will

Class Features

Defense Bonus

Reputation Bonus

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Talent
Bonus Feat
Talent
Bonus Feat
Talent
Bonus Feat
Talent
Bonus Feat
Talent
Bonus Feat

+0
+1
+2
+3
+4
+5
+6
+7
+8
+9

+1
+2
+3
+4
+5
+6
+7
+8
+9
+10

CLASS FEATURES
All of the following are class features for the alchemist.
Weapon and Armor Proficiency: Alchemists are proficient with simple weapons and with
light armor, but not with shields.
Craft & Reserve Points: The alchemist gains craft points and reserve points at each level as
shown in the following table. Points gained are the amount of new points gained each level
and Total Points is the amount of total cumulative craft points earned by that level.
Code:

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Craft Points
Level
1
2
3
4
5
6
7
8
9
10

Craft Points
Gained
300
325
350
475
600
725
850
975
1,100
1,225

Total
300
625
975
1,450
2,050
2,775
3,625
4,600
5,700
6,925

Reserve
Points
--60
60
80
100
150
200
250
300
400

Total
Reserve
--60
120
200
300
450
650
900
1,200
1,600

Craft Points: Craft point use is described under the various crafting sections.
Reserve Points:[/b] An alchemist also receives a special pool of points, referred to as reserve
points. These points can be spent instead of spending experience points when crafting a
potion or magical alchemical item. Each time the alchemist gains a new level, they receive
new reserve points, but leftover points from the previous level do carry over. An alchemist
can also use their reserve points to simply supplement the XP cost of their potions and alchemical items rather than paying the full amount with them.
Example: To make a 5th level potion of fly instantly, they would use the normal base
price for such a potion (3rd level spell x5th caster level x50gp) of 750gp. Thus the gold cost
is 375gp, plus 30XP and 75 craft points.
Philters: An alchemist is not a spellcaster, but they do have the ability to imbue philters,
temporary magical potions, with magical energy. Philters are neither arcane nor divine in
origin; they are raw magical spell-effects drawn from the alchemist philter recipe list.
This recipe philter list is comprised of spells that follow the following rules. [*] The spell
is beneficial to the target.[*] The imbiber of the philter is both the caster and target.[*]
Regardless of the mimicked spells number of targets there is only one target of an imbibed
philter.[*] The user of the philter is the caster and an object acts as the target or targets
(as oils on objects, as per potions). [*] Effects that would normally be cast to affect the caster and another target, such as Shield Other, cannot be imbued into a philter.
Philters function just like spells and follow all the rules for spells. For example, a philter
can be dispelled, it cannot be infused nor will it function in an antimagic area, and an alchemist must make a Concentration check if injured while imbuing a philter. However, once a
philter is imbued, it will last for 1 hour per level of the alchemist before losing its potency.
In all other respects they act as the spell they are imbued with. Using an already imbued
philter is the same as using a potion or oil.
An alchemist can imbue a philter with any recipe from their tome without preparing the
recipe ahead of time. However, unlike a sorcerer or bard, they keep an alchemist tome, also
known as a recipe book, which is similar to a wizards spellbook but is written in alchemist
cant and contains alchemical formula and recipes rather than spells. See the Alchemical
Tome section for further details.
At any time, an alchemist can add philter recipes found in other alchemists tomes to

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their own. This follows the same rules for cost and time as adding spells to a wizards spellbook. The alchemist may also independently research new recipes, effectively gaining new
additions to their tome as if they had found a new recipe.
It is also possible for an alchemist to learn recipes for philters that are not on the normal alchemist philter recipe list. These might include ancient recipes or secret recipes
known only to members of specific guilds. When encountering such recipes, the artificer can
attempt to learn it by making a Spellcraft check (D20+spell level). If this check succeeds,
they add the new recipe to their tome (at the standard cost of scribing a recipe). If not, they
can try again when they gain another rank in Spellcraft, assuming they still access to the
new recipe.
To imbue a philter with a recipe, an alchemist must have an Intelligence score equal to
at least 10+ the recipe level. Philters never allow saving throws if the imbiber is willing.
Like spellcasters, an alchemist can imbue only a certain number of philters of a particular level per day. Their base daily philter allotment is shown in the table below. In addition,
they receive extra philters per day if they have a sufficiently high Intelligence score (Table
1-1 on p.8 of the Players Handbook).
Code:
Alchemist
Level
1
2
3
4
5
6
7
8
9
10

Philters Per Day


0
3
4
4
4
4
4
4
4
4
4

1
1
2
2
3
4
4
4
4
4
4

2
1
2
3
4
4
4
4
4

3
1
2
3
4
4
4
4

4
1
2
3
4
4
4

5
1
2
3
4
4

6
1
2
3
4

7
1
2
3

8
1
2

9
1

Philters can only be imbued into specially prepared vials filled with alchemical base liquid.
This base liquid is assumed to be a staple of the Alchemists Lab as described in the Players
Handbook (p.129). In many respects the alchemists lab acts as a spellcasters spell component pouch. Any spell that requires an expensive component must still have the cost in gold
paid, assuming that the alchemist has supplied the material component in a form usable for
the philter. Any required XP must also be spent to imbue such a philter.
Philters have long casting times, each philter requiring one minute to imbue. Some alchemists have learned techniques to increase the speed of the philter creation however (see
Quicken Philter feat). Like spellcasters, an alchemist can apply metamagic feats to their philters. Like a sorcerer, an alchemist can apply a metamagic feat to a philter spontaneously,
but doing so requires extra time, increasing the imbue time to five minutes.
An alchemist, even though they can imbue philters, cannot automatically use a spell
trigger or spell completion item if the equivalent spell appears on their philter recipe list.
Instead they must use the Use Magic Device skill.
Each day the alchemist must focus their mind on their philter recipes. They need eight

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hours of rest, after which they spend 15 minutes concentrating. During this period, the alchemist readies their mind to hold their daily allotment of philter energy. Without such a period of time to refresh themselves, the alchemist does not regain the philter slots used the
previous day. Any philters created within the last eight hours count against the alchemists
daily limit.
Alchemical Tome: An alchemists tome contains all of their accumulated knowledge of alchemical formulas and recipes. This includes their knowledge of philters, poisons and alchemical substances and items. An alchemist must study their tome each day to refresh
their minds for their ability to create philters. Alchemists cannot create a philter, alchemical
item, or poison that they do not have a recipe for in their tome. They may not make a Use
Magic Device roll to mimic a philter as they may do for bypassing prerequisites on magical
items. Creating a philter requires the alchemical recipe for that philter.
An alchemist begins play with an alchemists tome containing the following:
Philters: All 0-level philters plus three 1st-level philters of their choice. For each point of
Intelligence bonus the alchemist has, the recipe book holds one additional 1st-level philter
of their choice. At each new alchemist level, they gain three new philters of any spell level or
levels that they can create (based on their new alchemist level) for their tome.
Alchemical Items: An alchemist begins play with all of the alchemist items from the Players
Handbook in their recipe book. They may add 1 additional alchemical item recipe for each
new alchemist level gained (for free).
Poisons: The alchemist begins with 2 poison recipes of their choice. They may add 1 additional poison recipe for each new alchemist level gained (for free).
Alchemist Knowledge: As a bonus language, alchemist learn a secret language known as Alchemist Cant that is known only to alchemists, which they learn upon becoming a 1st-level
alchemist. This language is in addition to their regular allotment of languages and does not
take u pa language slot. Alchemists are forbidden to teach this language to non-alchemists.
Alchemist Cant has its own alphabet and is used to transcribe the procedures necessary for
creating their alchemical substances and philters as well as to communicate their trade dealings with one another.

Alchemist Talent Trees:

Alchemetic Craft Master Tree


Eyes of Untumo: An alchemist may make a special knowledge check with a bonus equal
to their alchemist level + their Intelligence modifier to detect if an alchemical substance is
magical or not. Alchemical substances include all forms of magical liquids and powders.
The alchemist must hold and examine the substances container for 1 minute. A successful check against a DC15 determines that the substance has magical qualities, but does not
reveal the specific qualities of the substance. An alchemist cannot take 10 or 20 on this
check. A particular substance can only be examined in this fashion one time; if the check
fails, the alchemist cannot learn more about the substance. The alchemist can also use
this same knowledge check to identify non-magical alchemical substances such as acids,
poisons, etc. The DC check of the identification is equal to the craft DC of the item. If the
alchemical item or poison exists in the alchemists tome, they gain a +2 competence bonus
on the identification check.

Magical Attunement: Due to the alchemists ability to infuse magical energy, and their understanding of the magical theorem involved in alchemy and magical items, they gain a +2

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bonus on all Use Magic Device skill checks.

Craft Alchemical Item: The alchemist is an artisan that specializes in the crafting of alchemical items such as acid and alchemists fire using the Craft (Alchemy) as if the alchemist
were a spellcaster. This ability uses the standard rules for the Craft skill. Purchasing and
maintaining an Alchemists Lab (equivalent to a spell component pouch for spellcasters) still
grants a +2 circumstance bonus to Craft (Alchemy) checks (from the favorable condition of
having the perfect tools for the job) but does not affect the cost of any items made using
the skill. Masterwork alchemists tools grant a +4 bonus.
To determine how much time and money it takes to make an alchemical item:
1)
Convert the price from gold into silver (1gp = 10sp)
2)
Pay 1/3 the price in raw materials
3)
Craft check vs. the items DC, representing one weeks work
If the check succeeds, multiply the check result by the DC. If the Result x the DC equals
the price of the item in sp, then you have completed the item. If the result x the DC equals
double or triple the price of the item in sp, then youve completed the task in or 1/3 of
the time, and so on. If the result x the DC doesnt equal the price, then it represents
progress youve made this week. Record the result and make a check the next week. Each
week you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check, you make no progress this week.
Retry: Yes, but in the case of making items, each failure ruins half the raw
materials needed, and you have to pay half the raw material cost again.
Progress by Day: You can make checks by the day instead of by the week, in
which case your progress (result x DC) is in copper pieces instead of silver pieces (10cp = 1
sp).
The alchemists alchemical tome contains all of the recipes for the alchemical items the
alchemist knows how to create. An alchemist may not create an alchemical item they do not
know the recipe for. See Alchemical Tome section for more details. At any time, they can
also add recipes found in other alchemists tomes to their own. The cost and time for adding these new recipes is merely 1gp for the cost of ink and 4 hours to transcribe the information.
Alchemists may research new alchemical items (see Table: Alchemical Items by Source for
a list of alchemical items) just as they research new philters. The time and cost involves in
this research is triple the market value of the item. At the end of the research period the
alchemist must make a Craft (Alchemy) skill check at the items DC to successfully complete
the research. Once the research is complete the item is added to the alchemists tome as
a known alchemical item. If the check fails, all cost and time in the research is lost and the
alchemist must begin again. If additional alchemists are involved in the research, each person involved with 5 or more ranks in Craft (Alchemy) adds a +2 synergy bonus to the final
research check, but increases the cost to quadruple the market value of the item.
If the alchemist so chooses, they may also use craft points to create their alchemical items
or substances rather than spending long periods of game time. This system glosses over
the realities of such work assuming the presence of the alchemists tool kits, reagents,
and laboratory just as a casters spell component pouch glosses over the minutia of common material components. The alchemist can still only create their substances when they
have access to their alchemists lab, just as casters are required to have a spell component
pouch.
This system makes it appear as if items are created instantly, but the assumption is that
the alchemist has actually been working on it for a while, but only just got around to finish-

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ing it. This system assumes that the alchemist is always working on various projects in their
spare time.
To craft an alchemical item without spending the normal labor time, they can pay one-tenth
the items market price in craft points (minimum 1 point). They must also pay material costs
equal to one-half of the items market price (this replaces the normal material cost for crafting an item). Once the alchemist declares that they are spending these craft points and gold
pieces, the item is automatically completed one day later (typically next morning).
The alchemist must make a successful Craft check (using the standard DC for the item being created) to complete the item. A failed check means the alchemist wastes one-half of the
gold pieces and craft points required for the item (round up), but they may try again as soon
as the next day if they still have enough gold pieces and craft points to complete the item.
The alchemist can reduce the craft point cost of creating these items by increasing the
amount of time spent working on the item. The cost is reduced by 1 craft point for every
100sp of work they contribute to the items creation, making regular craft checks at regular
intervals.
Example: An alchemist needs to make a tanglefoot bag with a market cost of 50gp. The alchemist can spend 5 craft points (1/10 of 50gp) and 25gp (1/2 the market value) to finished
item. However, if the alchemist wishes to spend actual creation time on the item, they can
reduce the 5 craft point cost by 1 per 100sp of work they already completed.
Anyone who helps with the creation of alchemical item, and that has crafting points and the
craft alchemical item feat, can contribute craft points at the normal rate thus each contributing 1 craft point per 10gp of the items value but the primary caster must contribute at least
half of the craft points. Anyone assisting the alchemist that has craft points but does not
have the craft alchemist feat, such as someone with the Craft Masterwork Weapon feat can
only contribute craft points at half the normal rate, thus 2 craft points must be contributed
to equal 1 craft point.

Brew Poison: The alchemist learns to brew poisons as if they were standard alchemical substances. Creating these poisons follow all of the same rules for crafting alchemical items
including the ability to use craft points to brew them as alchemical items. The craft DC of a
poison is equal to the poisons save DC plus a modifier from the following table.
Poison Type
DC Modifier
Delivery
......Contact
+2
......Ingested
-2
......Inhaled
+0
......Injury/Injected
+2
Damage Type
......Energy (Ability) Drain
+6
......Permanent Damage
+4
......Two-Stage*
+4
......Three-Stage*
+6
*: Two and three-stage poisons require the victim to come into contact
with two or three individual components rather than just one.)
Note that each successful crafting of a poison makes only one dose of
the poison.

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As with alchemical items, the alchemists alchemical tome contains all of the recipes for
the poisons the alchemist knows how to create. An alchemist may not create a poison they
do not know the recipe for. . See Alchemical Tome section for more details. At any time,
they can also add recipes found in other alchemists tomes to their own. The cost and time
for adding these new recipes is merely 1gp for the cost of ink and 4 hours to transcribe the
information.
Alchemists may also research new poisons (see Table: Poisons and Toxins by Source for
known alchemical items) just as they research new philters. The time and cost involves in
this research is triple the market value of the item. At the end of the research period the
alchemist must make a Craft (Alchemy) skill check at the items DC to successfully complete
the research. Once the research is complete the item is added to the alchemists tome as
a known alchemical item. If the check fails, all cost and time in the research is lost and the
alchemist must begin again. If additional alchemists are involved in the research, each person involved with 5 or more ranks in Craft (Alchemy) adds a +2 synergy bonus to the final
research check, but increases the cost to quadruple the market value of the item.

Safe Handling): Alchemists are trained to safely handle and use the alchemical substances
that they create. This also aids them in the adventuring world, as they never risk accidentally poisoning themselves when applying poison in any manner, or accidentally harming
themselves with other toxic alchemical substances such as acid.
Brew Potion: The alchemist gains the Brew Potion feat. All of the standard rules apply for
brewing permanent potions with the following exceptions. Spells with a range of personal
can be made into potions by an alchemist. The alchemist also need not know or prepare the
spell to be made into a potion, see the Item Creation section for more details.
The imbiber of the potion is still considered both the caster and the target however. Note
that potions and philters are not the same, though any philter in the alchemists alchemical
tome can be made into a potion.
If the alchemist so chooses, they may also use craft points to create their potions rather
than spending game time, just as with non-magical alchemical items. This makes it appear
as if items are created instantly, but the assumption is that the alchemist has actually been
working on it for a while, but only just got around to finishing it.
To brew a potion without spending the normal labor time, they can pay one-tenth the items
market price in craft points (minimum 1 point) and must also pay material costs equal to
one-half of the items market price (this replaces the normal material cost for crafting an
item). Once the alchemist declares that they are spending these craft points and gold pieces, the item is then considered completed, reducing the normal creation time of one day.
Example: A 3rd level alchemist needs to make a potion of undetectable alignment (2nd level
at 3rd caster level) with a market cost of 300gp. The alchemist can:
a) Spend 150gp + 12XP and one day to finish the item, or
b) Spend 150gp + 12XP + 30 craft points (1/10 of 300gp) to finished item instantly.
Item Creation: An alchemist can create potions and other magical alchemical substances
even if they do not have access to the spells that are prerequisites for the item. The alchemist must make a successful Use Magic Device skill check (DC20+prerequisite caster level)
to emulate each spell normally required to create items. Thus, to create an Elixir of Love,
an alchemist would need a Use Magic Device check result of 24 or higher to emulate charm
person. To create Dust of Dryness, they would need a Use Magic Device check result of 31
or higher to emulate control water.

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The alchemist must make a successful check for each prerequisite for each item they make.
If the check fails, they can try again each day until the item is complete (see p.282 of the
Dungeon Masters Guide). If they come to the end of the crafting time and they still have not
successfully emulated one of the prerequisites, they can make one final check, their lastditch effort, even if they have already made a check that day. If the check still fails, then the
creation process fails and the time, money and XP expended to craft the item are lost.
For purposes of meeting alchemical item prerequisites, an alchemists effective caster level
equals their alchemist level +2. If the item duplicates a spell effect, however, it uses the
alchemists actual level as its caster level. Costs are always determined using the items
minimum caster level or the alchemists actual level (if it is higher). Thus, a 3rd level alchemist can make a potion of fly, since the minimum caster level is 5th level. They pay the
normal cost for making such a potion with a caster level of 5th: 5x3x25gp = 375gp, plus
30XP. However, the actual caster level is only 3rd, and it produces a weak fly that last only 3
minutes.
Alchemists can also make Use Magic Device checks to emulate non-spell requirements, including alignment and race, using the normal DCs for the skill. They cannot emulate skill or
feat requirements, however. They must also meet the caster level prerequisite, including the
minimum level to cast a spell stored in a potion.
An alchemists philters do not meet spell prerequisites for creating potions and alchemical
magic items. For example, an alchemist still needs to make a successful Use Magic Device
check to emulate the cure light wounds spell to create a potion of cure light wounds even
though cure light wounds appears in their alchemists tome.

Craft Wondrous Alchemical: The alchemist gains a unique version of the Craft Wondrous
Item feat. This ability allows them to create any alchemical wondrous item such as powders, dusts, oils, elixirs, ointments, etc. such as elixirs of love and dust of disappearance.
(Special: If Alchemy & Herbalists is used as a source, this ability includes all items that can
be created with the Craft Powders & Dusts item creation feat. They may also create the new
Elixir of Longevity detailed later.)
This ability follows all rules for wondrous item creation except that the alchemist need not
know or prepare the spells required to make the item (see the Item Creation section for
more details).
If the alchemist so chooses, they may also use craft points to create their alchemical wondrous items rather than spending game time, just as with non-magical alchemical items.
This makes it appear as if items are created instantly, but the assumption is that the alchemist has actually been working on it for a while, but only just got around to finishing it.
To craft an alchemical wondrous item without spending the normal labor time, they can pay
one-tenth the items market price in craft points (minimum 1 point) and must also pay material costs equal to one-half of the items market price (this replaces the normal material cost
for crafting an item). Once the alchemist declares that they are spending these craft points
and gold pieces, the item is then considered completed within one day, usually the following morning instead of the standard 1 day per 1,000gp of the base price.
The alchemist can, however, reduce the amount of craft points spent by increasing the
amount of time spent working on the item. Each 8-hour day spent working on the item reduces the amount of craft points by 100.
Example: A 6th level alchemist needs to make some dust of illusion with a base price of
1,200gp. The alchemist can:
a) Spend 600gp + 48XP and two days to finish the item, or
b) Spend 600gp + 48XP + 120 craft points (1/10 of 1200gp) to finished item in one day.
Prerequiste Item Creation

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Metallurgy: The alchemist learns to work with acids and other chemicals to improve the
quality of mundane metals in the form of alloys. They can treat metals used in the forging
of weapons and armor making them better than standard metal of its type, as well as being
able to create new alloys and refine rare metals for another craftsman to work with.
To craft these alloys requires a furnace or forge in which to melt the metal and remove impurities. The process takes an 8-hour day to refine each 50 pounds of metal. At the end of
each day a standard Craft (Alchemy) check must be made at the listed DC. All rules for crafting a non-magical alchemical item apply, except that craft points may not be spent to speed
the creation of the alloy. A failed Craft check means the raw materials have been wasted.
The cost involved in creating the alloys is equal to one-half the cost of the alloy for the given
item it is to be made into. For example an alchemist wishes to make enough Mithril alloy for
an armorer making a suite of light armor. The raw materials would cost 500gp to refine the
Mithril.
As with alchemical items, the alchemists alchemical tome contains all of the recipes for
the alloys the alchemist knows how to create. An alchemist may not forge an alloy they do
not know the recipe for. When this ability is gained, it is assumed that in the alchemists
research they have come across a number of alloy recipes and may choose 2 such recipes
to add to their alchemical tome. At any time, they can also add recipes found in other alchemists tomes to their own. The cost and time for adding these new recipes is merely 1gp for
the cost of ink and 4 hours to transcribe the information.
Alchemists may also research new alloys (see Table: Metallurgical Alloys by Source for
known alloys) just as they research new philters and other alchemical substances. The cost
involves in this research is equal to 100gp per craft DC of the alloy (thus Adamantine would
cost 3,000gp to research). The time involved in this research is equal to a day per craft DC
of the alloy. At the end of the research period the alchemist must make a Craft (Alchemy)
skill check at the items DC to successfully complete the research. Once the research is complete the alloy is added to the alchemists tome as a known alchemical alloy. If the check
fails, all materials (cost) and time in the research is lost and the alchemist must begin again.
If additional alchemists are involved in the research, each person involved with 5 or more
ranks in Craft (Alchemy) adds a +2 synergy bonus to the final research check, but increases
the cost of the research by x2.
Magical Siphon: An alchemist gains the ability to salvage the XP from other magical items
and use those experience points to create other magical items. To do this, the alchemist
must spend one day with the item, making a successful Use Magic Device check versus a DC
based on the item being siphoned, at the end of the day.
Item Type
Potion or Alchemical Item
Scrolls & Wands
Other items

DC
15
20
25

If the Use Magic Device check fails, the alchemist can try again only when they gain another
rank in Use Magic Device, assuming they still access to the new item.
After the day and a successful skill check, the item is destroyed and the alchemist adds the
XP it took to create the item to their alchemist reserve. These points, unlike their base pool,
are lost if the alchemist does not use them before gaining their next level.

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For example, an alchemist wants to siphon the energy contained in a wand of ice storm that
has 30 charges. When originally created the wand required 840XP or 16.8XP per charge
(840XP/50), thus the alchemist can siphon 504XP to add to their alchemist reserve.
Prerequisite Craft Alchemetic Item.

Exceptional Alchemist: The alchemist begins to perfect their craft. They become more adept
at the processes involved in crafting alchemical items. They now reduce all item crafting
times by 25% (though most items are a minimum of 1 day unless Craft Points are also used).
Prerequisite Craft Wondrous Alchemical.
Metamagic Distillations: An alchemist gains the ability to apply a metamagic feat they know
to any alchemical item or potion they create, rather than just their philters. This increases
the minimum caster level of the item by the number of effective spell levels the metamagic
feat would add to a spell.
For example an alchemist wishes to create a maximized potion of cure serious wounds. The
cost for doing so would be based on a potion with a caster level of 6th (3rd level spell +3
levels for maximize): 6x3x25gp = 450gp, plus 36XP. However, the actual caster level is still
only 3rd, but is maximized in effect.
Prerequisite Craft Wondrous Alchemical.
Detect Poison: The alchemist has become so knowledgeable in the use and creation of poisons that they can now use the Search skill to detect the telltale signs of the existence of
poison on objects or in other substances such as food or drink. Finding a poison has a DC
15 + save DC of the poison. This ability requires a full round action to search the specified
source for poison. The alchemist is not harmed by the use of this ability.
Prerequisite Safe Handling.
Brew Magical Poison: The alchemist learns to brew magical poisons and toxins as if they
were magical wondrous alchemical items. They must meet all prerequisites (using the Item
Creation section) and the process requires the standard creation times and costs. Each attempt to craft such a poison produces only a single dose. Some example magical poisons
would be baleful polymorph, bestow curse, binding, etc.
In most respects, making a magical potion is similar to creating magical alchemical wondrous item. Crafting a magical poison requires one day for each 1,000gp of the base price.
The base price of a magical poison is equal to ((Caster Level x Spell Level) + DC) x50gp.
To craft a magical poison without spending the normal labor time, they can pay one-tenth
the items market price in craft points (minimum 1 point) and must also pay material costs
equal to one-half of the items market price (this replaces the normal material cost for crafting an item). Once the alchemist declares that they are spending these craft points and gold
pieces, the item is then considered completed within one day, usually the following morning
instead of the standard 1 day per 1,000gp of the base price.
The alchemist can, however, reduce the amount of craft points spent by increasing the
amount of time spent working on the item. Each 8-hour day spent working on the item reduces the amount of craft points by 100.
Example: A 5th level alchemist wants to make a dose of baleful polymorph poison. It uses
a 5th level spell and is a DC15 poison. This gives the poison a base price of 2,000gp. The
alchemist can:
a) Spend 1,000gp + 80XP and two days to finish the item, or
b) Spend 1,000gp + 80XP + 200 craft points (1/10 of 2000gp) to finished item in one day.
Prerequisite Detect Poison.

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Advanced Alchemist Knowledge: When an alchemist examines an alchemical substance for


magical properties, they may now also read the magical aura of the substance to determine
its magical properties. The alchemist must hold and examine the substances container
for additional 1 minute after determining that the substance is magical. They then make a
second Alchemist Knowledge check (still with a bonus equal to their alchemist level + their
Intelligence modifier) against a DC20 to determine the alchemical substances magical properties. An alchemist cannot take 10 or 20 on this check. A particular substance can only be
examined in this fashion one time; if the check fails, the alchemist cannot learn more about
the substance.
Prerequisite Magical Attunement.
Extraordinary Alchemist: The alchemists skill reaches another benchmark. When determining the gold piece cost in raw materials needed to craft any item, reduce the base price by
25% for determining the raw material cost only.
For example, the alchemist wishes to craft a potion of aid at minimum caster level, which
has a base cost of 300gp. A 9th level or lower alchemist would pay 150gp in raw material
costs. An extraordinary alchemist would pay only 113gp in material costs (reducing the
base price by 25% to 225gp). They would both still pay 12XP however.
Prerequisite Exceptional Alchemist.
Brew Advanced Potion: The alchemists specialization in the creation of magical potions
advances, allowing them to break the common barrier of potion creation. They may now
create potions that mimic spells of 4th-6th level. In all other respects, these potions follow
the same rules for creation as other potions, specifically in that the spell mimicked by the
potion must be one where the imbiber and the target are the same, though this does still
include the use of oils on object.
Prerequisite Brew Potion.
Skill Mastery: An alchemist can take 10 when making a Spellcraft or Use Magic Device skill
check even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device skill
check.
Master Alchemist: The alchemists skill reaches yet another benchmark. When determining
the XP cost for creating any magic item, they reduce the base cost by 25%.
For example, the master alchemist wishes to craft a potion of aid at minimum caster
level, which has a base cost of 300gp. They would pay 113gp in material costs (reducing the
base price by 25% to 225gp) and would also only pay 9XP (rather than the standard 12XP).
Prerequisite Extrordinary Alchemist.
Brew Legendary Potion: The alchemists specialization in advanced potions now allows them
to create potions that mimic spells of 7th-9th level. In all other respects, these potions follow the same rules for creation as other potions, specifically in that the spell mimicked by
the potion must be one where the imbiber and the target are the same, though this does
still include the use of oils on object.
Prerequisite Brew Advanced Potion.

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Legendary Alchemist: The alchemist reaches the pinnacle of their craft. When determining
the gold piece cost in raw materials needed to craft any item, and your XP cost for creating
any magic item, the base cost is reduced by 50%.
For example, the legendary alchemist wishes to craft a potion of aid at minimum caster
level, which has a base cost of 300gp. They would pay 75gp in material costs (reducing the
base price by 50% to 150gp) and would also only pay 6XP (rather than the standard 12XP).
Prerequisite Master Alchemist.
Ex-Alchemist
Any alchemist that betrays the Alchemists Way and teaches Alchemical Cant to a non-alchemist will be banned and black-listed by other alchemists. This makes all further learning
and business dealings for the alchemist very difficult, if they are not outright hunted down
to be punished for their transgression. Such black-listing makes it nigh impossible for an
alchemist to buy new supplies short of gathering them on their own or paying 5 times the
normal value due to having to gather them from alternate sources. Selling elixirs and alchemical items becomes nearly impossible as well as the alchemists name and reputation
is quickly maligned. Any sale requires a Bluff skill check with the DC at a +10 circumstance
penalty to convince a buyer that the alchemist is not a charlatan. The alchemist will also
never net more than a 10% profit above the cost to make the item even when they can even
manage to sell their wares. No new recipes are automatically gained when a level is achieved
and researching or learning new elixirs takes 5 times the normal time and cost, as all the
research has to be done from scratch. Any Spellcraft DCs required are increased by +5 as
well.
Bonus Feats
The alchemist may choose a bonus feat from the following list of Feats. All prerequisites
must be met however. Additional bonus feats should focus on alchemy, metallurgy, poison,
herbology, metamagic and other alchemical pursuits.
Combat Casting, Diehard, Empower Spell, Eschew Materials, Extend Spell, Great Fortitude,
Greater Spell Focus (Alchemy), Heighten Spell, Iron Will, Magical Aptitude, Maximize Spell,
Negotiator, Skill Focus, Spell Focus (Alchemy)
The alchemist may also choose to take one of the following new alchemist feats.
QUICKEN PHILTER
Benefit: May imbue a philter in one round. If another metamagic feat is being applied simultaneously, the imbue time is reduced to one minute.
Normal: Imbuing a philter requires one minute, while applying a metamagic feat to a philter
requires five minutes.
METALLURGY MASTERY
Prerequisite: Metallurgy class ability, Craft (Alchemy) 14 ranks
Benefit: You may craft all metal alloys at a reduced DC, reducing all such craft DCs by -5.
The cost to produce the alloy is 50% less than the standard creation price.
Normal: The normal cost in materials for alloys is 50% of the market price.
For example enough Mithril to create a light suit of armor normally costs 500gp to create (1000gp market value). With Metallurgy Mastery, the alchemist need only spend 250gp
on raw materials to create the alloy.
NEW MAGIC ITEM:
The lore of longevity has long been a matter left to wizards and races such as the elves. Al-

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chemists, however have also learned how to bottle youth and guard these secrets jealously.
Of all secrets held by the master alchemists and their guilds is the secret to the elixir of
longevity, one of the few secrets that if divulged outside of the alchemist brotherhood will
most certainly lead to the death of the transgressor. There are four known variations of this
elixir.
Elixir of Longevity (Minor): This elixir dramatically slows the characters aging process, making the imbiber age at a reduced rate of only one year for every 10 years that pass for a duration of 10 years, after which they return to their normal aging rate. The entire elixir must
be consumed to achieve the desired results. Each time one drinks an elixir of longevity, the
imbiber must make a Fortitude saving throw (DC 10, +1 for each previous application of an
elixir of longevity). A failed saving throw results in the effect reversing, and the imbiber instantly ages 10 years. If this age gain places the imbiber over their maximum age rage, they
die instantly.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, slow, lesser restoration, 8 ranks of
Craft (Alchemy); Market Price: 3,600gp
Elixir of Longevity (Intermediate): This elixir dramatically slows the characters aging process, making the imbiber age at a reduced rate of only one year for every 25 years that pass
for a duration of 25 years, after which they return to their normal aging rate. The entire
elixir must be consumed to achieve the desired results. Each time one drinks an elixir of
longevity, the imbiber must make a Fortitude saving throw (DC 15, +1 for each previous application of an elixir of longevity). A failed saving throw results in the effect reversing, and
the imbiber instantly ages 25 years. If this age gain places the imbiber over their maximum
age rage, they die instantly.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, slow, restoration: Market Price:
10,800gp
Elixir of Longevity (Major): This elixir dramatically slows the characters aging process, making the imbiber age at a reduced rate of only one year for every 50 years that pass for a duration of 50 years, after which they return to their normal aging rate. The entire elixir must
be consumed to achieve the desired results. Each time one drinks an elixir of longevity, the
imbiber must make a Fortitude saving throw (DC 20, +1 for each previous application of an
elixir of longevity). A failed saving throw results in the effect reversing, and the imbiber instantly ages 50 years. If this age gain places the imbiber over their maximum age rage, they
die instantly.
Caster Level: 8th; Prerequisites: Craft Wondrous Item, slow, greater restoration; Market
Price: 28,400gp
Elixir of Longevity (Master): This elixir dramatically slows the characters aging process,
making the imbiber age at a reduced rate of only one year for every 100 years that pass for
a duration of 100 years, after which they return to their normal aging rate. The entire elixir
must be consumed to achieve the desired results. Each time one drinks an elixir of longevity, the imbiber must make a Fortitude saving throw (DC 25, +1 for each previous application of an elixir of longevity). A failed saving throw results in the effect reversing, and the
imbiber instantly ages 100 years. If this age gain places the imbiber over their maximum
age rage, they die instantly.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, time stop, greater restoration; Market Price: 85,200gp

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Table: Alchemist Philters (Spells)


Level 0 Oils: Acid Splash, Arcane Mark, Cure Minor Wounds, Light, Mending, Purify Food and
Drink
Level 0 Potions: Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Know Direction, Mage Hand, Read Magic, Resistance, Touch of Fatigue, Virtue
Level 1 Oils: Animate Rope, Bless Water, Bless Weapon, Curse Water, Erase, Goodberry,
Grease, Hold Portal, Identify, Magic Mouth, Magic Stone, Magic Weapon, Nystuls Magic
Aura, Obscure Object, Shillelagh
Level 1 Potions: Bless, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect
Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Snares and
Pits, Detect Undead, Disguise Self, Divine Favor, Endure Elements, Enlarge Person, Entropic
Shield, Expeditious Retreat, Feather Fall, Hide from Animals, Hide from Undead, Jump, Longstrider, Mage Armor, Magic Fang, Pass without Trace, Produce Flame, Protection from Chaos/Evil/Good/Law, Reduce Person, Remove Fear, Sanctuary, Shield, Shield of Faith, Shocking
Grasp, Speak with Animals, True Strike, Undetectable Alignment, Ventriloquism
Level 2 Oils: Align Weapon, Arcane Lock, Chill Metal, Continual Flame, Darkness, Gentle Repose, Heat Metal, Knock, Leomunds Trap, Make Whole, Remove Paralysis, Rope Trick, Warp
Wood, Wood Shape, Zone of Truth
Level 2 Potions: Aid, Alter Self, Augury, Barkskin, Bears Endurance, Blur, Bulls Strength,
Cats Grace, Cure Moderate Wounds, Darkvision, Delay Poison, Detect Thoughts, Eagles
Splendor, False Life, Find Traps, Flame Blade, Foxs Cunning, Ghoul Touch, Invisibility, Levitate, Locate Object, Mirror Image, Misdirection, Owls Wisdom, Protection from Arrows,
Reduce Animal, Resist Energy, Restoration-Lesser, See Invisibility, Shatter, Silence, Spider
Climb, Touch of Idiocy, Tree Shape
Level 3 Oils: Daylight, Deeper Darkness, Dispel Magic, Explosive Runes, Glyph of Warding,
Illusory Script, Keen Edge, Magic Vestment, Magic Weapon-Greater, Quench, Remove Curse,
Remove Disease, Secret Page, Sepia Snake Sigil, Shrink Item, Speak with Dead
Level 3 Potions: Arcane Sight, Blink, Clairaudience/ Clairvoyance, Cure Serious Wounds, Displacement, Fly, Gaseous Form, Glibness, Good Hope, Haste, Heal mount, Heroism, Invisibility Purge, Invisibility Sphere, Magic Circle against Chaos/Evil/Good/Law, Magic Fang-Greater,
Meld into Stone, Nondetection, Prayer, Protection from Energy, Rage, Remove Blindness/
Deafness, Remove Disease, Speak with Plants, Tongues, Vampiric Touch, Water Breathing,
Water Walk
Level 4 Oils: Animate Dead, Blight, Fire Trap, Holy Sword
Level 4 Potions: Air Walk, Antiplant Shell, Cure Critical Wounds, Death Ward, Detect Scrying,
Discern Lies, Divination, Divine Power, Fire Shield, Freedom of Movement, Globe of Invulnerability-Lesser, Invisibility-Greater, Locate Creature, Neutralize Poison, Otilukes Resilient
Sphere, Polymorph, Rarys Mnemonic Enhancer, Repel Vermin, Restoration, Rusting Grasp,
Scrying, Spell Immunity, Stoneskin, Zone of Silence
Level 5 Oils: Break Enchantment, Disrupting Weapon, Fabricate, False Vision, Leomunds
Secret Chest, Passwall, Permanency, Stone Shape, Symbol of Pain, Symbol of Sleep
Level 5 Potions: Animal Growth, Awaken, Commune with Nature, Contact Other Plane, Magic
Jar, Overland Flight, Righteous Might, Spell Resistance, Telekinesis, Teleport, Transmute

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Mud to Rock, Transmute Rock to Mud, Tree Stride


Level 6 Oils: Animate Objects, Dispel Magic-Greater, Fire Seeds, Glyph of Warding-Greater,
Ironwood, Liveoak, Stone to Flesh, Symbol of Fear, Symbol of Persuasion, Sympathetic Vibration
Level 6 Potions: Analyze Dweomer, Antilife Shell, Antimagic Field, Contingency, Find the
Path, Globe of Invulnerability, Heal, Legend Lore, Mislead, Mordenkainens Lucubration,
Repel Wood, Repulsion, Shadow Walk, Stone Tell, Tensers Transformation, Transport via
Plants, True Seeing, Wind Walk
Level 7 Oils: Animate Plants, Changestaff, Phase Door, Sequester, Symbol of Stunning, Symbol of Weakness, Teleport Object, Transmute Metal to Wood
Level 7 Potions: Arcane Sight-Greater, Ethereal Jaunt, Plane Shift, Project Image, Regenerate,
Restoration-Greater, Scrying-Greater, Simulacrum, Spell Turning, Statue, Vision
Level 8 Oils: Polymorph Any Object, Symbol of Death, Symbol of Insanity, Temporal Stasis
Level 8 Potions: Cloak of Chaos, Discern Location, Holy Aura, Iron Body, Mind Blank, Moment of Prescience, Otilukes Telekinetic Sphere, Protection from Spells, Repel Metal or
Stone, Shield of Law, Spell Immunity-Greater, Sympathy, Unholy Aura
Level 9 Oils: Refuge, Soul Bind, Teleportation Circle
Level 9 Potions: Astral Projection, Etherealness, Foresight, Prismatic Sphere, Shapechange,
Time Stop, Wail of the Banshee
ITEM CRAFTING:
Bladefire (20), Bullet-Acid (15), Bullet-Flame (20), Candle-Focusing (25), Candle-Restful (25),
Clearbreath (25), Darkvision Powder (20), Defoliator* (20), Dehydrated Food (15), Dwarfblind
(25), Farflame Oil (15), Fleetfoot (25), Ghostoil (25), Gravebane* (25), Hawks Ointment (25),
Instant Rope (15), Longbreath (25), Motelight* (20), Natures Draught (25), Polar Skin (25),
Signal Torch (15), Sparkstone* (25), Stonebreaker Acid* (20), Verminbane* (20), Vicious
Bleeder (25)
(* = Grenade-like weapon)
Table: Metallurgical Alloys
DMG: Adamantite (35), Mithral (30), Helenistic Steel (35), Alchemists Gold (20), Black Metal
(25), Cold Iron (20), Frost Steel (25), Killing Gold (As Poison+5), Moon Silver (20), Philosophers Steel (35), Pure Copper (20), Pure Gold (25), Quicksilver (25), Stars Heart (25), Stormbane Iron (20)
Table: Naturally Occuring Poisons
Amanita (9), Arsenic (11), Belladonna (11), Black Widow Venom (12), Botulin (14), Cobra
Venom (16), Curare (19), Cyanide: Ingested (22), Cyanide: Inhaled (26), Cyanide: Injury (27),
Digitalis (16), Opium (19), Dumb Cane (10), Fugu Toxin: Ingested (22), Fugu Toxin: Injury
(21), Hemlock (9), Poison Dart Frog Toxin (22), Ricin (22), Salamander Poison (12), Shellfish Toxin: Ingested (16), Shellfish Toxin: Injury (24), Stonefish (17), Tarantula Venom (12),
Wolfsbane (11), Black Adder Venom (15), Black Lotus Extract (35), Blackroot (15), Blue Whinnis (15), Burnt Othur Fumes (25),

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Table: Fantastic Poisons


Aboleth Oil (30), Adlovine Extract (20), Alforna (15), Anemis (20), Asabi Mist (20), Banelar
Essence (15), Bloodroot (15), Brain Dust (20), Choldrith Toxin (20), Cretel Leaf Residue (20),
Crippling Vine (15), Culum Powder (15), Fang Dragon Venom (20), Faralin (20), Gray Whinnis (20), Haluroot (15), Horror Weed Extract (25), Lockjaw (15), Mesmer Paste (20), Raeliss
Smoke (25), Redek Vine Extract (25), Retch (15), Rill Leaf (15), Roshon Vapor (25), Scorcher
Fumes (20), Shreef Oil (15), Sleeping Weed (15), Thever Fumes (35), Thever Paste (25), Vapid
Leaf Extract (20), Wraith Sheen (15), Carrion Crawler Brain juice (15), Dark Reaver Powder
(25), Dragon Bile (30), Giant Wasp Poison (20), Greenblood Oil (15), Id Moss (15), Insanity
Mist (20), Large Scorpion Venom (20), Lich Dust (20), Malyss Root Paste (20), Medium-sized
Spider Venom (15), Nitharit (20), Oil of Taggit (15), Purple Worm Poison (20), Sassone Leaf
Residue (20), Shadow Essence (20), Striped Toadstool (15), Terinav Root (25), Ungol Dust
(20), Wyvern Poison (25)
Table: Contact Poisons
Atheists Paste (16), Bloodroot (12), Burnt Othur Fumes (15), Deathblade (17), Ink of the
Scribes Reprisal (12), Insanity Mist (14), Malyss Root Paste (14), Oil of Ichorage (17), Oil
of Taggit (12), Ptarls Lurking Menace (16), Ptarls Potion of Patient Vengeance (22), Silentscent Powder (17), Skinfernal Powder (16), Striped Toadstool (10), Terinav Root (14),
Throatsprout Mist (16) Angel Kiss (17), Necropotent Elixir (27), Nevermore (27), Prophets
Tongue (13), Taint of Shadow (24), Wine of Deaths Goblet (23), Widowmaker Salve (30),
Winters Touch Oil (20)
Table: Ingested Poisons
Adders Kiss (27), Allevar (25), Amanita (15), Angel Kiss (17), Arsenic (11), Balladonna Poison (15), Bitchs Brew (15), Black Fungus Juice (25), Black Lotus Extract (20), Black Lung
Poison (25), Blackroot Poison (20), Blackrot (20/22, 24, 34), Bloodroot (25), Blue Whinnis
(15), Botulin Poison (15), Brainweed Pollen (19), Bryony Poison (15), Burnt Othur Fumes (25),
Bushlurker Pollen (33), Carnifex Venom (28), Caustic Alkali (15), Cripples Caress (20), Curare (25), Dark Reaver Powder (25), Deadly Nightshade Poison (29), Deaths Bloom Poison
(15), Deaths Breath (30), Deathsleep Poison (25), Demons Blood (30), Demonic Essence
(20), Digitalis Poison (16), Dolleck Eggs (20), Dragon Tears Poison (40), Dream Lily Poison
(20), Dregg Spores (20), Sleep Poison (25), Dumb Cane Poison (20), Ebony Creeper Tea
(25), Euphorbia Poison (15), Fleshcrawler Venom (15), Fogwitt Poison (15), Foxglove (toxic
dose) (30), Ghoul Toxin (15), Golden Embrace Poison (25), Grath Poison (20), Green Oil (15),
Greenblood Oil (15), Grunt Dart Venom (15), Heart Fire (25), Hellebore (10), Hemlock (10),
Id Moss (15), Insanity Mist (30), Locoweed Poison (15), Lotus Extract (35), Lysanders Bane
(23), Malyss Root Paste (20), Mandrake Poison (17), Mind Hammer Poison (25), Mindbreaker
Poison (27), Necropotent Elixir (27), Nevermore (27), Nitharit Poison (25), Oil of Taggit (25),
Opium (20), Orkfell Toxin (30), Prophets Tongue (13), Psilocybe (18), Purple Akoidol (25),
Red Colony Acid (15), Ricin Poison (20), Sassone Leaf Residue (25), Shellfish Toxin (15),
Shroomer Poison (21), Silver Sleep (15), Sinners Scythe (17), Slow Death Poison (24), Sombal Poison (15), Spell Sapper Poison (15), Squalch Melon Poison (28), Striped Toadstool (20),
Taint of Shadow (24), Tamhels Last Meal (20), Tarzags Venom (15), Terinav Root (25),
Toadstool Poison (10), Tooth Fairy Sleep Poison (20), Tremble Oil (20), Truth Water (15),
Violet Fungus Poison (14), Vithil Seeds (15), White Fire Poison (35), Witchs Cauldron Poison
(20), Wormwood Poison (19) Bitchs Brew (15), Blackroot: Ingested (13), Demons Blood:
Ingested (27), Marching Powder (19), Mummy Dust: Ingested (26),

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Table: InJury/ Injected Poisons


Blackroot: Injury (19), Demons Blood: Injury (30), Mummy Dust: Injury (16), Stinging Lady
Poison (20), Deathblade Poison (25), Final Touch Poison (32), Serpents Kiss Poison (30),
Royalscar (18), Sinners Scythe (17), Sword of God (26), Adlovine Extract (20), Fang Dragon
Venom (20), Deathblade (25), Giant Wasp Poison (20), Greenblood Oil (15), Large Scorpion
Venom (20), Medium-sized Spider Venom (15), Wyvern Poison (25) Cyanide: Injury (27),
Fugu Toxin: Injury (21), Hemlock (9), Poison Dart Frog Toxin (22), Tarantula Venom (12),
Black Widow Venom (12), Cobra Venom (16),
Table:Inhaled Poisons
Hogs Breath Poison (20), Lich Dust (20), Mummy Dust (26/22,26,38), Opium (20), Red Mist
Poison (25), Scent of Lunacy (20), Slithervine Pollen (15), Tararra Spores (15), Telsaths
Powder (15), Ungol Dust (30), Wits End Powder (20), Blackroot: Inhaled (20),Mummy Dust:
Inhaled (20),
Table: Two Part Poisons
Best in the House (12), Black-hour Poison (28), Cerebral Strike (23), Courtesans Kiss (26),
Cryptbane (28), Death Smoke (24), Dwarves Blight (22), Fevered Visions (25), Grave Grease
(21), Heartbloom (27), Infernal Wounds (28), Maggot Itch (29), Mind Candy (30), Mind Fog
(24), Quagmire (26), Skinaway (30), Sorcerers Bane aka Dragons Blood Bane (25), Spellsteal (32), Spire Shell (24), Syndyr (20),Rokneth (10),Kiss of Death (23), King Slayer (25), Last
Blow (27), Sleep-Tight (29), Addlemind (22), Ashe Lilies (25), Barrow Wort (20), Black Clover (22/30), Black Lung Fungus (24), Blood Rose (24), Chaylana Tree (20), Dwarfbane (20),
Jimson Weed (22), Krelnroot (15), Rilqua (28), Russet: Healers (15), Russet: Stealers (18),
Serilas Creeper (20)
Table: Three Part Poisons
Assassins Butter (16), Abyssal Larvae Jelly (22), Bearmad (19), Blue Death (24), Cowards
Bane (16), Crypt Smoke Candle (20), Death Glass (26), Dire Amber (14), Dire Urchin Spine
(24), Elemental Toxin- Air: (18), Elemental Toxin Earth (24), Elemental Toxin Fire (18),
Elemental Toxin Water (14), Eye-Killer (15), Firemetal (14), Foetid Paste (18), Ghost Nettle
Extract (28), Ghost Nettle Smoke (22), Gore-Eyes Treat (11), Hellblood Venom (24), Jesters
Rash (19), Kruhrag - Orcish Bile (17), Lotus Vinegar (20), Metalseep Gas (12), Mist of the Fatigued (12), Mouthing Eyes (16), Numbwrack (21), Palsyroot Extract (16), Pooling Breathtaker
(12), Rogues Rouge (18).
Table: Magical Poisons
Banesblood, Blink Poison, Eternal Slumber, Ice Blood, Infernal Eye, Magia Cantharsis, Moons
Blood, Wind Curse

WARRIOR-MAGE

Requirements
Base Attack Bonus: +5
Concentration 2 ranks Knowledge Arcane 4 ranks Spellcraft 2 ranks
Spell Feat: Weapon Focus, Combat Casting
Action Points
Warrior-Mages gain one action point for every two encounters.
Class Features
Hit Pionts d8
Class Skills: Alchemy, Climb, Concentration, Craft, Jump, Knowledge ( All), Profession, Ride,

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Scry, Spellcraft, Swim


Weapon and Armor Proficiency: Warrior-mages are proficient with all simple and martial
weapons. The Warrior-mages special abilities do not function if they are wearing armor or
shields of any kind. They do function normal with items such as rings of protection. Although they can use any weapons, Warrior-mages choose one primary weapon.
Instead of using spell components, they use their weapon as their spell focus. When casting
spells, they must be holding this focus weapon. They can change their focus weapon, but
only once in a 30 day time period and they perform this in an elaborate 24 hour personal
ceremony in which they can do nothing else. The only exception to this is if something happens to destroy their focus weapon. They lose the ability to cast any spells until they choose
and create another. Warrior-mages will never willingly discard the weapon they have chosen
as their current focus. Warrior-mages do have to study their spells much like normal Mages,
if they loose their spell books, they are unable to cast until they replace it.
Warrior-Mage
Lvl

Base Attack Fort Ref Will


Bonus
Save Save Save

Class Features

Defensive
Bonus

Reputation
Bonus

+1

+2

+4

+2

Talent
Spell Casting

+2

+1

+2

+3

+4

+3

Bonus Feat

+3

+1

+3

+3

+5

+3

Talent

+3

+2

+4

+4

+5

+4

Bonus Feat

+4

+2

+5

+4

+6

+4

Talent

+4

+3

+6/+1

+5

+6

+5

Bonus Feat

+5

+3

+7/+2

+5

+7

+5

Talent

+5

+4

+8/+3

+6

+7

+6

Bonus Feat

+6

+4

+9/+4

+6

+8

+6

Talent

+6

+5

10

+10/+5

+7

+9

+7

Bonus Feat,

+7

+5

Warrior-Mage Talent Trees

Spellsword Talent Tree


Enchant Weapon: Through rigorous training in magic and weapons, the Warrior-Mage is able
to wield his focus weapon as if it were a +1 magic weapon. This + does not transfer to anyone else who might get a hold of the weapon and does not work for any other weapons the
warriormage may have. This Talent stacks.

Spell Shield: As the warrior-mage gets better and blending magic and weapons, he gets
better and avoiding the effects of spells cast at him. This bonus is only effective if the Warriormage knows the spell is coming and has knowledge of the spell. Example, Ron the Warriormage has seen a fireball before, so he recognizes the spell being cast and gets a bonus
to save. Warrior-Mages with this talent gain a +1 bonus to any rolls against eligible spells.
This Talent stacks.
Mystic Armor: As the Mage Armor spell in the Players handbook but the plus is 6 to AC .

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Unlike normal spells, this ability can be used once per day per Warriormage level but only
last half the duration of the version on the PHB. This Talent stacks, every time this talent is
taken the AC bonus for the Mage Armor is increased by +2.

Uncanny Dodge: Uncanny Dodge as in the DMG.


Spell Sword: After spending an Action point the Warrior-Mage can direct a touch spell
through his focus weapon. This Talent only functions for melee weapons. Prerequisit Enchant Weapon.
Familiar Talent Tree

Summon Familiar: A Warrior-Mage has the ability to obtain a familiar.


A familiar is magically linked to its master. In some sense, the familiar and the WarriorMage who controls it are practically one being. Thats why, for example, the Warrior-Mage
can cast a personal range spell on a familiar even though normally he can only cast such a
spell on himself. A familiar is a magical beast, similar physically to the normal creature it
resembles. However, a familiar grants special abilities to its master, as described below. A
special ability granted by a familiar only applies when the Warrior-Mage and the familiar are
within 1 mile of each other.
For all familiar special abilities based on the masters level count only Warrior-Mage levels.
Any levels from classes other than Warrior-Mage are not included in this calculation unless
specifically stated otherwise.
Depending on what kind of creature the familiar is, the master gains a special benefit, as
summarized on the above table.
Familiar Qualities: Use the basic statistics for a creature of its type but make these changes.
Hit Dice: Treat as the Warrior-Mages character level (for effects related to Hit Dice). Use the
familiars normal total if it is higher.
Hit Points: One-half the Warrior-Mages total, rounded down.
Action Points: A familiar cannot gain or spend action points, and a Warrior-Mage cannot
spend an action point through his familiar.
Attacks: Use the Warrior-Mages base attack bonus. Use the familiars Dexterity modifier or
Strength modifier, whichever is greater, to determine the familiars melee attack bonus with
unarmed attacks. Damage equals that of a normal creature of its type.
Saving Throws: The familiar uses the Warrior-Mages base saving throw bonuses if theyre
better than the familiars. The familiar uses its own ability modifiers to saves, and does not
enjoy other bonuses that the Warrior-Mage may have (such as from feats).
Skills: For each skill, use either the normal skill ranks for a creature of its type or the
Warrior-Mages skill ranks, whichever is better. In either case, the familiar uses its own
ability modifiers. Regardless of a familiars total skill modifiers, some skills may remain
beyond the ability of the familiar to perform (such as Craft, for instance).
Familiar Special Abilities: Familiars have special abilities, or impart abilities to their Mages,
depending on the Talent Selected by the Warrior-Mage.

Natural Armor: This number represents a bonus to the familiars existing natural armor
bonus to Defense. Add the given value directly to the familiars Defense. It represents a

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familiars preternatural toughness.

Alertness: The presence of a familiar sharpens its masters senses. While the familiar is
within 5 feet, the Warrior-Mage gains the Alertness feat.
Share Spells: At the Warrior-Mages option, he may have any spell he casts on himself also
affect his familiar. The familiar must be within 5 feet at the time. If the spell has a duration
other than instantaneous, the spell stops affecting the familiar if the creature moves farther
than 5 feet away. The spells effect is not restored even if the familiar returns to the WarriorMage before the duration would otherwise have ended. Additionally, the Warrior-Mage
may cast a spell with a target of You on his familiar (as a touch range spell) instead of on
himself. The Warrior-Mage and the familiar can share spells even if the spells normally do
not affect creatures of the familiars type (magical beast).
Empathic Link: The Warrior-Mage has an empathic link with the familiar out to a distance
of up to 1 mile. The Warrior-Mage cant see through the familiars eyes, but the two of
them can communicate telepathically. Note that the relatively low Intelligence of a lowlevel Warrior-Mages familiar limits what it is able to communicate or understand, and even
intelligent familiars see the world differently from humans.
Touch: The familiar of a Warrior-Mage who is 3rd level or higher can deliver touch spells
for him. When the Warrior-Mage casts a touch spell, he can designate his familiar as the
toucher. (The Warrior-Mage and the familiar have to be in contact at the time of casting.)
The familiar can then deliver the touch spell just as the Warrior-Mage could. As normal, if
the Warrior-Mage casts another spell, the touch spell dissipates. Prerequisit Share Spells.
Improved Evasion: If a familiar is subjected to an attack that normally allows a Reflex saving
throw for half damage, the familiar takes no damage if it makes a successful saving throw
and half damage even if the saving throw fails. Prerequisit Alertness.
Speak with Familiar/Speak with Master: A Warrior-Mage and his familiar can communicate
verbally as if they were using a common language. Other creatures do not understand the
communication without magical help. Prerequisit Empathic Link
Speak with Animals of Its Type: The familiar of a Warrior-Mage can communicate with
animals of approximately the same type as itself: bats and rats with rodents, cats with
felines, ferrets with creatures of the family Mustelidae (weasels, minks, polecats, ermines,
skunks, wolverines, and badgers), hawks and owls with birds, snakes with reptiles, toads
with amphibians. The communication is limited by the Intelligence of the conversing
creatures. Prerequisit Speak with Familiar/Speak with Master.
Spell Resistance: The familiar of a Warrior-Mage gains spell resistance equal to the WarriorMages level + 5.
Prerequisit Improved Evasion.

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Familiar

Special Benefit

Bat

Warrior-Mage gains +3 bonus on Listen checks

Cat

Warrior-Mage gains +3 bonus on Move Silently


checks

Ferret

Warrior-Mage gains +2 bonus on Reflex saves

Hawk

Warrior-Mage gains +3 bonus on Spot checks


in daylight

Owl

Warrior-Mage gains +3 bonus on Spot checks


in dusk or darkness

Rat

Warrior-Mage gains +2 bonus on Fortitude


saves

Snake (Tiny
viper)

Warrior-Mage gains +3 bonus on Bluff checks

Toad

Warrior-Mage gains +3 hit points

Weapon Talent Tree

Weapon Focus: A Warrior-Mage gains the Weapon Focus class feature, providing the benefit
of the feat with the same name. The Warrior-Mage chooses a specific weapon. The WarriorMage can choose unarmed strike or grapple as the weapon. The Warrior-Mage must be
proficient with the chosen weapon.
The Warrior-Mage adds +1 to all attack rolls made using the selected weapon.

Weapon Specialization: A Warrior-Mage gains weapon specialization with a specific melee


or ranged weapon that he or she also has applied the Weapon Focus feat or class Talent to.
The Warrior-Mage gets a +2 bonus on damage rolls with the chosen weapon.
Improved Critical: For the weapon the Warrior-Mage has applied weapon specialization to
the Warrior-Mages Critical range increases by one. This talent stacks.
Greater Weapon Specialization: A Warrior-Mage gains greater weapon specialization with the
weapon he or she selected with the Weapon Specialization talent. This ability increases the
bonus on damage rolls to +4 when using the selected weapon.
Critical Strike: After spending an action point the Warrior-Mage gains the ability to
automatically criticaly hit with his next melee attack.

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Actions in Combat

In every round of combat you may take a standard action, a move action and a swift action
in any order.
You may take a move action or a swift action in place of a standard action, but not the
other way around.
You may take a swift action in place of a move action, but not the other way around.
You may take a full-round action in place of all other actions in a round.
Therefore, a round could consist of:
a standard action, a move action and a swift action in any order; or
two move actions, and a swift action in any order; or
a standard action and two swift actions in any order, or
three swift actions; or
a full-round action.
Some actions take such a negligible amount of time that they can be performed in addition
to other actions, or happen out of turn:
Free actions may be taken out of turn and in any number. They include: shouting to
friends, taunting foes, winking, etc. Free actions cannot be performed with flat-footed or the
GM rules them inappropriate.
Reactions are instantaneous responses to other actions. You may make reactions even if it
is not your turn.
Damage and Hit Points Page 145-149
Damage Threshold: When a creature takes damage equal to or greater than its damage
threshold (but not enough to take it to 0 HP) it moves -1 step on the condition track.
0 Hit Points: A creature reduced to 0 hit points moves -5 steps on the condition chart and is
disabled/unconscious.
Death: If the damage from an attack knocks a creature to 0 HP and is greater than its damage threshold, the creature is killed (droids/items and vehicles are destroyed). Otherwise,
the creature moves -5 steps on the condition chart and is disabled/unconscious.
Second Wind: A creature that has taken at least one-half of its total HP may take a swift
action once per day to rejuvenate itself. The creature heals of its total hit points (round
down) or a number of points equal to its Constitution score, whichever is greater.
Conditions Page 149
Normal

-1 penalty to all defenses


-1 penalty on attack rolls, ability checks, and skill checks

-2 penalty to all defenses


-2 penalty on attack rolls, ability checks, and skill checks

-5 penalty to all defenses


-5 penalty on attack rolls, ability checks, and skill checks

Move at half speed


-10 penalty to all defenses
-10 penalty on attack rolls, ability checks, and skill checks

Helpless
(unconscious or disabled)
Recovery: A creature may take a series of three swift actions to recover, improving its condi-

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tion by +1. It may take these actions over consecutive rounds, but cannot improve Persistent
Conditions in this way.
Persistent Conditions: These conditions cannot be recovered from except in certain circumstances, as related by the condition.
Types of Actions Page 150-155
Standard Actions
Attack with Melee Weapon
Attack with Ranged Weapon
Aid Another
Attack an Object
Charge
Disarm
Fight Defensively
Grab
Grapple
Move Actions
Move
Draw or Holster Weapon
Manipulate an Item
Stand Up
Withdraw
Swift Actions
Activate an Item
Aim (2 Swift Actions in Same Round)
Brace (Autofire-Only Weapons, 2 Swift Actions Imm. Before Firing)
Catch a Second Wind
Drop an Item
Fall Prone
Recover (3 Swift Actions)
Switch Weapon Mode
Full-Round Actions
Coup de Grace
Full Attack
Run
Vehicle Combat Actions Page 170-173
Standard Actions
Aid Another
Attack with Melee Weapon
Attack with Ranged Weapon
Attack with Vehicle Weapon (Gunner Only)
Attack Run (Pilot Only)
Dogfight (Pilot Only)
Fight Defensively (Pilot Only)
Move Actions
Move (Pilot Only)
Swift Actions
Aim (2 Swift Actions, Gunner Only)
Full Stop (Pilot Only)
Increase Vehicle Speed (Pilot Only)
Raise or Lower Shields (System Operator Only)

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Recharge Shields (3 Swift Actions, System Operator Only)


Reroute Power (3 Swift Actions, Engineer Only)
Full-Round Actions
All-Out Movement (Pilot Only)
Full Attack (Gunner Only)
Ram (Pilot Only)
Reactions
Avoid Collision (Pilot Only)
Ranges Page 129
Weapon Types PB Short Med. Long
Range Penalties: 0 -2 -5 -10
Heavy 50 100 250 500
Rifle 30 60 150 300
Pistol or Simple 20 40 60 80
Thrown 6 8 10 12

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Spell Casting in Cadwallon


SPELL GEMS
An Arcane spellcaster uses gems to cast and counter the spells of other casters. these gems
are representations of the fundamental elements of the universeSPELL POINTS
The spell point system presented here allows caster to more freely pick and choose which
spells they cast each day.
Every spellcaster has a reserve of spell points based on her class and level (see Table: Spell
Points Per Day). Characters also gain bonus spell points from a high ability score (just as
normal spellcasters would gain bonus spells from a high ability score; see Bonus Spell
Points and Bonus Spells, below). These spell points provide the magical power behind the
casters spells: She spends a number of spell points appropriate to the spells level to cast
the spell (see Casting Spells, below). Once spent, spell points are expended until the caster
has sufficient time to rest and prepare new spells (see Preparing Spells, below).
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Score
12-13
14-15
16-17
18-19
20-21
22-23
24-25
26-27
28-29
30+

WarriorMage,
Cartomancer
0.5
1
5
7
9
14
17
22
29
36

0
-

1st
1
1
1
1
2
2
2
2
3
3

Table: Maximum Spell Points per Day


Cleric, Minstrel of Pain WarriorMonk, Harbringer of
Felicity, Bard of Destiny
2
0
4
0
7
1
11
5
16
6
24
9
33
14
44
17
56
22
72
29
Table: Bonus Spell Points
-Bonus Spell Points (by Maximum Spell Level)2nd
3rd
4th
5th
6th
1
1
1
1
1
4
4
4
4
4
4
9
9
9
9
4
9
16
16
16
5
10
17
26
26
8
13
20
29
40
8
18
25
34
45
8
18
32
41
52
9
19
33
51
62
12
22
36
54
76

7th
1
4
9
16
26
40
58
65
75
89

Mage,Tarot
Mage
3
5
8
14
19
29
37
51
63
81

8th
1
4
9
16
26
40
58
80
90
104

9th
1
4
9
16
26
40
58
80
107
121

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PREPARING SPELLS

With this variant, spellcasters still prepare spells as normal (assuming they normally prepare
spells). In effect, casters who prepare spells are setting their list of spells known for the
day. They need not prepare multiple copies of the same spell, since they can cast any
combination of their prepared spells each day (up to the limit of their spell points).
For example, a 4th-level Mage with an Intelligence score of 16, when using the spell point
system, would prepare four 0-level spells, four 1st-level spells (three plus her bonus spell
for high Int) and three 2nd-level spells (two plus her bonus spell for high Int). These spells
make up her entire list of spells that she can cast during the day, though she can cast any
combination of them, as long as she has sufficient spell points.
Bonus Spell Points and Bonus Spells
Any spellcaster who would normally receive bonus spells for a high ability-score receives
bonus spell points instead. In effect, the character can simply cast more of her spells each
day.
To determine the number of bonus spell points gained from a high ability score, first find
the row for the characters ability score on Table: Bonus Spell Points. Use whichever ability
score would normally award bonus spells for the characters class (Wisdom for clerics and
druids, Intelligence for Mages, and so forth).
Next, find the coulumn for the highest level of spell the characrer is capable of casting
based on her class level (even if she doesnt have a high enough ability score to cast spells
of that level). At the point where the row and coulumn intersect, you find the bonus spell
points a character gains. This value can change each time her ability score undergoes a
permanent change (such as from an ability score increase due to character level or one from
a wish spell) and each time her level changes.
For example, the 4th-level wizard with an Intelligence score of 16 is capable of casting
2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 1617 row and the 2nd column is 4, so she has 4 extra spell points each day (in addition to
the 11 points she gets from being a 4th-level wizard). If her Intelligence were increased
to 20 because of foxs cunning spell or a Headband of Intellect +4, she wouldnt gain
any additional bonus spell points, since those effects produce temporary changes, not
permanent changes. However, when she reaches 5th level, her bonus spell points would
increase from 4 to 9 (since she is now capable of casting 3rd-level spells and thus uses that
column), and her overall total would increase from 15 to 25.
A character who would normally receive bonus spells from a class feature (such as from
wizard specialization or access to a domain) can instead prepare extra spells of the
appropriate levels, domains, and/or shcools. The character doesnt get any extra spell
points (and thus cant cast any more spell than normal), but the added flexibility of being
able to use the bonus spell more than once per day makes up for that.
For instance, a specialist wizard can prepare one extra spell from the chosen school of each
spell level that she can cast. A cleric can prepare one domain spell (chosen from amond his
domain spells available) of each spell level that he can cast.
For example, if the previous 4th-level wizard were an evoker, she could prepare one
additional spell per level, but that spell would have to be from the evocation school. Once it
is prepared, she can use that spell just like any of her other spells, casting it as often as she

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has spell points.


Another example: At 1st level, a cleric gains a bonus 1st-level spell, which must be selected
from one of his two domains. Once it is prepared, he can use that domain spell just like any
of his other spells, casting it as often as he has spell points.
Spontaneous Spellcasting
Characters who cast all their spells spontaneously - such as bards and Tarot-Mages - dont
have to prepare spells. They can cast any spell they know by spending the requisite number
of spell points.
Characters with the ability to cast a limited nimber of spells spontaneously (such as
Heralds of Felicity, who can spontaneously cast a summon natures ally spell in place of
another spell of the same level) are always treated as having those spells prepared, without
spending any spell slots to do so. Thus they can cast such spells any time they have
sufficien spell points.
Under this sytem, the Healing domain becomes a relatively poor choice for good-aligned
clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for
ways to solve that dilemma.
Regaining Spell Points
Spellcasters regain lost spell ponts whenever they could normally regain spells. Doing this
requires the same amount of rest and preparation or concentration time as normal for the
class. Without this period of rest and mental preparation, the casters mind isnt ready to
regain its power. Spell points are not divorced from the body; they are part of it. Using spell
points is mentally tiring, and without the requisite preriod of rest, they do not regenerate.
Any spell points spelnt within the last 8 hours count against a characters daily limit and
arent regained.

CASTING SPELLS

Each spell costs a cetain number of spell points to cast. The higher the level of the spell, the
more points it costs. Table: Spell Point Costs describes each spells cost.
Table: Spell Point Costs

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Spell Level

Spell Point Cost

01

1st

2nd

3rd

4th

5th

6th

11

7th

13

8th

15

9th
17
1 0-level spells cost no spell points to cast. If a
spellcaster is capable of casting 0-level spells, she
can cast a number of 0-level spells each day equal
to three + the number of spell points gained by
that class at 1st level.
Spellcasters use their full normal caster level for determining the effect of their spells in this
system, with one significant exception. Spells that deal a number of dice of damage based
on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast
by a character of the minimum level of the class capable of casting the spell. Spells whose
damage is partially based on caster level, but that dont deal a number of dice of damage
based on caster level (such as produce flame or an inflict spell) use the spellcasters normal
caster level to determine damage. Use the characters normal caster level for all other
effects, including range and duration.
For example, a fireball deals a number of dice of damage based on the casters level, so
when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5thlevel Mage, which is the minimum level of wizard capable of casting fireball).
A character can pay additional spell points to increase the dice of damage dealt by a spell.
Every 1 extra spell point spent at the time increases the spells effective caster level by 1
for purposes of dealing damage. A character cant increase a damage-dealing spells caster
level above her own caster level, or above the normal maximum allowed by the spell.
For example, even at 7th level, a Mages lightning bolt deals only 5d6 points of damage
(just like a 5th-level Mage) unless she spends extra spell points. If she spends 1 extra spell
point (making the lighting bolt cost 6 points rather than 5), the spell deals 6d6 points of
damage. A second extra spell point would increase the damage to 7d6 points, but she
cant spend more points than this, since her caster level is only 7th. Were she 10th level or
higher, she could spend a maximum of 5 extra spell points on this spell, raising the damage
up to 10d6, the maximum allowed for a lighting bolt spell.
Similarly, her magic missile spell only shoots one missile unless she spends extra spell
points. An extra 2 spell points increases the caster level from 1st to 3rd, granting her one

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additional missile. She can spend a maximum of 6 additional spell points in this manner,
increasing her effective caster level to 7th for damage purposes and granting her a total of
four missiles. If she were 9th level or higher, she could spend a maximum of 8 extra spell
points, granting her five missiles (just like a 9th-level caster).
METAMAGIC AND SPELL POINTS
In the spell point system, a DM has two options for how to adjudicate metamagic effects.
In either case, casters need not specially prepare metamagic versions of their spells - they
can simply choose to apply the metamagic effect at the time of casting. Doing this does not
increase the spells casting time.
The caster must apply an additional spell point cost to any spell cast with a metamagic feat.
This option allows a character maximum flexibility in her choice of spellcasting. Effectively,
the character must pay for the spell as if it were a higher-level spell, based on the
adjustment from the metamagic feat. If the metamagic effect(s) would increase the spells
effective level above what she is capable of casting, she cant cast the spell in that way.
For example, a 7th level Mage is capable og casting 4th-level spells. She could empower a
2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. She couldnt
empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would
raise either spells effective spell level to 5th).
The spells caster level for purposes of damage-dealing effects (see above) doesnt change,
even if the metamagic effect increases the minimum caster level of that spell. For instance,
a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster
chooses to pay additional spell points to increase the caster level.
For example, if a Mage empowered her magic missile it would cost her 5 spell points (as if
it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1)*1.5 points of
damage. If she spend an additional 6 spell points (for a total of 11), the caster level of the
magic missile would increase to 7th, and the spell would shoot four missiles dealing a total
of (4d4+4)*1.5 points of damage.
MULTICLASS SPELLCASTERS
A character with nonstacking spellcasting ability from multiple classes (such as a Cleric/
Mage) has a separate pool of spell points for each spellcasting class. Such characters may
only spend spell points on spells granted by that class. Bonus spell points from a high
ability score apply to each pool separately, even if the same ability score is tied to more
than one spellcasting class. In the rare situations when a character has prepared or knows
the same spell in two different slots (such as a druid/ranger preparing delay poison as both
a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using
either pool of spell points, but the spell is treated as being cast by a caster of the level of
the class from which the spell points are drawn.
For example, a 5th-level cleric/2nd-level bard of destiny has 15 spell points (plus bonus
spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points
for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for
that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds
as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or
as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage;
as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.

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MISCELLANEOUS ISSUES
When a character would lose a spell slot (such as from gaining a negative level), he instead
loses the number of spell points required to cast his highest level spell.
Spells that allow a character to recall or recast a spell dont function in this system. (It
doesnt make any sense to have a spell that gives you more spell points, since youre either
paying more than you get, getting nothing, or getting more than you paid.) Items that
function similarly can work, but differently - they restore a number of spell points required
to cast a spell of that level. A Pearl of Power for 3rd-level spells, for instance, would restore
5 spell points to a characters pool of available points when activated.
SPELL POINTS: VITALIZING
In the vitalizing system, spellcasters can potentially cast a great number of spells in a day,
but every spell cast is a potential burden on the casters health and vitality. Reaching for
and directing magical energy is a dangerous and taxing exercise, at least as difficult as
heavy labor or prolonged exertion.
This variant of the spell point system does not change the way a character prepares spells,
casts spells, regains spell points, or any of the other rules from that system. However,
the spellcasters pool of spell points represents a physical, not just mental, limit on his
spellcasting power.
When a spellcasters spell points pool falls to half of his maximum or less, he moves down a
level on the condition track.
When his spell points drop to one-quarter of his maximum or less, he becomes exhausted
and moves down another level on the condition track.
For example, a 1st-level cleric with 3 spell points (2 for his level, +1 bonus spell point
for high Wisdom) enters a fight by casting bless on his allies, spending 1 of his 3 spell
points. Doing this has no ill effect on him, since he still has more than half his spell points
remaining. If, during the fight, he then casts divine favor, spending another spell point, he
now becomes fatigued, since he has only one-third of his spell points remaining. After the
fight, he spontaneously casts cure light wounds on a wounded party member, spending his
last spell point. Not only has he exhausted his spells for the day, but he has exhausted his
body as well.
Recovering Spell Points
In the vitalizing system, spellcasters must rest to recover their spell points and restore their
physical well-being. A characters spell point total is tied directly to his level of fatigue. If
an exhausted character rests for 1 hour, he becomes fatigued - and his spell point total
rises to one-third of his maximum (round fractions down). A second hour of rest increases
the spellcasters spell point total to two-thirds of his maximum. It takes another 6 hours of
rest to replenish the last one-third of his spell points and shake the physical effects of the
spellcasting. Spells that remove fatigue and exhaustion (such as heal and restoration) leave
the recipient with a spell point total equal to two-thirds of his normal maximum.
As in the standard rules, a spellcaster mist rest for a full 8 hours before preparing a fresh
allotment of spells for the day. Even if an exhausted spellcaster regains his lost energy and
spell points, he cant change the spells he has prepared without 8 hours of rest.
Mundane Fatigue: If a spellcaster is subject to some other effect that would make him

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fatigued or exhausted, he loses spell points accordingly. If he becomes fatigued, his spell
point total drops to one-half of his normal maximum (round down), and if her becomes
exhausted, his spell point total drops to one-quarter his normal maximum.
A spellcaster can exceed his normal pool of spell points, but at great personal risk. Doing
so successfully requires a Concentration check (DC 20 + spell level). Each time a character
casts a spell for which he does not have sufficient spell points he takes both lethal and
nonlethal damage equal to the level of the spell cast. A desperate (or unwary) spellcaster
can literally cast himself into unconsciousness in this manner.

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